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fix camera texture colors
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
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 f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
978 "       f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
979 "       f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
980 "       f1      *= 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, f1);\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 "       gl_FragColor.a = f1 + 0.5;\n"
990 "}\n"
991 "#endif\n"
992 "#else // !MODE_WATER\n"
993 "\n"
994 "\n"
995 "\n"
996 "\n"
997 "// common definitions between vertex shader and fragment shader:\n"
998 "\n"
999 "varying vec2 TexCoord;\n"
1000 "#ifdef USEVERTEXTEXTUREBLEND\n"
1001 "varying vec2 TexCoord2;\n"
1002 "#endif\n"
1003 "#ifdef USELIGHTMAP\n"
1004 "varying vec2 TexCoordLightmap;\n"
1005 "#endif\n"
1006 "\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "varying vec3 CubeVector;\n"
1009 "#endif\n"
1010 "\n"
1011 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1012 "varying vec3 LightVector;\n"
1013 "#endif\n"
1014 "\n"
1015 "#ifdef USEEYEVECTOR\n"
1016 "varying vec3 EyeVector;\n"
1017 "#endif\n"
1018 "#ifdef USEFOG\n"
1019 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1020 "#endif\n"
1021 "\n"
1022 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1023 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1024 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1025 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1026 "#endif\n"
1027 "\n"
1028 "#ifdef USEREFLECTION\n"
1029 "varying vec4 ModelViewProjectionPosition;\n"
1030 "#endif\n"
1031 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1032 "uniform vec3 LightPosition;\n"
1033 "varying vec4 ModelViewPosition;\n"
1034 "#endif\n"
1035 "\n"
1036 "#ifdef MODE_LIGHTSOURCE\n"
1037 "uniform vec3 LightPosition;\n"
1038 "#endif\n"
1039 "uniform vec3 EyePosition;\n"
1040 "#ifdef MODE_LIGHTDIRECTION\n"
1041 "uniform vec3 LightDir;\n"
1042 "#endif\n"
1043 "uniform vec4 FogPlane;\n"
1044 "\n"
1045 "#ifdef USESHADOWMAPORTHO\n"
1046 "varying vec3 ShadowMapTC;\n"
1047 "#endif\n"
1048 "\n"
1049 "\n"
1050 "\n"
1051 "\n"
1052 "\n"
1053 "// 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"
1054 "\n"
1055 "// fragment shader specific:\n"
1056 "#ifdef FRAGMENT_SHADER\n"
1057 "\n"
1058 "uniform sampler2D Texture_Normal;\n"
1059 "uniform sampler2D Texture_Color;\n"
1060 "uniform sampler2D Texture_Gloss;\n"
1061 "#ifdef USEGLOW\n"
1062 "uniform sampler2D Texture_Glow;\n"
1063 "#endif\n"
1064 "#ifdef USEVERTEXTEXTUREBLEND\n"
1065 "uniform sampler2D Texture_SecondaryNormal;\n"
1066 "uniform sampler2D Texture_SecondaryColor;\n"
1067 "uniform sampler2D Texture_SecondaryGloss;\n"
1068 "#ifdef USEGLOW\n"
1069 "uniform sampler2D Texture_SecondaryGlow;\n"
1070 "#endif\n"
1071 "#endif\n"
1072 "#ifdef USECOLORMAPPING\n"
1073 "uniform sampler2D Texture_Pants;\n"
1074 "uniform sampler2D Texture_Shirt;\n"
1075 "#endif\n"
1076 "#ifdef USEFOG\n"
1077 "#ifdef USEFOGHEIGHTTEXTURE\n"
1078 "uniform sampler2D Texture_FogHeightTexture;\n"
1079 "#endif\n"
1080 "uniform sampler2D Texture_FogMask;\n"
1081 "#endif\n"
1082 "#ifdef USELIGHTMAP\n"
1083 "uniform sampler2D Texture_Lightmap;\n"
1084 "#endif\n"
1085 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1086 "uniform sampler2D Texture_Deluxemap;\n"
1087 "#endif\n"
1088 "#ifdef USEREFLECTION\n"
1089 "uniform sampler2D Texture_Reflection;\n"
1090 "#endif\n"
1091 "\n"
1092 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1093 "uniform sampler2D Texture_ScreenDepth;\n"
1094 "uniform sampler2D Texture_ScreenNormalMap;\n"
1095 "#endif\n"
1096 "#ifdef USEDEFERREDLIGHTMAP\n"
1097 "uniform sampler2D Texture_ScreenDiffuse;\n"
1098 "uniform sampler2D Texture_ScreenSpecular;\n"
1099 "#endif\n"
1100 "\n"
1101 "uniform myhalf3 Color_Pants;\n"
1102 "uniform myhalf3 Color_Shirt;\n"
1103 "uniform myhalf3 FogColor;\n"
1104 "\n"
1105 "#ifdef USEFOG\n"
1106 "uniform float FogRangeRecip;\n"
1107 "uniform float FogPlaneViewDist;\n"
1108 "uniform float FogHeightFade;\n"
1109 "vec3 FogVertex(vec3 surfacecolor)\n"
1110 "{\n"
1111 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1112 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1113 "       float fogfrac;\n"
1114 "#ifdef USEFOGHEIGHTTEXTURE\n"
1115 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1116 "       fogfrac = fogheightpixel.a;\n"
1117 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1118 "#else\n"
1119 "# ifdef USEFOGOUTSIDE\n"
1120 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1121 "# else\n"
1122 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1123 "# endif\n"
1124 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1125 "#endif\n"
1126 "}\n"
1127 "#endif\n"
1128 "\n"
1129 "#ifdef USEOFFSETMAPPING\n"
1130 "uniform float OffsetMapping_Scale;\n"
1131 "vec2 OffsetMapping(vec2 TexCoord)\n"
1132 "{\n"
1133 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1134 "       // 14 sample relief mapping: linear search and then binary search\n"
1135 "       // this basically steps forward a small amount repeatedly until it finds\n"
1136 "       // itself inside solid, then jitters forward and back using decreasing\n"
1137 "       // amounts to find the impact\n"
1138 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1139 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1140 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1141 "       vec3 RT = vec3(TexCoord, 1);\n"
1142 "       OffsetVector *= 0.1;\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);\n"
1152 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1153 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1154 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1155 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1156 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1157 "       return RT.xy;\n"
1158 "#else\n"
1159 "       // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1160 "       // this basically moves forward the full distance, and then backs up based\n"
1161 "       // on height of samples\n"
1162 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1163 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1164 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1165 "       TexCoord += OffsetVector;\n"
1166 "       OffsetVector *= 0.5;\n"
1167 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1168 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1169 "       return TexCoord;\n"
1170 "#endif\n"
1171 "}\n"
1172 "#endif // USEOFFSETMAPPING\n"
1173 "\n"
1174 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1175 "uniform sampler2D Texture_Attenuation;\n"
1176 "uniform samplerCube Texture_Cube;\n"
1177 "#endif\n"
1178 "\n"
1179 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1180 "\n"
1181 "#ifdef USESHADOWMAP2D\n"
1182 "# ifdef USESHADOWSAMPLER\n"
1183 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1184 "# else\n"
1185 "uniform sampler2D Texture_ShadowMap2D;\n"
1186 "# endif\n"
1187 "#endif\n"
1188 "\n"
1189 "#ifdef USESHADOWMAPVSDCT\n"
1190 "uniform samplerCube Texture_CubeProjection;\n"
1191 "#endif\n"
1192 "\n"
1193 "#if defined(USESHADOWMAP2D)\n"
1194 "uniform vec2 ShadowMap_TextureScale;\n"
1195 "uniform vec4 ShadowMap_Parameters;\n"
1196 "#endif\n"
1197 "\n"
1198 "#if defined(USESHADOWMAP2D)\n"
1199 "# ifdef USESHADOWMAPORTHO\n"
1200 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1201 "# else\n"
1202 "#  ifdef USESHADOWMAPVSDCT\n"
1203 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1204 "{\n"
1205 "       vec3 adir = abs(dir);\n"
1206 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1207 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1208 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1209 "}\n"
1210 "#  else\n"
1211 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1212 "{\n"
1213 "       vec3 adir = abs(dir);\n"
1214 "       float ma = adir.z;\n"
1215 "       vec4 proj = vec4(dir, 2.5);\n"
1216 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1217 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1218 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1219 "       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"
1220 "}\n"
1221 "#  endif\n"
1222 "# endif\n"
1223 "#endif // defined(USESHADOWMAP2D)\n"
1224 "\n"
1225 "# ifdef USESHADOWMAP2D\n"
1226 "float ShadowMapCompare(vec3 dir)\n"
1227 "{\n"
1228 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1229 "       float f;\n"
1230 "\n"
1231 "#  ifdef USESHADOWSAMPLER\n"
1232 "#    ifdef USESHADOWMAPPCF\n"
1233 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1234 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1235 "       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"
1236 "#    else\n"
1237 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1238 "#    endif\n"
1239 "#  else\n"
1240 "#    ifdef USESHADOWMAPPCF\n"
1241 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1242 "#      ifdef GL_ARB_texture_gather\n"
1243 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1244 "#      else\n"
1245 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1246 "#      endif\n"
1247 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1248 "#      if USESHADOWMAPPCF > 1\n"
1249 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1250 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1251 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1252 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1253 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1254 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1255 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1256 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1257 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1258 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1259 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1260 "       locols.yz += group2.ab;\n"
1261 "       hicols.yz += group8.rg;\n"
1262 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1263 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1264 "                               mix(locols, hicols, offset.y);\n"
1265 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1266 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1267 "       f = dot(cols, vec4(1.0/25.0));\n"
1268 "#      else\n"
1269 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1270 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1271 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1272 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1273 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1274 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1275 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1276 "#      endif\n"
1277 "#     else\n"
1278 "#      ifdef GL_EXT_gpu_shader4\n"
1279 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1280 "#      else\n"
1281 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1282 "#      endif\n"
1283 "#      if USESHADOWMAPPCF > 1\n"
1284 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1285 "       center *= ShadowMap_TextureScale;\n"
1286 "       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"
1287 "       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"
1288 "       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"
1289 "       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"
1290 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1291 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1292 "#      else\n"
1293 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1294 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1295 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1296 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1297 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1298 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1299 "#      endif\n"
1300 "#     endif\n"
1301 "#    else\n"
1302 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1303 "#    endif\n"
1304 "#  endif\n"
1305 "#  ifdef USESHADOWMAPORTHO\n"
1306 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1307 "#  else\n"
1308 "       return f;\n"
1309 "#  endif\n"
1310 "}\n"
1311 "# endif\n"
1312 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1313 "#endif // FRAGMENT_SHADER\n"
1314 "\n"
1315 "\n"
1316 "\n"
1317 "\n"
1318 "#ifdef MODE_DEFERREDGEOMETRY\n"
1319 "#ifdef VERTEX_SHADER\n"
1320 "uniform mat4 TexMatrix;\n"
1321 "#ifdef USEVERTEXTEXTUREBLEND\n"
1322 "uniform mat4 BackgroundTexMatrix;\n"
1323 "#endif\n"
1324 "uniform mat4 ModelViewMatrix;\n"
1325 "void main(void)\n"
1326 "{\n"
1327 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1328 "#ifdef USEVERTEXTEXTUREBLEND\n"
1329 "       gl_FrontColor = gl_Color;\n"
1330 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1331 "#endif\n"
1332 "\n"
1333 "       // transform unnormalized eye direction into tangent space\n"
1334 "#ifdef USEOFFSETMAPPING\n"
1335 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1336 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1337 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1338 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1339 "#endif\n"
1340 "\n"
1341 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1342 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1343 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1344 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1345 "}\n"
1346 "#endif // VERTEX_SHADER\n"
1347 "\n"
1348 "#ifdef FRAGMENT_SHADER\n"
1349 "void main(void)\n"
1350 "{\n"
1351 "#ifdef USEOFFSETMAPPING\n"
1352 "       // apply offsetmapping\n"
1353 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1354 "#define TexCoord TexCoordOffset\n"
1355 "#endif\n"
1356 "\n"
1357 "#ifdef USEALPHAKILL\n"
1358 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1359 "               discard;\n"
1360 "#endif\n"
1361 "\n"
1362 "#ifdef USEVERTEXTEXTUREBLEND\n"
1363 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1364 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1365 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1366 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1367 "#endif\n"
1368 "\n"
1369 "#ifdef USEVERTEXTEXTUREBLEND\n"
1370 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1371 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1372 "#else\n"
1373 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1374 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1375 "#endif\n"
1376 "\n"
1377 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1378 "}\n"
1379 "#endif // FRAGMENT_SHADER\n"
1380 "#else // !MODE_DEFERREDGEOMETRY\n"
1381 "\n"
1382 "\n"
1383 "\n"
1384 "\n"
1385 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1386 "#ifdef VERTEX_SHADER\n"
1387 "uniform mat4 ModelViewMatrix;\n"
1388 "void main(void)\n"
1389 "{\n"
1390 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1391 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "}\n"
1393 "#endif // VERTEX_SHADER\n"
1394 "\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1396 "uniform mat4 ViewToLight;\n"
1397 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1398 "uniform vec2 ScreenToDepth;\n"
1399 "uniform myhalf3 DeferredColor_Ambient;\n"
1400 "uniform myhalf3 DeferredColor_Diffuse;\n"
1401 "#ifdef USESPECULAR\n"
1402 "uniform myhalf3 DeferredColor_Specular;\n"
1403 "uniform myhalf SpecularPower;\n"
1404 "#endif\n"
1405 "uniform myhalf2 PixelToScreenTexCoord;\n"
1406 "void main(void)\n"
1407 "{\n"
1408 "       // calculate viewspace pixel position\n"
1409 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1410 "       vec3 position;\n"
1411 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1412 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1413 "       // decode viewspace pixel normal\n"
1414 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1415 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1416 "       // surfacenormal = pixel normal in viewspace\n"
1417 "       // LightVector = pixel to light in viewspace\n"
1418 "       // CubeVector = position in lightspace\n"
1419 "       // eyevector = pixel to view in viewspace\n"
1420 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1421 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1422 "#ifdef USEDIFFUSE\n"
1423 "       // calculate diffuse shading\n"
1424 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1425 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1426 "#endif\n"
1427 "#ifdef USESPECULAR\n"
1428 "       // calculate directional shading\n"
1429 "       vec3 eyevector = position * -1.0;\n"
1430 "#  ifdef USEEXACTSPECULARMATH\n"
1431 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1432 "#  else\n"
1433 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1434 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1435 "#  endif\n"
1436 "#endif\n"
1437 "\n"
1438 "#if defined(USESHADOWMAP2D)\n"
1439 "       fade *= ShadowMapCompare(CubeVector);\n"
1440 "#endif\n"
1441 "\n"
1442 "#ifdef USEDIFFUSE\n"
1443 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1444 "#else\n"
1445 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1446 "#endif\n"
1447 "#ifdef USESPECULAR\n"
1448 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1449 "#else\n"
1450 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1451 "#endif\n"
1452 "\n"
1453 "# ifdef USECUBEFILTER\n"
1454 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1455 "       gl_FragData[0].rgb *= cubecolor;\n"
1456 "       gl_FragData[1].rgb *= cubecolor;\n"
1457 "# endif\n"
1458 "}\n"
1459 "#endif // FRAGMENT_SHADER\n"
1460 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1461 "\n"
1462 "\n"
1463 "\n"
1464 "\n"
1465 "#ifdef VERTEX_SHADER\n"
1466 "uniform mat4 TexMatrix;\n"
1467 "#ifdef USEVERTEXTEXTUREBLEND\n"
1468 "uniform mat4 BackgroundTexMatrix;\n"
1469 "#endif\n"
1470 "#ifdef MODE_LIGHTSOURCE\n"
1471 "uniform mat4 ModelToLight;\n"
1472 "#endif\n"
1473 "#ifdef USESHADOWMAPORTHO\n"
1474 "uniform mat4 ShadowMapMatrix;\n"
1475 "#endif\n"
1476 "void main(void)\n"
1477 "{\n"
1478 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1479 "       gl_FrontColor = gl_Color;\n"
1480 "#endif\n"
1481 "       // copy the surface texcoord\n"
1482 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1483 "#ifdef USEVERTEXTEXTUREBLEND\n"
1484 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1485 "#endif\n"
1486 "#ifdef USELIGHTMAP\n"
1487 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1488 "#endif\n"
1489 "\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "       // transform vertex position into light attenuation/cubemap space\n"
1492 "       // (-1 to +1 across the light box)\n"
1493 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1494 "\n"
1495 "# ifdef USEDIFFUSE\n"
1496 "       // transform unnormalized light direction into tangent space\n"
1497 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1498 "       //  normalize it per pixel)\n"
1499 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1500 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1501 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1502 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1503 "# endif\n"
1504 "#endif\n"
1505 "\n"
1506 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1507 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1508 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1509 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1510 "#endif\n"
1511 "\n"
1512 "       // transform unnormalized eye direction into tangent space\n"
1513 "#ifdef USEEYEVECTOR\n"
1514 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1515 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1516 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1517 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1518 "#endif\n"
1519 "\n"
1520 "#ifdef USEFOG\n"
1521 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1522 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1523 "#endif\n"
1524 "\n"
1525 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1526 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1527 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1528 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1529 "#endif\n"
1530 "\n"
1531 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1532 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1533 "\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1536 "#endif\n"
1537 "\n"
1538 "#ifdef USEREFLECTION\n"
1539 "       ModelViewProjectionPosition = gl_Position;\n"
1540 "#endif\n"
1541 "}\n"
1542 "#endif // VERTEX_SHADER\n"
1543 "\n"
1544 "\n"
1545 "\n"
1546 "\n"
1547 "#ifdef FRAGMENT_SHADER\n"
1548 "#ifdef USEDEFERREDLIGHTMAP\n"
1549 "uniform myhalf2 PixelToScreenTexCoord;\n"
1550 "uniform myhalf3 DeferredMod_Diffuse;\n"
1551 "uniform myhalf3 DeferredMod_Specular;\n"
1552 "#endif\n"
1553 "uniform myhalf3 Color_Ambient;\n"
1554 "uniform myhalf3 Color_Diffuse;\n"
1555 "uniform myhalf3 Color_Specular;\n"
1556 "uniform myhalf SpecularPower;\n"
1557 "#ifdef USEGLOW\n"
1558 "uniform myhalf3 Color_Glow;\n"
1559 "#endif\n"
1560 "uniform myhalf Alpha;\n"
1561 "#ifdef USEREFLECTION\n"
1562 "uniform vec4 DistortScaleRefractReflect;\n"
1563 "uniform vec4 ScreenScaleRefractReflect;\n"
1564 "uniform vec4 ScreenCenterRefractReflect;\n"
1565 "uniform myhalf4 ReflectColor;\n"
1566 "#endif\n"
1567 "#ifdef USEREFLECTCUBE\n"
1568 "uniform mat4 ModelToReflectCube;\n"
1569 "uniform sampler2D Texture_ReflectMask;\n"
1570 "uniform samplerCube Texture_ReflectCube;\n"
1571 "#endif\n"
1572 "#ifdef MODE_LIGHTDIRECTION\n"
1573 "uniform myhalf3 LightColor;\n"
1574 "#endif\n"
1575 "#ifdef MODE_LIGHTSOURCE\n"
1576 "uniform myhalf3 LightColor;\n"
1577 "#endif\n"
1578 "void main(void)\n"
1579 "{\n"
1580 "#ifdef USEOFFSETMAPPING\n"
1581 "       // apply offsetmapping\n"
1582 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1583 "#define TexCoord TexCoordOffset\n"
1584 "#endif\n"
1585 "\n"
1586 "       // combine the diffuse textures (base, pants, shirt)\n"
1587 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1588 "#ifdef USEALPHAKILL\n"
1589 "       if (color.a < 0.5)\n"
1590 "               discard;\n"
1591 "#endif\n"
1592 "       color.a *= Alpha;\n"
1593 "#ifdef USECOLORMAPPING\n"
1594 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1595 "#endif\n"
1596 "#ifdef USEVERTEXTEXTUREBLEND\n"
1597 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1598 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1599 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1600 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1601 "       color.a = 1.0;\n"
1602 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1603 "#endif\n"
1604 "\n"
1605 "       // get the surface normal\n"
1606 "#ifdef USEVERTEXTEXTUREBLEND\n"
1607 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1608 "#else\n"
1609 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1610 "#endif\n"
1611 "\n"
1612 "       // get the material colors\n"
1613 "       myhalf3 diffusetex = color.rgb;\n"
1614 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1615 "# ifdef USEVERTEXTEXTUREBLEND\n"
1616 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1617 "# else\n"
1618 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1619 "# endif\n"
1620 "#endif\n"
1621 "\n"
1622 "#ifdef USEREFLECTCUBE\n"
1623 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1624 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1625 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1626 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1627 "#endif\n"
1628 "\n"
1629 "\n"
1630 "\n"
1631 "\n"
1632 "#ifdef MODE_LIGHTSOURCE\n"
1633 "       // light source\n"
1634 "#ifdef USEDIFFUSE\n"
1635 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1636 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1637 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1638 "#ifdef USESPECULAR\n"
1639 "#ifdef USEEXACTSPECULARMATH\n"
1640 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1641 "#else\n"
1642 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1643 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1644 "#endif\n"
1645 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1646 "#endif\n"
1647 "#else\n"
1648 "       color.rgb = diffusetex * Color_Ambient;\n"
1649 "#endif\n"
1650 "       color.rgb *= LightColor;\n"
1651 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1652 "#if defined(USESHADOWMAP2D)\n"
1653 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1654 "#endif\n"
1655 "# ifdef USECUBEFILTER\n"
1656 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1657 "# endif\n"
1658 "#endif // MODE_LIGHTSOURCE\n"
1659 "\n"
1660 "\n"
1661 "\n"
1662 "\n"
1663 "#ifdef MODE_LIGHTDIRECTION\n"
1664 "#define SHADING\n"
1665 "#ifdef USEDIFFUSE\n"
1666 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1667 "#endif\n"
1668 "#define lightcolor LightColor\n"
1669 "#endif // MODE_LIGHTDIRECTION\n"
1670 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1671 "#define SHADING\n"
1672 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1673 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1674 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1675 "       // convert modelspace light vector to tangentspace\n"
1676 "       myhalf3 lightnormal;\n"
1677 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1678 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1679 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\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, true, true);
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
9171         oldcolorscale = r_refdef.view.colorscale;
9172         oldwidth = r_refdef.view.width;
9173         oldheight = r_refdef.view.height;
9174         r_refdef.view.width = r_bloomstate.bloomwidth;
9175         r_refdef.view.height = r_bloomstate.bloomheight;
9176
9177         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
9178         // TODO: add exposure compensation features
9179         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9180
9181         r_refdef.view.showdebug = false;
9182         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9183
9184         R_ResetViewRendering3D();
9185
9186         R_ClearScreen(r_refdef.fogenabled);
9187         if (r_timereport_active)
9188                 R_TimeReport("HDRclear");
9189
9190         R_View_Update();
9191         if (r_timereport_active)
9192                 R_TimeReport("visibility");
9193
9194         // only do secondary renders with HDR if r_hdr is 2 or higher
9195         r_waterstate.numwaterplanes = 0;
9196         if (r_waterstate.enabled && r_hdr.integer >= 2)
9197                 R_RenderWaterPlanes();
9198
9199         r_refdef.view.showdebug = true;
9200         R_RenderScene();
9201         r_waterstate.numwaterplanes = 0;
9202
9203         R_ResetViewRendering2D();
9204
9205         R_Bloom_CopyHDRTexture();
9206         R_Bloom_MakeTexture();
9207
9208         // restore the view settings
9209         r_refdef.view.width = oldwidth;
9210         r_refdef.view.height = oldheight;
9211         r_refdef.view.colorscale = oldcolorscale;
9212
9213         R_ResetViewRendering3D();
9214
9215         R_ClearScreen(r_refdef.fogenabled);
9216         if (r_timereport_active)
9217                 R_TimeReport("viewclear");
9218 }
9219
9220 static void R_BlendView(void)
9221 {
9222         unsigned int permutation;
9223         float uservecs[4][4];
9224
9225         switch (vid.renderpath)
9226         {
9227         case RENDERPATH_GL20:
9228         case RENDERPATH_CGGL:
9229         case RENDERPATH_D3D9:
9230         case RENDERPATH_D3D10:
9231         case RENDERPATH_D3D11:
9232                 permutation =
9233                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9234                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9235                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9236                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9237                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9238
9239                 if (r_bloomstate.texture_screen)
9240                 {
9241                         // make sure the buffer is available
9242                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9243
9244                         R_ResetViewRendering2D();
9245
9246                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9247                         {
9248                                 // declare variables
9249                                 float speed;
9250                                 static float avgspeed;
9251
9252                                 speed = VectorLength(cl.movement_velocity);
9253
9254                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9255                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9256
9257                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9258                                 speed = bound(0, speed, 1);
9259                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9260
9261                                 // calculate values into a standard alpha
9262                                 cl.motionbluralpha = 1 - exp(-
9263                                                 (
9264                                                  (r_motionblur.value * speed / 80)
9265                                                  +
9266                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9267                                                 )
9268                                                 /
9269                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9270                                            );
9271
9272                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9273                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9274                                 // apply the blur
9275                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9276                                 {
9277                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9278                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9279                                         switch(vid.renderpath)
9280                                         {
9281                                         case RENDERPATH_GL11:
9282                                         case RENDERPATH_GL13:
9283                                         case RENDERPATH_GL20:
9284                                         case RENDERPATH_CGGL:
9285                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9286                                                 break;
9287                                         case RENDERPATH_D3D9:
9288                                         case RENDERPATH_D3D10:
9289                                         case RENDERPATH_D3D11:
9290                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9291                                                 break;
9292                                         }
9293                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9294                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9295                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9296                                 }
9297                         }
9298
9299                         // copy view into the screen texture
9300                         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);
9301                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9302                 }
9303                 else if (!r_bloomstate.texture_bloom)
9304                 {
9305                         // we may still have to do view tint...
9306                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9307                         {
9308                                 // apply a color tint to the whole view
9309                                 R_ResetViewRendering2D();
9310                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9311                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9312                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9313                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9314                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9315                         }
9316                         break; // no screen processing, no bloom, skip it
9317                 }
9318
9319                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9320                 {
9321                         // render simple bloom effect
9322                         // copy the screen and shrink it and darken it for the bloom process
9323                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9324                         // make the bloom texture
9325                         R_Bloom_MakeTexture();
9326                 }
9327
9328 #if _MSC_VER >= 1400
9329 #define sscanf sscanf_s
9330 #endif
9331                 memset(uservecs, 0, sizeof(uservecs));
9332                 if (r_glsl_postprocess_uservec1_enable.integer)
9333                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9334                 if (r_glsl_postprocess_uservec2_enable.integer)
9335                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9336                 if (r_glsl_postprocess_uservec3_enable.integer)
9337                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9338                 if (r_glsl_postprocess_uservec4_enable.integer)
9339                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9340
9341                 R_ResetViewRendering2D();
9342                 GL_Color(1, 1, 1, 1);
9343                 GL_BlendFunc(GL_ONE, GL_ZERO);
9344
9345                 switch(vid.renderpath)
9346                 {
9347                 case RENDERPATH_GL20:
9348                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9349                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9350                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9351                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9352                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9353                         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]);
9354                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9355                         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]);
9356                         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]);
9357                         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]);
9358                         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]);
9359                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9360                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9361                         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);
9362                         break;
9363                 case RENDERPATH_CGGL:
9364 #ifdef SUPPORTCG
9365                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9366                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9367                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9368                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9369                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9370                         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
9371                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9372                         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
9373                         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
9374                         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
9375                         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
9376                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9377                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9378                         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);
9379 #endif
9380                         break;
9381                 case RENDERPATH_D3D9:
9382 #ifdef SUPPORTD3D
9383                         // 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...
9384                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9385                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9386                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9387                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9388                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9389                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9390                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9391                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9392                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9393                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9394                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9395                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9396                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9397                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9398 #endif
9399                         break;
9400                 case RENDERPATH_D3D10:
9401                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9402                         break;
9403                 case RENDERPATH_D3D11:
9404                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9405                         break;
9406                 default:
9407                         break;
9408                 }
9409                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9410                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9411                 break;
9412         case RENDERPATH_GL13:
9413         case RENDERPATH_GL11:
9414                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9415                 {
9416                         // apply a color tint to the whole view
9417                         R_ResetViewRendering2D();
9418                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9419                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9420                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9421                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9422                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9423                 }
9424                 break;
9425         }
9426 }
9427
9428 matrix4x4_t r_waterscrollmatrix;
9429
9430 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9431 {
9432         if (r_refdef.fog_density)
9433         {
9434                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9435                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9436                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9437
9438                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9439                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9440                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9441                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9442
9443                 {
9444                         vec3_t fogvec;
9445                         VectorCopy(r_refdef.fogcolor, fogvec);
9446                         //   color.rgb *= ContrastBoost * SceneBrightness;
9447                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9448                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9449                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9450                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9451                 }
9452         }
9453 }
9454
9455 void R_UpdateVariables(void)
9456 {
9457         R_Textures_Frame();
9458
9459         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9460
9461         r_refdef.farclip = r_farclip_base.value;
9462         if (r_refdef.scene.worldmodel)
9463                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9464         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9465
9466         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9467                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9468         r_refdef.polygonfactor = 0;
9469         r_refdef.polygonoffset = 0;
9470         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9471         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9472
9473         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9474         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9475         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9476         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9477         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9478         if (FAKELIGHT_ENABLED)
9479         {
9480                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9481         }
9482         if (r_showsurfaces.integer)
9483         {
9484                 r_refdef.scene.rtworld = false;
9485                 r_refdef.scene.rtworldshadows = false;
9486                 r_refdef.scene.rtdlight = false;
9487                 r_refdef.scene.rtdlightshadows = false;
9488                 r_refdef.lightmapintensity = 0;
9489         }
9490
9491         if (gamemode == GAME_NEHAHRA)
9492         {
9493                 if (gl_fogenable.integer)
9494                 {
9495                         r_refdef.oldgl_fogenable = true;
9496                         r_refdef.fog_density = gl_fogdensity.value;
9497                         r_refdef.fog_red = gl_fogred.value;
9498                         r_refdef.fog_green = gl_foggreen.value;
9499                         r_refdef.fog_blue = gl_fogblue.value;
9500                         r_refdef.fog_alpha = 1;
9501                         r_refdef.fog_start = 0;
9502                         r_refdef.fog_end = gl_skyclip.value;
9503                         r_refdef.fog_height = 1<<30;
9504                         r_refdef.fog_fadedepth = 128;
9505                 }
9506                 else if (r_refdef.oldgl_fogenable)
9507                 {
9508                         r_refdef.oldgl_fogenable = false;
9509                         r_refdef.fog_density = 0;
9510                         r_refdef.fog_red = 0;
9511                         r_refdef.fog_green = 0;
9512                         r_refdef.fog_blue = 0;
9513                         r_refdef.fog_alpha = 0;
9514                         r_refdef.fog_start = 0;
9515                         r_refdef.fog_end = 0;
9516                         r_refdef.fog_height = 1<<30;
9517                         r_refdef.fog_fadedepth = 128;
9518                 }
9519         }
9520
9521         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9522         r_refdef.fog_start = max(0, r_refdef.fog_start);
9523         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9524
9525         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9526
9527         if (r_refdef.fog_density && r_drawfog.integer)
9528         {
9529                 r_refdef.fogenabled = true;
9530                 // this is the point where the fog reaches 0.9986 alpha, which we
9531                 // consider a good enough cutoff point for the texture
9532                 // (0.9986 * 256 == 255.6)
9533                 if (r_fog_exp2.integer)
9534                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9535                 else
9536                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9537                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9538                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9539                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9540                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9541                         R_BuildFogHeightTexture();
9542                 // fog color was already set
9543                 // update the fog texture
9544                 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)
9545                         R_BuildFogTexture();
9546                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9547                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9548         }
9549         else
9550                 r_refdef.fogenabled = false;
9551
9552         switch(vid.renderpath)
9553         {
9554         case RENDERPATH_GL20:
9555         case RENDERPATH_CGGL:
9556         case RENDERPATH_D3D9:
9557         case RENDERPATH_D3D10:
9558         case RENDERPATH_D3D11:
9559                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9560                 {
9561                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9562                         {
9563                                 // build GLSL gamma texture
9564 #define RAMPWIDTH 256
9565                                 unsigned short ramp[RAMPWIDTH * 3];
9566                                 unsigned char rampbgr[RAMPWIDTH][4];
9567                                 int i;
9568
9569                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9570
9571                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9572                                 for(i = 0; i < RAMPWIDTH; ++i)
9573                                 {
9574                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9575                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9576                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9577                                         rampbgr[i][3] = 0;
9578                                 }
9579                                 if (r_texture_gammaramps)
9580                                 {
9581                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9582                                 }
9583                                 else
9584                                 {
9585                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9586                                 }
9587                         }
9588                 }
9589                 else
9590                 {
9591                         // remove GLSL gamma texture
9592                 }
9593                 break;
9594         case RENDERPATH_GL13:
9595         case RENDERPATH_GL11:
9596                 break;
9597         }
9598 }
9599
9600 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9601 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9602 /*
9603 ================
9604 R_SelectScene
9605 ================
9606 */
9607 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9608         if( scenetype != r_currentscenetype ) {
9609                 // store the old scenetype
9610                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9611                 r_currentscenetype = scenetype;
9612                 // move in the new scene
9613                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9614         }
9615 }
9616
9617 /*
9618 ================
9619 R_GetScenePointer
9620 ================
9621 */
9622 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9623 {
9624         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9625         if( scenetype == r_currentscenetype ) {
9626                 return &r_refdef.scene;
9627         } else {
9628                 return &r_scenes_store[ scenetype ];
9629         }
9630 }
9631
9632 /*
9633 ================
9634 R_RenderView
9635 ================
9636 */
9637 void R_RenderView(void)
9638 {
9639         if (r_timereport_active)
9640                 R_TimeReport("start");
9641         r_textureframe++; // used only by R_GetCurrentTexture
9642         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9643
9644         if(R_CompileShader_CheckStaticParms())
9645                 R_GLSL_Restart_f();
9646
9647         if (!r_drawentities.integer)
9648                 r_refdef.scene.numentities = 0;
9649
9650         R_AnimCache_ClearCache();
9651         R_FrameData_NewFrame();
9652
9653         if (r_refdef.view.isoverlay)
9654         {
9655                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9656                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9657                 R_TimeReport("depthclear");
9658
9659                 r_refdef.view.showdebug = false;
9660
9661                 r_waterstate.enabled = false;
9662                 r_waterstate.numwaterplanes = 0;
9663
9664                 R_RenderScene();
9665
9666                 CHECKGLERROR
9667                 return;
9668         }
9669
9670         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9671                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9672
9673         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9674
9675         R_RenderView_UpdateViewVectors();
9676
9677         R_Shadow_UpdateWorldLightSelection();
9678
9679         R_Bloom_StartFrame();
9680         R_Water_StartFrame();
9681
9682         CHECKGLERROR
9683         if (r_timereport_active)
9684                 R_TimeReport("viewsetup");
9685
9686         R_ResetViewRendering3D();
9687
9688         if (r_refdef.view.clear || r_refdef.fogenabled)
9689         {
9690                 R_ClearScreen(r_refdef.fogenabled);
9691                 if (r_timereport_active)
9692                         R_TimeReport("viewclear");
9693         }
9694         r_refdef.view.clear = true;
9695
9696         // this produces a bloom texture to be used in R_BlendView() later
9697         if (r_hdr.integer && r_bloomstate.bloomwidth)
9698         {
9699                 R_HDR_RenderBloomTexture();
9700                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9701                 r_textureframe++; // used only by R_GetCurrentTexture
9702         }
9703
9704         r_refdef.view.showdebug = true;
9705
9706         R_View_Update();
9707         if (r_timereport_active)
9708                 R_TimeReport("visibility");
9709
9710         r_waterstate.numwaterplanes = 0;
9711         if (r_waterstate.enabled)
9712                 R_RenderWaterPlanes();
9713
9714         R_RenderScene();
9715         r_waterstate.numwaterplanes = 0;
9716
9717         R_BlendView();
9718         if (r_timereport_active)
9719                 R_TimeReport("blendview");
9720
9721         GL_Scissor(0, 0, vid.width, vid.height);
9722         GL_ScissorTest(false);
9723
9724         CHECKGLERROR
9725 }
9726
9727 void R_RenderWaterPlanes(void)
9728 {
9729         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9730         {
9731                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9732                 if (r_timereport_active)
9733                         R_TimeReport("waterworld");
9734         }
9735
9736         // don't let sound skip if going slow
9737         if (r_refdef.scene.extraupdate)
9738                 S_ExtraUpdate ();
9739
9740         R_DrawModelsAddWaterPlanes();
9741         if (r_timereport_active)
9742                 R_TimeReport("watermodels");
9743
9744         if (r_waterstate.numwaterplanes)
9745         {
9746                 R_Water_ProcessPlanes();
9747                 if (r_timereport_active)
9748                         R_TimeReport("waterscenes");
9749         }
9750 }
9751
9752 extern void R_DrawLightningBeams (void);
9753 extern void VM_CL_AddPolygonsToMeshQueue (void);
9754 extern void R_DrawPortals (void);
9755 extern cvar_t cl_locs_show;
9756 static void R_DrawLocs(void);
9757 static void R_DrawEntityBBoxes(void);
9758 static void R_DrawModelDecals(void);
9759 extern void R_DrawModelShadows(void);
9760 extern void R_DrawModelShadowMaps(void);
9761 extern cvar_t cl_decals_newsystem;
9762 extern qboolean r_shadow_usingdeferredprepass;
9763 void R_RenderScene(void)
9764 {
9765         qboolean shadowmapping = false;
9766
9767         if (r_timereport_active)
9768                 R_TimeReport("beginscene");
9769
9770         r_refdef.stats.renders++;
9771
9772         R_UpdateFogColor();
9773
9774         // don't let sound skip if going slow
9775         if (r_refdef.scene.extraupdate)
9776                 S_ExtraUpdate ();
9777
9778         R_MeshQueue_BeginScene();
9779
9780         R_SkyStartFrame();
9781
9782         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);
9783
9784         if (r_timereport_active)
9785                 R_TimeReport("skystartframe");
9786
9787         if (cl.csqc_vidvars.drawworld)
9788         {
9789                 // don't let sound skip if going slow
9790                 if (r_refdef.scene.extraupdate)
9791                         S_ExtraUpdate ();
9792
9793                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9794                 {
9795                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9796                         if (r_timereport_active)
9797                                 R_TimeReport("worldsky");
9798                 }
9799
9800                 if (R_DrawBrushModelsSky() && r_timereport_active)
9801                         R_TimeReport("bmodelsky");
9802
9803                 if (skyrendermasked && skyrenderlater)
9804                 {
9805                         // we have to force off the water clipping plane while rendering sky
9806                         R_SetupView(false);
9807                         R_Sky();
9808                         R_SetupView(true);
9809                         if (r_timereport_active)
9810                                 R_TimeReport("sky");
9811                 }
9812         }
9813
9814         R_AnimCache_CacheVisibleEntities();
9815         if (r_timereport_active)
9816                 R_TimeReport("animation");
9817
9818         R_Shadow_PrepareLights();
9819         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9820                 R_Shadow_PrepareModelShadows();
9821         if (r_timereport_active)
9822                 R_TimeReport("preparelights");
9823
9824         if (R_Shadow_ShadowMappingEnabled())
9825                 shadowmapping = true;
9826
9827         if (r_shadow_usingdeferredprepass)
9828                 R_Shadow_DrawPrepass();
9829
9830         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9831         {
9832                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9833                 if (r_timereport_active)
9834                         R_TimeReport("worlddepth");
9835         }
9836         if (r_depthfirst.integer >= 2)
9837         {
9838                 R_DrawModelsDepth();
9839                 if (r_timereport_active)
9840                         R_TimeReport("modeldepth");
9841         }
9842
9843         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9844         {
9845                 R_DrawModelShadowMaps();
9846                 R_ResetViewRendering3D();
9847                 // don't let sound skip if going slow
9848                 if (r_refdef.scene.extraupdate)
9849                         S_ExtraUpdate ();
9850         }
9851
9852         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9853         {
9854                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9855                 if (r_timereport_active)
9856                         R_TimeReport("world");
9857         }
9858
9859         // don't let sound skip if going slow
9860         if (r_refdef.scene.extraupdate)
9861                 S_ExtraUpdate ();
9862
9863         R_DrawModels();
9864         if (r_timereport_active)
9865                 R_TimeReport("models");
9866
9867         // don't let sound skip if going slow
9868         if (r_refdef.scene.extraupdate)
9869                 S_ExtraUpdate ();
9870
9871         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9872         {
9873                 R_DrawModelShadows();
9874                 R_ResetViewRendering3D();
9875                 // don't let sound skip if going slow
9876                 if (r_refdef.scene.extraupdate)
9877                         S_ExtraUpdate ();
9878         }
9879
9880         if (!r_shadow_usingdeferredprepass)
9881         {
9882                 R_Shadow_DrawLights();
9883                 if (r_timereport_active)
9884                         R_TimeReport("rtlights");
9885         }
9886
9887         // don't let sound skip if going slow
9888         if (r_refdef.scene.extraupdate)
9889                 S_ExtraUpdate ();
9890
9891         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9892         {
9893                 R_DrawModelShadows();
9894                 R_ResetViewRendering3D();
9895                 // don't let sound skip if going slow
9896                 if (r_refdef.scene.extraupdate)
9897                         S_ExtraUpdate ();
9898         }
9899
9900         if (cl.csqc_vidvars.drawworld)
9901         {
9902                 if (cl_decals_newsystem.integer)
9903                 {
9904                         R_DrawModelDecals();
9905                         if (r_timereport_active)
9906                                 R_TimeReport("modeldecals");
9907                 }
9908                 else
9909                 {
9910                         R_DrawDecals();
9911                         if (r_timereport_active)
9912                                 R_TimeReport("decals");
9913                 }
9914
9915                 R_DrawParticles();
9916                 if (r_timereport_active)
9917                         R_TimeReport("particles");
9918
9919                 R_DrawExplosions();
9920                 if (r_timereport_active)
9921                         R_TimeReport("explosions");
9922
9923                 R_DrawLightningBeams();
9924                 if (r_timereport_active)
9925                         R_TimeReport("lightning");
9926         }
9927
9928         VM_CL_AddPolygonsToMeshQueue();
9929
9930         if (r_refdef.view.showdebug)
9931         {
9932                 if (cl_locs_show.integer)
9933                 {
9934                         R_DrawLocs();
9935                         if (r_timereport_active)
9936                                 R_TimeReport("showlocs");
9937                 }
9938
9939                 if (r_drawportals.integer)
9940                 {
9941                         R_DrawPortals();
9942                         if (r_timereport_active)
9943                                 R_TimeReport("portals");
9944                 }
9945
9946                 if (r_showbboxes.value > 0)
9947                 {
9948                         R_DrawEntityBBoxes();
9949                         if (r_timereport_active)
9950                                 R_TimeReport("bboxes");
9951                 }
9952         }
9953
9954         R_MeshQueue_RenderTransparent();
9955         if (r_timereport_active)
9956                 R_TimeReport("drawtrans");
9957
9958         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))
9959         {
9960                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9961                 if (r_timereport_active)
9962                         R_TimeReport("worlddebug");
9963                 R_DrawModelsDebug();
9964                 if (r_timereport_active)
9965                         R_TimeReport("modeldebug");
9966         }
9967
9968         if (cl.csqc_vidvars.drawworld)
9969         {
9970                 R_Shadow_DrawCoronas();
9971                 if (r_timereport_active)
9972                         R_TimeReport("coronas");
9973         }
9974
9975 #if 0
9976         {
9977                 GL_DepthTest(false);
9978                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9979                 GL_Color(1, 1, 1, 1);
9980                 qglBegin(GL_POLYGON);
9981                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9982                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9983                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9984                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9985                 qglEnd();
9986                 qglBegin(GL_POLYGON);
9987                 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]);
9988                 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]);
9989                 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]);
9990                 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]);
9991                 qglEnd();
9992                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9993         }
9994 #endif
9995
9996         // don't let sound skip if going slow
9997         if (r_refdef.scene.extraupdate)
9998                 S_ExtraUpdate ();
9999
10000         R_ResetViewRendering2D();
10001 }
10002
10003 static const unsigned short bboxelements[36] =
10004 {
10005         5, 1, 3, 5, 3, 7,
10006         6, 2, 0, 6, 0, 4,
10007         7, 3, 2, 7, 2, 6,
10008         4, 0, 1, 4, 1, 5,
10009         4, 5, 7, 4, 7, 6,
10010         1, 0, 2, 1, 2, 3,
10011 };
10012
10013 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
10014 {
10015         int i;
10016         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
10017
10018         RSurf_ActiveWorldEntity();
10019
10020         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10021         GL_DepthMask(false);
10022         GL_DepthRange(0, 1);
10023         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10024 //      R_Mesh_ResetTextureState();
10025
10026         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
10027         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
10028         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
10029         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
10030         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
10031         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
10032         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
10033         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
10034         R_FillColors(color4f, 8, cr, cg, cb, ca);
10035         if (r_refdef.fogenabled)
10036         {
10037                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10038                 {
10039                         f1 = RSurf_FogVertex(v);
10040                         f2 = 1 - f1;
10041                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10042                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10043                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10044                 }
10045         }
10046         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10047         R_Mesh_ResetTextureState();
10048         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10049         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10050 }
10051
10052 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10053 {
10054         int i;
10055         float color[4];
10056         prvm_edict_t *edict;
10057         prvm_prog_t *prog_save = prog;
10058
10059         // this function draws bounding boxes of server entities
10060         if (!sv.active)
10061                 return;
10062
10063         GL_CullFace(GL_NONE);
10064         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10065
10066         prog = 0;
10067         SV_VM_Begin();
10068         for (i = 0;i < numsurfaces;i++)
10069         {
10070                 edict = PRVM_EDICT_NUM(surfacelist[i]);
10071                 switch ((int)edict->fields.server->solid)
10072                 {
10073                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
10074                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
10075                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
10076                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10077                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
10078                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
10079                 }
10080                 color[3] *= r_showbboxes.value;
10081                 color[3] = bound(0, color[3], 1);
10082                 GL_DepthTest(!r_showdisabledepthtest.integer);
10083                 GL_CullFace(r_refdef.view.cullface_front);
10084                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10085         }
10086         SV_VM_End();
10087         prog = prog_save;
10088 }
10089
10090 static void R_DrawEntityBBoxes(void)
10091 {
10092         int i;
10093         prvm_edict_t *edict;
10094         vec3_t center;
10095         prvm_prog_t *prog_save = prog;
10096
10097         // this function draws bounding boxes of server entities
10098         if (!sv.active)
10099                 return;
10100
10101         prog = 0;
10102         SV_VM_Begin();
10103         for (i = 0;i < prog->num_edicts;i++)
10104         {
10105                 edict = PRVM_EDICT_NUM(i);
10106                 if (edict->priv.server->free)
10107                         continue;
10108                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10109                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10110                         continue;
10111                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10112                         continue;
10113                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10114                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10115         }
10116         SV_VM_End();
10117         prog = prog_save;
10118 }
10119
10120 static const int nomodelelement3i[24] =
10121 {
10122         5, 2, 0,
10123         5, 1, 2,
10124         5, 0, 3,
10125         5, 3, 1,
10126         0, 2, 4,
10127         2, 1, 4,
10128         3, 0, 4,
10129         1, 3, 4
10130 };
10131
10132 static const unsigned short nomodelelement3s[24] =
10133 {
10134         5, 2, 0,
10135         5, 1, 2,
10136         5, 0, 3,
10137         5, 3, 1,
10138         0, 2, 4,
10139         2, 1, 4,
10140         3, 0, 4,
10141         1, 3, 4
10142 };
10143
10144 static const float nomodelvertex3f[6*3] =
10145 {
10146         -16,   0,   0,
10147          16,   0,   0,
10148           0, -16,   0,
10149           0,  16,   0,
10150           0,   0, -16,
10151           0,   0,  16
10152 };
10153
10154 static const float nomodelcolor4f[6*4] =
10155 {
10156         0.0f, 0.0f, 0.5f, 1.0f,
10157         0.0f, 0.0f, 0.5f, 1.0f,
10158         0.0f, 0.5f, 0.0f, 1.0f,
10159         0.0f, 0.5f, 0.0f, 1.0f,
10160         0.5f, 0.0f, 0.0f, 1.0f,
10161         0.5f, 0.0f, 0.0f, 1.0f
10162 };
10163
10164 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10165 {
10166         int i;
10167         float f1, f2, *c;
10168         float color4f[6*4];
10169
10170         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);
10171
10172         // this is only called once per entity so numsurfaces is always 1, and
10173         // surfacelist is always {0}, so this code does not handle batches
10174
10175         if (rsurface.ent_flags & RENDER_ADDITIVE)
10176         {
10177                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10178                 GL_DepthMask(false);
10179         }
10180         else if (rsurface.colormod[3] < 1)
10181         {
10182                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10183                 GL_DepthMask(false);
10184         }
10185         else
10186         {
10187                 GL_BlendFunc(GL_ONE, GL_ZERO);
10188                 GL_DepthMask(true);
10189         }
10190         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10191         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10192         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10193         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10194         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10195         for (i = 0, c = color4f;i < 6;i++, c += 4)
10196         {
10197                 c[0] *= rsurface.colormod[0];
10198                 c[1] *= rsurface.colormod[1];
10199                 c[2] *= rsurface.colormod[2];
10200                 c[3] *= rsurface.colormod[3];
10201         }
10202         if (r_refdef.fogenabled)
10203         {
10204                 for (i = 0, c = color4f;i < 6;i++, c += 4)
10205                 {
10206                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10207                         f2 = 1 - f1;
10208                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10209                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10210                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10211                 }
10212         }
10213 //      R_Mesh_ResetTextureState();
10214         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10215         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10216         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10217 }
10218
10219 void R_DrawNoModel(entity_render_t *ent)
10220 {
10221         vec3_t org;
10222         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10223         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10224                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10225         else
10226                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10227 }
10228
10229 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10230 {
10231         vec3_t right1, right2, diff, normal;
10232
10233         VectorSubtract (org2, org1, normal);
10234
10235         // calculate 'right' vector for start
10236         VectorSubtract (r_refdef.view.origin, org1, diff);
10237         CrossProduct (normal, diff, right1);
10238         VectorNormalize (right1);
10239
10240         // calculate 'right' vector for end
10241         VectorSubtract (r_refdef.view.origin, org2, diff);
10242         CrossProduct (normal, diff, right2);
10243         VectorNormalize (right2);
10244
10245         vert[ 0] = org1[0] + width * right1[0];
10246         vert[ 1] = org1[1] + width * right1[1];
10247         vert[ 2] = org1[2] + width * right1[2];
10248         vert[ 3] = org1[0] - width * right1[0];
10249         vert[ 4] = org1[1] - width * right1[1];
10250         vert[ 5] = org1[2] - width * right1[2];
10251         vert[ 6] = org2[0] - width * right2[0];
10252         vert[ 7] = org2[1] - width * right2[1];
10253         vert[ 8] = org2[2] - width * right2[2];
10254         vert[ 9] = org2[0] + width * right2[0];
10255         vert[10] = org2[1] + width * right2[1];
10256         vert[11] = org2[2] + width * right2[2];
10257 }
10258
10259 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)
10260 {
10261         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10262         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10263         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10264         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10265         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10266         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10267         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10268         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10269         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10270         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10271         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10272         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10273 }
10274
10275 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10276 {
10277         int i;
10278         float *vertex3f;
10279         float v[3];
10280         VectorSet(v, x, y, z);
10281         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10282                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10283                         break;
10284         if (i == mesh->numvertices)
10285         {
10286                 if (mesh->numvertices < mesh->maxvertices)
10287                 {
10288                         VectorCopy(v, vertex3f);
10289                         mesh->numvertices++;
10290                 }
10291                 return mesh->numvertices;
10292         }
10293         else
10294                 return i;
10295 }
10296
10297 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10298 {
10299         int i;
10300         int *e, element[3];
10301         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10302         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10303         e = mesh->element3i + mesh->numtriangles * 3;
10304         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10305         {
10306                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10307                 if (mesh->numtriangles < mesh->maxtriangles)
10308                 {
10309                         *e++ = element[0];
10310                         *e++ = element[1];
10311                         *e++ = element[2];
10312                         mesh->numtriangles++;
10313                 }
10314                 element[1] = element[2];
10315         }
10316 }
10317
10318 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10319 {
10320         int i;
10321         int *e, element[3];
10322         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10323         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10324         e = mesh->element3i + mesh->numtriangles * 3;
10325         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10326         {
10327                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[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 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10340 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10341 {
10342         int planenum, planenum2;
10343         int w;
10344         int tempnumpoints;
10345         mplane_t *plane, *plane2;
10346         double maxdist;
10347         double temppoints[2][256*3];
10348         // figure out how large a bounding box we need to properly compute this brush
10349         maxdist = 0;
10350         for (w = 0;w < numplanes;w++)
10351                 maxdist = max(maxdist, fabs(planes[w].dist));
10352         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10353         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10354         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10355         {
10356                 w = 0;
10357                 tempnumpoints = 4;
10358                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10359                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10360                 {
10361                         if (planenum2 == planenum)
10362                                 continue;
10363                         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);
10364                         w = !w;
10365                 }
10366                 if (tempnumpoints < 3)
10367                         continue;
10368                 // generate elements forming a triangle fan for this polygon
10369                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10370         }
10371 }
10372
10373 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)
10374 {
10375         texturelayer_t *layer;
10376         layer = t->currentlayers + t->currentnumlayers++;
10377         layer->type = type;
10378         layer->depthmask = depthmask;
10379         layer->blendfunc1 = blendfunc1;
10380         layer->blendfunc2 = blendfunc2;
10381         layer->texture = texture;
10382         layer->texmatrix = *matrix;
10383         layer->color[0] = r;
10384         layer->color[1] = g;
10385         layer->color[2] = b;
10386         layer->color[3] = a;
10387 }
10388
10389 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10390 {
10391         if(parms[0] == 0 && parms[1] == 0)
10392                 return false;
10393         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10394                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10395                         return false;
10396         return true;
10397 }
10398
10399 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10400 {
10401         double index, f;
10402         index = parms[2] + r_refdef.scene.time * parms[3];
10403         index -= floor(index);
10404         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10405         {
10406         default:
10407         case Q3WAVEFUNC_NONE:
10408         case Q3WAVEFUNC_NOISE:
10409         case Q3WAVEFUNC_COUNT:
10410                 f = 0;
10411                 break;
10412         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10413         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10414         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10415         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10416         case Q3WAVEFUNC_TRIANGLE:
10417                 index *= 4;
10418                 f = index - floor(index);
10419                 if (index < 1)
10420                         f = f;
10421                 else if (index < 2)
10422                         f = 1 - f;
10423                 else if (index < 3)
10424                         f = -f;
10425                 else
10426                         f = -(1 - f);
10427                 break;
10428         }
10429         f = parms[0] + parms[1] * f;
10430         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10431                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10432         return (float) f;
10433 }
10434
10435 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10436 {
10437         int w, h, idx;
10438         float f;
10439         float tcmat[12];
10440         matrix4x4_t matrix, temp;
10441         switch(tcmod->tcmod)
10442         {
10443                 case Q3TCMOD_COUNT:
10444                 case Q3TCMOD_NONE:
10445                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10446                                 matrix = r_waterscrollmatrix;
10447                         else
10448                                 matrix = identitymatrix;
10449                         break;
10450                 case Q3TCMOD_ENTITYTRANSLATE:
10451                         // this is used in Q3 to allow the gamecode to control texcoord
10452                         // scrolling on the entity, which is not supported in darkplaces yet.
10453                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10454                         break;
10455                 case Q3TCMOD_ROTATE:
10456                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10457                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10458                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10459                         break;
10460                 case Q3TCMOD_SCALE:
10461                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10462                         break;
10463                 case Q3TCMOD_SCROLL:
10464                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10465                         break;
10466                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10467                         w = (int) tcmod->parms[0];
10468                         h = (int) tcmod->parms[1];
10469                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10470                         f = f - floor(f);
10471                         idx = (int) floor(f * w * h);
10472                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10473                         break;
10474                 case Q3TCMOD_STRETCH:
10475                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10476                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10477                         break;
10478                 case Q3TCMOD_TRANSFORM:
10479                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10480                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10481                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10482                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10483                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10484                         break;
10485                 case Q3TCMOD_TURBULENT:
10486                         // this is handled in the RSurf_PrepareVertices function
10487                         matrix = identitymatrix;
10488                         break;
10489         }
10490         temp = *texmatrix;
10491         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10492 }
10493
10494 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10495 {
10496         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10497         char name[MAX_QPATH];
10498         skinframe_t *skinframe;
10499         unsigned char pixels[296*194];
10500         strlcpy(cache->name, skinname, sizeof(cache->name));
10501         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10502         if (developer_loading.integer)
10503                 Con_Printf("loading %s\n", name);
10504         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10505         if (!skinframe || !skinframe->base)
10506         {
10507                 unsigned char *f;
10508                 fs_offset_t filesize;
10509                 skinframe = NULL;
10510                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10511                 if (f)
10512                 {
10513                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10514                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10515                         Mem_Free(f);
10516                 }
10517         }
10518         cache->skinframe = skinframe;
10519 }
10520
10521 texture_t *R_GetCurrentTexture(texture_t *t)
10522 {
10523         int i;
10524         const entity_render_t *ent = rsurface.entity;
10525         dp_model_t *model = ent->model;
10526         q3shaderinfo_layer_tcmod_t *tcmod;
10527
10528         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10529                 return t->currentframe;
10530         t->update_lastrenderframe = r_textureframe;
10531         t->update_lastrenderentity = (void *)ent;
10532
10533         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10534                 t->camera_entity = ent->entitynumber;
10535         else
10536                 t->camera_entity = 0;
10537
10538         // switch to an alternate material if this is a q1bsp animated material
10539         {
10540                 texture_t *texture = t;
10541                 int s = rsurface.ent_skinnum;
10542                 if ((unsigned int)s >= (unsigned int)model->numskins)
10543                         s = 0;
10544                 if (model->skinscenes)
10545                 {
10546                         if (model->skinscenes[s].framecount > 1)
10547                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10548                         else
10549                                 s = model->skinscenes[s].firstframe;
10550                 }
10551                 if (s > 0)
10552                         t = t + s * model->num_surfaces;
10553                 if (t->animated)
10554                 {
10555                         // use an alternate animation if the entity's frame is not 0,
10556                         // and only if the texture has an alternate animation
10557                         if (rsurface.ent_alttextures && t->anim_total[1])
10558                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10559                         else
10560                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10561                 }
10562                 texture->currentframe = t;
10563         }
10564
10565         // update currentskinframe to be a qw skin or animation frame
10566         if (rsurface.ent_qwskin >= 0)
10567         {
10568                 i = rsurface.ent_qwskin;
10569                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10570                 {
10571                         r_qwskincache_size = cl.maxclients;
10572                         if (r_qwskincache)
10573                                 Mem_Free(r_qwskincache);
10574                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10575                 }
10576                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10577                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10578                 t->currentskinframe = r_qwskincache[i].skinframe;
10579                 if (t->currentskinframe == NULL)
10580                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10581         }
10582         else if (t->numskinframes >= 2)
10583                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10584         if (t->backgroundnumskinframes >= 2)
10585                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10586
10587         t->currentmaterialflags = t->basematerialflags;
10588         t->currentalpha = rsurface.colormod[3];
10589         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10590                 t->currentalpha *= r_wateralpha.value;
10591         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10592                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10593         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10594                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10595         if (!(rsurface.ent_flags & RENDER_LIGHT))
10596                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10597         else if (FAKELIGHT_ENABLED)
10598         {
10599                         // no modellight if using fakelight for the map
10600         }
10601         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10602         {
10603                 // pick a model lighting mode
10604                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10605                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10606                 else
10607                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10608         }
10609         if (rsurface.ent_flags & RENDER_ADDITIVE)
10610                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10611         else if (t->currentalpha < 1)
10612                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10613         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10614                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10615         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10616                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10617         if (t->backgroundnumskinframes)
10618                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10619         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10620         {
10621                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10622                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10623         }
10624         else
10625                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10626         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10627                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10628
10629         // there is no tcmod
10630         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10631         {
10632                 t->currenttexmatrix = r_waterscrollmatrix;
10633                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10634         }
10635         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10636         {
10637                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10638                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10639         }
10640
10641         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10642                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10643         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10644                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10645
10646         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10647         if (t->currentskinframe->qpixels)
10648                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10649         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10650         if (!t->basetexture)
10651                 t->basetexture = r_texture_notexture;
10652         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10653         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10654         t->nmaptexture = t->currentskinframe->nmap;
10655         if (!t->nmaptexture)
10656                 t->nmaptexture = r_texture_blanknormalmap;
10657         t->glosstexture = r_texture_black;
10658         t->glowtexture = t->currentskinframe->glow;
10659         t->fogtexture = t->currentskinframe->fog;
10660         t->reflectmasktexture = t->currentskinframe->reflect;
10661         if (t->backgroundnumskinframes)
10662         {
10663                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10664                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10665                 t->backgroundglosstexture = r_texture_black;
10666                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10667                 if (!t->backgroundnmaptexture)
10668                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10669         }
10670         else
10671         {
10672                 t->backgroundbasetexture = r_texture_white;
10673                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10674                 t->backgroundglosstexture = r_texture_black;
10675                 t->backgroundglowtexture = NULL;
10676         }
10677         t->specularpower = r_shadow_glossexponent.value;
10678         // TODO: store reference values for these in the texture?
10679         t->specularscale = 0;
10680         if (r_shadow_gloss.integer > 0)
10681         {
10682                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10683                 {
10684                         if (r_shadow_glossintensity.value > 0)
10685                         {
10686                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10687                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10688                                 t->specularscale = r_shadow_glossintensity.value;
10689                         }
10690                 }
10691                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10692                 {
10693                         t->glosstexture = r_texture_white;
10694                         t->backgroundglosstexture = r_texture_white;
10695                         t->specularscale = r_shadow_gloss2intensity.value;
10696                         t->specularpower = r_shadow_gloss2exponent.value;
10697                 }
10698         }
10699         t->specularscale *= t->specularscalemod;
10700         t->specularpower *= t->specularpowermod;
10701
10702         // lightmaps mode looks bad with dlights using actual texturing, so turn
10703         // off the colormap and glossmap, but leave the normalmap on as it still
10704         // accurately represents the shading involved
10705         if (gl_lightmaps.integer)
10706         {
10707                 t->basetexture = r_texture_grey128;
10708                 t->pantstexture = r_texture_black;
10709                 t->shirttexture = r_texture_black;
10710                 t->nmaptexture = r_texture_blanknormalmap;
10711                 t->glosstexture = r_texture_black;
10712                 t->glowtexture = NULL;
10713                 t->fogtexture = NULL;
10714                 t->reflectmasktexture = NULL;
10715                 t->backgroundbasetexture = NULL;
10716                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10717                 t->backgroundglosstexture = r_texture_black;
10718                 t->backgroundglowtexture = NULL;
10719                 t->specularscale = 0;
10720                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10721         }
10722
10723         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10724         VectorClear(t->dlightcolor);
10725         t->currentnumlayers = 0;
10726         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10727         {
10728                 int blendfunc1, blendfunc2;
10729                 qboolean depthmask;
10730                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10731                 {
10732                         blendfunc1 = GL_SRC_ALPHA;
10733                         blendfunc2 = GL_ONE;
10734                 }
10735                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10736                 {
10737                         blendfunc1 = GL_SRC_ALPHA;
10738                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10739                 }
10740                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10741                 {
10742                         blendfunc1 = t->customblendfunc[0];
10743                         blendfunc2 = t->customblendfunc[1];
10744                 }
10745                 else
10746                 {
10747                         blendfunc1 = GL_ONE;
10748                         blendfunc2 = GL_ZERO;
10749                 }
10750                 // don't colormod evilblend textures
10751                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10752                         VectorSet(t->lightmapcolor, 1, 1, 1);
10753                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10754                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10755                 {
10756                         // fullbright is not affected by r_refdef.lightmapintensity
10757                         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]);
10758                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10759                                 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]);
10760                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10761                                 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]);
10762                 }
10763                 else
10764                 {
10765                         vec3_t ambientcolor;
10766                         float colorscale;
10767                         // set the color tint used for lights affecting this surface
10768                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10769                         colorscale = 2;
10770                         // q3bsp has no lightmap updates, so the lightstylevalue that
10771                         // would normally be baked into the lightmap must be
10772                         // applied to the color
10773                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10774                         if (model->type == mod_brushq3)
10775                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10776                         colorscale *= r_refdef.lightmapintensity;
10777                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10778                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10779                         // basic lit geometry
10780                         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]);
10781                         // add pants/shirt if needed
10782                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10783                                 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]);
10784                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10785                                 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]);
10786                         // now add ambient passes if needed
10787                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10788                         {
10789                                 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]);
10790                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10791                                         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]);
10792                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10793                                         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]);
10794                         }
10795                 }
10796                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10797                         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]);
10798                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10799                 {
10800                         // if this is opaque use alpha blend which will darken the earlier
10801                         // passes cheaply.
10802                         //
10803                         // if this is an alpha blended material, all the earlier passes
10804                         // were darkened by fog already, so we only need to add the fog
10805                         // color ontop through the fog mask texture
10806                         //
10807                         // if this is an additive blended material, all the earlier passes
10808                         // were darkened by fog already, and we should not add fog color
10809                         // (because the background was not darkened, there is no fog color
10810                         // that was lost behind it).
10811                         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]);
10812                 }
10813         }
10814
10815         return t->currentframe;
10816 }
10817
10818 rsurfacestate_t rsurface;
10819
10820 void R_Mesh_ResizeArrays(int newvertices)
10821 {
10822         unsigned char *base;
10823         size_t size;
10824         if (rsurface.array_size >= newvertices)
10825                 return;
10826         if (rsurface.array_base)
10827                 Mem_Free(rsurface.array_base);
10828         rsurface.array_size = (newvertices + 1023) & ~1023;
10829         size = 0;
10830         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10831         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10832         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10833         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10834         size += rsurface.array_size * sizeof(float[3]);
10835         size += rsurface.array_size * sizeof(float[3]);
10836         size += rsurface.array_size * sizeof(float[3]);
10837         size += rsurface.array_size * sizeof(float[3]);
10838         size += rsurface.array_size * sizeof(float[3]);
10839         size += rsurface.array_size * sizeof(float[3]);
10840         size += rsurface.array_size * sizeof(float[3]);
10841         size += rsurface.array_size * sizeof(float[3]);
10842         size += rsurface.array_size * sizeof(float[4]);
10843         size += rsurface.array_size * sizeof(float[2]);
10844         size += rsurface.array_size * sizeof(float[2]);
10845         size += rsurface.array_size * sizeof(float[4]);
10846         size += rsurface.array_size * sizeof(int[3]);
10847         size += rsurface.array_size * sizeof(unsigned short[3]);
10848         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10849         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10850         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10851         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10852         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10853         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10854         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10855         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10856         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10857         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10858         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10859         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10860         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10861         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10862         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10863         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10864         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10865         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10866         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10867 }
10868
10869 void RSurf_ActiveWorldEntity(void)
10870 {
10871         int newvertices;
10872         dp_model_t *model = r_refdef.scene.worldmodel;
10873         //if (rsurface.entity == r_refdef.scene.worldentity)
10874         //      return;
10875         rsurface.entity = r_refdef.scene.worldentity;
10876         rsurface.skeleton = NULL;
10877         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10878         rsurface.ent_skinnum = 0;
10879         rsurface.ent_qwskin = -1;
10880         rsurface.ent_shadertime = 0;
10881         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10882         newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
10883         if (rsurface.array_size < newvertices)
10884                 R_Mesh_ResizeArrays(newvertices);
10885         rsurface.matrix = identitymatrix;
10886         rsurface.inversematrix = identitymatrix;
10887         rsurface.matrixscale = 1;
10888         rsurface.inversematrixscale = 1;
10889         R_EntityMatrix(&identitymatrix);
10890         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10891         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10892         rsurface.fograngerecip = r_refdef.fograngerecip;
10893         rsurface.fogheightfade = r_refdef.fogheightfade;
10894         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10895         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10896         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10897         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10898         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10899         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10900         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10901         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10902         rsurface.colormod[3] = 1;
10903         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);
10904         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10905         rsurface.frameblend[0].lerp = 1;
10906         rsurface.ent_alttextures = false;
10907         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10908         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10909         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10910         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10911         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10912         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10913         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10914         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10915         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10916         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10917         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10918         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10919         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10920         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10921         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10922         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10923         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10924         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10925         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10926         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10927         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10928         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10929         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10930         rsurface.modelelement3i = model->surfmesh.data_element3i;
10931         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10932         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10933         rsurface.modelelement3s = model->surfmesh.data_element3s;
10934         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10935         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10936         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10937         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10938         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10939         rsurface.modelsurfaces = model->data_surfaces;
10940         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10941         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10942         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10943         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10944         rsurface.modelgeneratedvertex = false;
10945         rsurface.batchgeneratedvertex = false;
10946         rsurface.batchfirstvertex = 0;
10947         rsurface.batchnumvertices = 0;
10948         rsurface.batchfirsttriangle = 0;
10949         rsurface.batchnumtriangles = 0;
10950         rsurface.batchvertex3f  = NULL;
10951         rsurface.batchvertex3f_vertexbuffer = NULL;
10952         rsurface.batchvertex3f_bufferoffset = 0;
10953         rsurface.batchsvector3f = NULL;
10954         rsurface.batchsvector3f_vertexbuffer = NULL;
10955         rsurface.batchsvector3f_bufferoffset = 0;
10956         rsurface.batchtvector3f = NULL;
10957         rsurface.batchtvector3f_vertexbuffer = NULL;
10958         rsurface.batchtvector3f_bufferoffset = 0;
10959         rsurface.batchnormal3f  = NULL;
10960         rsurface.batchnormal3f_vertexbuffer = NULL;
10961         rsurface.batchnormal3f_bufferoffset = 0;
10962         rsurface.batchlightmapcolor4f = NULL;
10963         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10964         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10965         rsurface.batchtexcoordtexture2f = NULL;
10966         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10967         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10968         rsurface.batchtexcoordlightmap2f = NULL;
10969         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10970         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10971         rsurface.batchvertexmesh = NULL;
10972         rsurface.batchvertexmeshbuffer = NULL;
10973         rsurface.batchvertexposition = NULL;
10974         rsurface.batchvertexpositionbuffer = NULL;
10975         rsurface.batchelement3i = NULL;
10976         rsurface.batchelement3i_indexbuffer = NULL;
10977         rsurface.batchelement3i_bufferoffset = 0;
10978         rsurface.batchelement3s = NULL;
10979         rsurface.batchelement3s_indexbuffer = NULL;
10980         rsurface.batchelement3s_bufferoffset = 0;
10981         rsurface.passcolor4f = NULL;
10982         rsurface.passcolor4f_vertexbuffer = NULL;
10983         rsurface.passcolor4f_bufferoffset = 0;
10984 }
10985
10986 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10987 {
10988         int newvertices;
10989         dp_model_t *model = ent->model;
10990         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10991         //      return;
10992         rsurface.entity = (entity_render_t *)ent;
10993         rsurface.skeleton = ent->skeleton;
10994         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10995         rsurface.ent_skinnum = ent->skinnum;
10996         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;
10997         rsurface.ent_shadertime = ent->shadertime;
10998         rsurface.ent_flags = ent->flags;
10999         newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
11000         if (rsurface.array_size < newvertices)
11001                 R_Mesh_ResizeArrays(newvertices);
11002         rsurface.matrix = ent->matrix;
11003         rsurface.inversematrix = ent->inversematrix;
11004         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11005         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11006         R_EntityMatrix(&rsurface.matrix);
11007         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11008         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11009         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11010         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11011         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11012         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11013         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
11014         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
11015         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
11016         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
11017         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
11018         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
11019         rsurface.colormod[3] = ent->alpha;
11020         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
11021         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
11022         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
11023         rsurface.basepolygonfactor = r_refdef.polygonfactor;
11024         rsurface.basepolygonoffset = r_refdef.polygonoffset;
11025         if (ent->model->brush.submodel && !prepass)
11026         {
11027                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
11028                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
11029         }
11030         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
11031         {
11032                 if (ent->animcache_vertex3f && !r_framedata_failed)
11033                 {
11034                         rsurface.modelvertex3f = ent->animcache_vertex3f;
11035                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
11036                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
11037                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
11038                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
11039                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
11040                         rsurface.modelvertexposition = ent->animcache_vertexposition;
11041                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
11042                 }
11043                 else if (wanttangents)
11044                 {
11045                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11046                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11047                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11048                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11049                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11050                         rsurface.modelvertexmesh = NULL;
11051                         rsurface.modelvertexmeshbuffer = NULL;
11052                         rsurface.modelvertexposition = NULL;
11053                         rsurface.modelvertexpositionbuffer = NULL;
11054                 }
11055                 else if (wantnormals)
11056                 {
11057                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11058                         rsurface.modelsvector3f = NULL;
11059                         rsurface.modeltvector3f = NULL;
11060                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11061                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11062                         rsurface.modelvertexmesh = NULL;
11063                         rsurface.modelvertexmeshbuffer = NULL;
11064                         rsurface.modelvertexposition = NULL;
11065                         rsurface.modelvertexpositionbuffer = NULL;
11066                 }
11067                 else
11068                 {
11069                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11070                         rsurface.modelsvector3f = NULL;
11071                         rsurface.modeltvector3f = NULL;
11072                         rsurface.modelnormal3f = NULL;
11073                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11074                         rsurface.modelvertexmesh = NULL;
11075                         rsurface.modelvertexmeshbuffer = NULL;
11076                         rsurface.modelvertexposition = NULL;
11077                         rsurface.modelvertexpositionbuffer = NULL;
11078                 }
11079                 rsurface.modelvertex3f_vertexbuffer = 0;
11080                 rsurface.modelvertex3f_bufferoffset = 0;
11081                 rsurface.modelsvector3f_vertexbuffer = 0;
11082                 rsurface.modelsvector3f_bufferoffset = 0;
11083                 rsurface.modeltvector3f_vertexbuffer = 0;
11084                 rsurface.modeltvector3f_bufferoffset = 0;
11085                 rsurface.modelnormal3f_vertexbuffer = 0;
11086                 rsurface.modelnormal3f_bufferoffset = 0;
11087                 rsurface.modelgeneratedvertex = true;
11088         }
11089         else
11090         {
11091                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
11092                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11093                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11094                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11095                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11096                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11097                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11098                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11099                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11100                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
11101                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11102                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11103                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11104                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11105                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11106                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11107                 rsurface.modelgeneratedvertex = false;
11108         }
11109         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
11110         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11111         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11112         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
11113         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11114         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11115         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
11116         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11117         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11118         rsurface.modelelement3i = model->surfmesh.data_element3i;
11119         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11120         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11121         rsurface.modelelement3s = model->surfmesh.data_element3s;
11122         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11123         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11124         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11125         rsurface.modelnumvertices = model->surfmesh.num_vertices;
11126         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11127         rsurface.modelsurfaces = model->data_surfaces;
11128         rsurface.batchgeneratedvertex = false;
11129         rsurface.batchfirstvertex = 0;
11130         rsurface.batchnumvertices = 0;
11131         rsurface.batchfirsttriangle = 0;
11132         rsurface.batchnumtriangles = 0;
11133         rsurface.batchvertex3f  = NULL;
11134         rsurface.batchvertex3f_vertexbuffer = NULL;
11135         rsurface.batchvertex3f_bufferoffset = 0;
11136         rsurface.batchsvector3f = NULL;
11137         rsurface.batchsvector3f_vertexbuffer = NULL;
11138         rsurface.batchsvector3f_bufferoffset = 0;
11139         rsurface.batchtvector3f = NULL;
11140         rsurface.batchtvector3f_vertexbuffer = NULL;
11141         rsurface.batchtvector3f_bufferoffset = 0;
11142         rsurface.batchnormal3f  = NULL;
11143         rsurface.batchnormal3f_vertexbuffer = NULL;
11144         rsurface.batchnormal3f_bufferoffset = 0;
11145         rsurface.batchlightmapcolor4f = NULL;
11146         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11147         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11148         rsurface.batchtexcoordtexture2f = NULL;
11149         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11150         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11151         rsurface.batchtexcoordlightmap2f = NULL;
11152         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11153         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11154         rsurface.batchvertexmesh = NULL;
11155         rsurface.batchvertexmeshbuffer = NULL;
11156         rsurface.batchvertexposition = NULL;
11157         rsurface.batchvertexpositionbuffer = NULL;
11158         rsurface.batchelement3i = NULL;
11159         rsurface.batchelement3i_indexbuffer = NULL;
11160         rsurface.batchelement3i_bufferoffset = 0;
11161         rsurface.batchelement3s = NULL;
11162         rsurface.batchelement3s_indexbuffer = NULL;
11163         rsurface.batchelement3s_bufferoffset = 0;
11164         rsurface.passcolor4f = NULL;
11165         rsurface.passcolor4f_vertexbuffer = NULL;
11166         rsurface.passcolor4f_bufferoffset = 0;
11167 }
11168
11169 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)
11170 {
11171         int newvertices;
11172
11173         rsurface.entity = r_refdef.scene.worldentity;
11174         rsurface.skeleton = NULL;
11175         rsurface.ent_skinnum = 0;
11176         rsurface.ent_qwskin = -1;
11177         rsurface.ent_shadertime = shadertime;
11178         rsurface.ent_flags = entflags;
11179         rsurface.modelnumvertices = numvertices;
11180         rsurface.modelnumtriangles = numtriangles;
11181         newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
11182         if (rsurface.array_size < newvertices)
11183                 R_Mesh_ResizeArrays(newvertices);
11184         rsurface.matrix = *matrix;
11185         rsurface.inversematrix = *inversematrix;
11186         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11187         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11188         R_EntityMatrix(&rsurface.matrix);
11189         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11190         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11191         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11192         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11193         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11194         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11195         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11196         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11197         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11198         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11199         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11200         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11201         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);
11202         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11203         rsurface.frameblend[0].lerp = 1;
11204         rsurface.ent_alttextures = false;
11205         rsurface.basepolygonfactor = r_refdef.polygonfactor;
11206         rsurface.basepolygonoffset = r_refdef.polygonoffset;
11207         if (wanttangents)
11208         {
11209                 rsurface.modelvertex3f = vertex3f;
11210                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11211                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11212                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11213         }
11214         else if (wantnormals)
11215         {
11216                 rsurface.modelvertex3f = vertex3f;
11217                 rsurface.modelsvector3f = NULL;
11218                 rsurface.modeltvector3f = NULL;
11219                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11220         }
11221         else
11222         {
11223                 rsurface.modelvertex3f = vertex3f;
11224                 rsurface.modelsvector3f = NULL;
11225                 rsurface.modeltvector3f = NULL;
11226                 rsurface.modelnormal3f = NULL;
11227         }
11228         rsurface.modelvertexmesh = NULL;
11229         rsurface.modelvertexmeshbuffer = NULL;
11230         rsurface.modelvertexposition = NULL;
11231         rsurface.modelvertexpositionbuffer = NULL;
11232         rsurface.modelvertex3f_vertexbuffer = 0;
11233         rsurface.modelvertex3f_bufferoffset = 0;
11234         rsurface.modelsvector3f_vertexbuffer = 0;
11235         rsurface.modelsvector3f_bufferoffset = 0;
11236         rsurface.modeltvector3f_vertexbuffer = 0;
11237         rsurface.modeltvector3f_bufferoffset = 0;
11238         rsurface.modelnormal3f_vertexbuffer = 0;
11239         rsurface.modelnormal3f_bufferoffset = 0;
11240         rsurface.modelgeneratedvertex = true;
11241         rsurface.modellightmapcolor4f  = color4f;
11242         rsurface.modellightmapcolor4f_vertexbuffer = 0;
11243         rsurface.modellightmapcolor4f_bufferoffset = 0;
11244         rsurface.modeltexcoordtexture2f  = texcoord2f;
11245         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11246         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11247         rsurface.modeltexcoordlightmap2f  = NULL;
11248         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11249         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11250         rsurface.modelelement3i = element3i;
11251         rsurface.modelelement3i_indexbuffer = NULL;
11252         rsurface.modelelement3i_bufferoffset = 0;
11253         rsurface.modelelement3s = element3s;
11254         rsurface.modelelement3s_indexbuffer = NULL;
11255         rsurface.modelelement3s_bufferoffset = 0;
11256         rsurface.modellightmapoffsets = NULL;
11257         rsurface.modelsurfaces = NULL;
11258         rsurface.batchgeneratedvertex = false;
11259         rsurface.batchfirstvertex = 0;
11260         rsurface.batchnumvertices = 0;
11261         rsurface.batchfirsttriangle = 0;
11262         rsurface.batchnumtriangles = 0;
11263         rsurface.batchvertex3f  = NULL;
11264         rsurface.batchvertex3f_vertexbuffer = NULL;
11265         rsurface.batchvertex3f_bufferoffset = 0;
11266         rsurface.batchsvector3f = NULL;
11267         rsurface.batchsvector3f_vertexbuffer = NULL;
11268         rsurface.batchsvector3f_bufferoffset = 0;
11269         rsurface.batchtvector3f = NULL;
11270         rsurface.batchtvector3f_vertexbuffer = NULL;
11271         rsurface.batchtvector3f_bufferoffset = 0;
11272         rsurface.batchnormal3f  = NULL;
11273         rsurface.batchnormal3f_vertexbuffer = NULL;
11274         rsurface.batchnormal3f_bufferoffset = 0;
11275         rsurface.batchlightmapcolor4f = NULL;
11276         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11277         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11278         rsurface.batchtexcoordtexture2f = NULL;
11279         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11280         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11281         rsurface.batchtexcoordlightmap2f = NULL;
11282         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11283         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11284         rsurface.batchvertexmesh = NULL;
11285         rsurface.batchvertexmeshbuffer = NULL;
11286         rsurface.batchvertexposition = NULL;
11287         rsurface.batchvertexpositionbuffer = NULL;
11288         rsurface.batchelement3i = NULL;
11289         rsurface.batchelement3i_indexbuffer = NULL;
11290         rsurface.batchelement3i_bufferoffset = 0;
11291         rsurface.batchelement3s = NULL;
11292         rsurface.batchelement3s_indexbuffer = NULL;
11293         rsurface.batchelement3s_bufferoffset = 0;
11294         rsurface.passcolor4f = NULL;
11295         rsurface.passcolor4f_vertexbuffer = NULL;
11296         rsurface.passcolor4f_bufferoffset = 0;
11297
11298         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11299         {
11300                 if ((wantnormals || wanttangents) && !normal3f)
11301                 {
11302                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11303                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11304                 }
11305                 if (wanttangents && !svector3f)
11306                 {
11307                         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);
11308                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11309                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11310                 }
11311         }
11312 }
11313
11314 float RSurf_FogPoint(const float *v)
11315 {
11316         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11317         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11318         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11319         float FogHeightFade = r_refdef.fogheightfade;
11320         float fogfrac;
11321         unsigned int fogmasktableindex;
11322         if (r_refdef.fogplaneviewabove)
11323                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11324         else
11325                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11326         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11327         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11328 }
11329
11330 float RSurf_FogVertex(const float *v)
11331 {
11332         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11333         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11334         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11335         float FogHeightFade = rsurface.fogheightfade;
11336         float fogfrac;
11337         unsigned int fogmasktableindex;
11338         if (r_refdef.fogplaneviewabove)
11339                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11340         else
11341                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11342         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11343         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11344 }
11345
11346 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11347 {
11348         int i;
11349         for (i = 0;i < numelements;i++)
11350                 outelement3i[i] = inelement3i[i] + adjust;
11351 }
11352
11353 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11354 extern cvar_t gl_vbo;
11355 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11356 {
11357         int deformindex;
11358         int firsttriangle;
11359         int numtriangles;
11360         int firstvertex;
11361         int endvertex;
11362         int numvertices;
11363         int surfacefirsttriangle;
11364         int surfacenumtriangles;
11365         int surfacefirstvertex;
11366         int surfaceendvertex;
11367         int surfacenumvertices;
11368         int needsupdate;
11369         int i, j;
11370         qboolean gaps;
11371         qboolean dynamicvertex;
11372         float amplitude;
11373         float animpos;
11374         float scale;
11375         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11376         float waveparms[4];
11377         q3shaderinfo_deform_t *deform;
11378         const msurface_t *surface, *firstsurface;
11379         r_vertexposition_t *vertexposition;
11380         r_vertexmesh_t *vertexmesh;
11381         if (!texturenumsurfaces)
11382                 return;
11383         // find vertex range of this surface batch
11384         gaps = false;
11385         firstsurface = texturesurfacelist[0];
11386         firsttriangle = firstsurface->num_firsttriangle;
11387         numtriangles = 0;
11388         firstvertex = endvertex = firstsurface->num_firstvertex;
11389         for (i = 0;i < texturenumsurfaces;i++)
11390         {
11391                 surface = texturesurfacelist[i];
11392                 if (surface != firstsurface + i)
11393                         gaps = true;
11394                 surfacefirstvertex = surface->num_firstvertex;
11395                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11396                 surfacenumtriangles = surface->num_triangles;
11397                 if (firstvertex > surfacefirstvertex)
11398                         firstvertex = surfacefirstvertex;
11399                 if (endvertex < surfaceendvertex)
11400                         endvertex = surfaceendvertex;
11401                 numtriangles += surfacenumtriangles;
11402         }
11403
11404         // we now know the vertex range used, and if there are any gaps in it
11405         rsurface.batchfirstvertex = firstvertex;
11406         rsurface.batchnumvertices = endvertex - firstvertex;
11407         rsurface.batchfirsttriangle = firsttriangle;
11408         rsurface.batchnumtriangles = numtriangles;
11409
11410         // this variable holds flags for which properties have been updated that
11411         // may require regenerating vertexmesh or vertexposition arrays...
11412         needsupdate = 0;
11413
11414         // check if any dynamic vertex processing must occur
11415         dynamicvertex = false;
11416
11417         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11418                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11419         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11420         {
11421                 switch (deform->deform)
11422                 {
11423                 default:
11424                 case Q3DEFORM_PROJECTIONSHADOW:
11425                 case Q3DEFORM_TEXT0:
11426                 case Q3DEFORM_TEXT1:
11427                 case Q3DEFORM_TEXT2:
11428                 case Q3DEFORM_TEXT3:
11429                 case Q3DEFORM_TEXT4:
11430                 case Q3DEFORM_TEXT5:
11431                 case Q3DEFORM_TEXT6:
11432                 case Q3DEFORM_TEXT7:
11433                 case Q3DEFORM_NONE:
11434                         break;
11435                 case Q3DEFORM_AUTOSPRITE:
11436                         dynamicvertex = true;
11437                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11438                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11439                         break;
11440                 case Q3DEFORM_AUTOSPRITE2:
11441                         dynamicvertex = true;
11442                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11443                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11444                         break;
11445                 case Q3DEFORM_NORMAL:
11446                         dynamicvertex = true;
11447                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11448                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11449                         break;
11450                 case Q3DEFORM_WAVE:
11451                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11452                                 break; // if wavefunc is a nop, ignore this transform
11453                         dynamicvertex = true;
11454                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11455                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11456                         break;
11457                 case Q3DEFORM_BULGE:
11458                         dynamicvertex = true;
11459                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11460                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11461                         break;
11462                 case Q3DEFORM_MOVE:
11463                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11464                                 break; // if wavefunc is a nop, ignore this transform
11465                         dynamicvertex = true;
11466                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11467                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11468                         break;
11469                 }
11470         }
11471         switch(rsurface.texture->tcgen.tcgen)
11472         {
11473         default:
11474         case Q3TCGEN_TEXTURE:
11475                 break;
11476         case Q3TCGEN_LIGHTMAP:
11477                 dynamicvertex = true;
11478                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11479                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11480                 break;
11481         case Q3TCGEN_VECTOR:
11482                 dynamicvertex = true;
11483                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11484                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11485                 break;
11486         case Q3TCGEN_ENVIRONMENT:
11487                 dynamicvertex = true;
11488                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11489                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11490                 break;
11491         }
11492         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11493         {
11494                 dynamicvertex = true;
11495                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11496                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11497         }
11498
11499         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11500         {
11501                 dynamicvertex = true;
11502                 batchneed |= BATCHNEED_NOGAPS;
11503                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11504         }
11505
11506         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11507         {
11508                 dynamicvertex = true;
11509                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11510                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11511         }
11512
11513         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11514         {
11515                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11516                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11517                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11518                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11519                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11520                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11521                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11522         }
11523
11524         // when the model data has no vertex buffer (dynamic mesh), we need to
11525         // eliminate gaps
11526         if (!rsurface.modelvertexmeshbuffer)
11527                 batchneed |= BATCHNEED_NOGAPS;
11528
11529         // if needsupdate, we have to do a dynamic vertex batch for sure
11530         if (needsupdate & batchneed)
11531                 dynamicvertex = true;
11532
11533         // see if we need to build vertexmesh from arrays
11534         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11535                 dynamicvertex = true;
11536
11537         // see if we need to build vertexposition from arrays
11538         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11539                 dynamicvertex = true;
11540
11541         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11542         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11543                 dynamicvertex = true;
11544
11545         // if there is a chance of animated vertex colors, it's a dynamic batch
11546         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11547                 dynamicvertex = true;
11548
11549         rsurface.batchvertex3f = rsurface.modelvertex3f;
11550         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11551         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11552         rsurface.batchsvector3f = rsurface.modelsvector3f;
11553         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11554         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11555         rsurface.batchtvector3f = rsurface.modeltvector3f;
11556         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11557         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11558         rsurface.batchnormal3f = rsurface.modelnormal3f;
11559         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11560         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11561         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11562         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11563         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11564         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11565         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11566         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11567         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11568         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11569         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11570         rsurface.batchvertexposition = rsurface.modelvertexposition;
11571         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11572         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11573         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11574         rsurface.batchelement3i = rsurface.modelelement3i;
11575         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11576         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11577         rsurface.batchelement3s = rsurface.modelelement3s;
11578         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11579         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11580
11581         // if any dynamic vertex processing has to occur in software, we copy the
11582         // entire surface list together before processing to rebase the vertices
11583         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11584         //
11585         // if any gaps exist and we do not have a static vertex buffer, we have to
11586         // copy the surface list together to avoid wasting upload bandwidth on the
11587         // vertices in the gaps.
11588         //
11589         // if gaps exist and we have a static vertex buffer, we still have to
11590         // combine the index buffer ranges into one dynamic index buffer.
11591         //
11592         // in all cases we end up with data that can be drawn in one call.
11593
11594         if (!dynamicvertex)
11595         {
11596                 // static vertex data, just set pointers...
11597                 rsurface.batchgeneratedvertex = false;
11598                 // if there are gaps, we want to build a combined index buffer,
11599                 // otherwise use the original static buffer with an appropriate offset
11600                 if (gaps)
11601                 {
11602                         firsttriangle = 0;
11603                         numtriangles = 0;
11604                         for (i = 0;i < texturenumsurfaces;i++)
11605                         {
11606                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11607                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11608                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11609                                 numtriangles += surfacenumtriangles;
11610                         }
11611                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11612                         rsurface.batchelement3i_indexbuffer = NULL;
11613                         rsurface.batchelement3i_bufferoffset = 0;
11614                         rsurface.batchelement3s = NULL;
11615                         rsurface.batchelement3s_indexbuffer = NULL;
11616                         rsurface.batchelement3s_bufferoffset = 0;
11617                         if (endvertex <= 65536)
11618                         {
11619                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11620                                 for (i = 0;i < numtriangles*3;i++)
11621                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11622                         }
11623                         rsurface.batchfirsttriangle = firsttriangle;
11624                         rsurface.batchnumtriangles = numtriangles;
11625                 }
11626                 return;
11627         }
11628
11629         // something needs software processing, do it for real...
11630         // we only directly handle interleaved array data in this case...
11631         rsurface.batchgeneratedvertex = true;
11632
11633         // now copy the vertex data into a combined array and make an index array
11634         // (this is what Quake3 does all the time)
11635         //if (gaps || rsurface.batchfirstvertex)
11636         {
11637                 rsurface.batchvertexposition = NULL;
11638                 rsurface.batchvertexpositionbuffer = NULL;
11639                 rsurface.batchvertexmesh = NULL;
11640                 rsurface.batchvertexmeshbuffer = NULL;
11641                 rsurface.batchvertex3f = NULL;
11642                 rsurface.batchvertex3f_vertexbuffer = NULL;
11643                 rsurface.batchvertex3f_bufferoffset = 0;
11644                 rsurface.batchsvector3f = NULL;
11645                 rsurface.batchsvector3f_vertexbuffer = NULL;
11646                 rsurface.batchsvector3f_bufferoffset = 0;
11647                 rsurface.batchtvector3f = NULL;
11648                 rsurface.batchtvector3f_vertexbuffer = NULL;
11649                 rsurface.batchtvector3f_bufferoffset = 0;
11650                 rsurface.batchnormal3f = NULL;
11651                 rsurface.batchnormal3f_vertexbuffer = NULL;
11652                 rsurface.batchnormal3f_bufferoffset = 0;
11653                 rsurface.batchlightmapcolor4f = NULL;
11654                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11655                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11656                 rsurface.batchtexcoordtexture2f = NULL;
11657                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11658                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11659                 rsurface.batchtexcoordlightmap2f = NULL;
11660                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11661                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11662                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11663                 rsurface.batchelement3i_indexbuffer = NULL;
11664                 rsurface.batchelement3i_bufferoffset = 0;
11665                 rsurface.batchelement3s = NULL;
11666                 rsurface.batchelement3s_indexbuffer = NULL;
11667                 rsurface.batchelement3s_bufferoffset = 0;
11668                 // we'll only be setting up certain arrays as needed
11669                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11670                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11671                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11672                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11673                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11674                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11675                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11676                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11677                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11678                 {
11679                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11680                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11681                 }
11682                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11683                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11684                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11685                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11686                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11687                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11688                 numvertices = 0;
11689                 numtriangles = 0;
11690                 for (i = 0;i < texturenumsurfaces;i++)
11691                 {
11692                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11693                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11694                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11695                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11696                         // copy only the data requested
11697                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11698                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11699                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11700                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11701                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11702                         {
11703                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11704                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11705                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11706                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11707                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11708                                 {
11709                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11710                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11711                                 }
11712                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11713                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11714                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11715                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11716                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11717                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11718                         }
11719                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11720                         numvertices += surfacenumvertices;
11721                         numtriangles += surfacenumtriangles;
11722                 }
11723
11724                 // generate a 16bit index array as well if possible
11725                 // (in general, dynamic batches fit)
11726                 if (numvertices <= 65536)
11727                 {
11728                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11729                         for (i = 0;i < numtriangles*3;i++)
11730                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11731                 }
11732
11733                 // since we've copied everything, the batch now starts at 0
11734                 rsurface.batchfirstvertex = 0;
11735                 rsurface.batchnumvertices = numvertices;
11736                 rsurface.batchfirsttriangle = 0;
11737                 rsurface.batchnumtriangles = numtriangles;
11738         }
11739
11740         // q1bsp surfaces rendered in vertex color mode have to have colors
11741         // calculated based on lightstyles
11742         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11743         {
11744                 // generate color arrays for the surfaces in this list
11745                 int c[4];
11746                 int scale;
11747                 int size3;
11748                 const int *offsets;
11749                 const unsigned char *lm;
11750                 numvertices = 0;
11751                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11752                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11753                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11754                 for (i = 0;i < texturenumsurfaces;i++)
11755                 {
11756                         surface = texturesurfacelist[i];
11757                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11758                         surfacenumvertices = surface->num_vertices;
11759                         if (surface->lightmapinfo->samples)
11760                         {
11761                                 for (j = 0;j < surfacenumvertices;j++)
11762                                 {
11763                                         lm = surface->lightmapinfo->samples + offsets[j];
11764                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11765                                         VectorScale(lm, scale, c);
11766                                         if (surface->lightmapinfo->styles[1] != 255)
11767                                         {
11768                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11769                                                 lm += size3;
11770                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11771                                                 VectorMA(c, scale, lm, c);
11772                                                 if (surface->lightmapinfo->styles[2] != 255)
11773                                                 {
11774                                                         lm += size3;
11775                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11776                                                         VectorMA(c, scale, lm, c);
11777                                                         if (surface->lightmapinfo->styles[3] != 255)
11778                                                         {
11779                                                                 lm += size3;
11780                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11781                                                                 VectorMA(c, scale, lm, c);
11782                                                         }
11783                                                 }
11784                                         }
11785                                         c[0] >>= 15;
11786                                         c[1] >>= 15;
11787                                         c[2] >>= 15;
11788                                         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);
11789                                         numvertices++;
11790                                 }
11791                         }
11792                         else
11793                         {
11794                                 for (j = 0;j < surfacenumvertices;j++)
11795                                 {
11796                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11797                                         numvertices++;
11798                                 }
11799                         }
11800                 }
11801         }
11802
11803         // if vertices are deformed (sprite flares and things in maps, possibly
11804         // water waves, bulges and other deformations), modify the copied vertices
11805         // in place
11806         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11807         {
11808                 switch (deform->deform)
11809                 {
11810                 default:
11811                 case Q3DEFORM_PROJECTIONSHADOW:
11812                 case Q3DEFORM_TEXT0:
11813                 case Q3DEFORM_TEXT1:
11814                 case Q3DEFORM_TEXT2:
11815                 case Q3DEFORM_TEXT3:
11816                 case Q3DEFORM_TEXT4:
11817                 case Q3DEFORM_TEXT5:
11818                 case Q3DEFORM_TEXT6:
11819                 case Q3DEFORM_TEXT7:
11820                 case Q3DEFORM_NONE:
11821                         break;
11822                 case Q3DEFORM_AUTOSPRITE:
11823                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11824                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11825                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11826                         VectorNormalize(newforward);
11827                         VectorNormalize(newright);
11828                         VectorNormalize(newup);
11829                         // a single autosprite surface can contain multiple sprites...
11830                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11831                         {
11832                                 VectorClear(center);
11833                                 for (i = 0;i < 4;i++)
11834                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11835                                 VectorScale(center, 0.25f, center);
11836                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11837                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11838                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11839                                 for (i = 0;i < 4;i++)
11840                                 {
11841                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11842                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11843                                 }
11844                         }
11845                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11846                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11847                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11848                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11849                         rsurface.batchvertex3f_vertexbuffer = NULL;
11850                         rsurface.batchvertex3f_bufferoffset = 0;
11851                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11852                         rsurface.batchsvector3f_vertexbuffer = NULL;
11853                         rsurface.batchsvector3f_bufferoffset = 0;
11854                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11855                         rsurface.batchtvector3f_vertexbuffer = NULL;
11856                         rsurface.batchtvector3f_bufferoffset = 0;
11857                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11858                         rsurface.batchnormal3f_vertexbuffer = NULL;
11859                         rsurface.batchnormal3f_bufferoffset = 0;
11860                         break;
11861                 case Q3DEFORM_AUTOSPRITE2:
11862                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11863                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11864                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11865                         VectorNormalize(newforward);
11866                         VectorNormalize(newright);
11867                         VectorNormalize(newup);
11868                         {
11869                                 const float *v1, *v2;
11870                                 vec3_t start, end;
11871                                 float f, l;
11872                                 struct
11873                                 {
11874                                         float length2;
11875                                         const float *v1;
11876                                         const float *v2;
11877                                 }
11878                                 shortest[2];
11879                                 memset(shortest, 0, sizeof(shortest));
11880                                 // a single autosprite surface can contain multiple sprites...
11881                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11882                                 {
11883                                         VectorClear(center);
11884                                         for (i = 0;i < 4;i++)
11885                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11886                                         VectorScale(center, 0.25f, center);
11887                                         // find the two shortest edges, then use them to define the
11888                                         // axis vectors for rotating around the central axis
11889                                         for (i = 0;i < 6;i++)
11890                                         {
11891                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11892                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11893                                                 l = VectorDistance2(v1, v2);
11894                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11895                                                 if (v1[2] != v2[2])
11896                                                         l += (1.0f / 1024.0f);
11897                                                 if (shortest[0].length2 > l || i == 0)
11898                                                 {
11899                                                         shortest[1] = shortest[0];
11900                                                         shortest[0].length2 = l;
11901                                                         shortest[0].v1 = v1;
11902                                                         shortest[0].v2 = v2;
11903                                                 }
11904                                                 else if (shortest[1].length2 > l || i == 1)
11905                                                 {
11906                                                         shortest[1].length2 = l;
11907                                                         shortest[1].v1 = v1;
11908                                                         shortest[1].v2 = v2;
11909                                                 }
11910                                         }
11911                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11912                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11913                                         // this calculates the right vector from the shortest edge
11914                                         // and the up vector from the edge midpoints
11915                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11916                                         VectorNormalize(right);
11917                                         VectorSubtract(end, start, up);
11918                                         VectorNormalize(up);
11919                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11920                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11921                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11922                                         VectorNegate(forward, forward);
11923                                         VectorReflect(forward, 0, up, forward);
11924                                         VectorNormalize(forward);
11925                                         CrossProduct(up, forward, newright);
11926                                         VectorNormalize(newright);
11927                                         // rotate the quad around the up axis vector, this is made
11928                                         // especially easy by the fact we know the quad is flat,
11929                                         // so we only have to subtract the center position and
11930                                         // measure distance along the right vector, and then
11931                                         // multiply that by the newright vector and add back the
11932                                         // center position
11933                                         // we also need to subtract the old position to undo the
11934                                         // displacement from the center, which we do with a
11935                                         // DotProduct, the subtraction/addition of center is also
11936                                         // optimized into DotProducts here
11937                                         l = DotProduct(right, center);
11938                                         for (i = 0;i < 4;i++)
11939                                         {
11940                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11941                                                 f = DotProduct(right, v1) - l;
11942                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11943                                         }
11944                                 }
11945                         }
11946                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11947                         rsurface.batchvertex3f_vertexbuffer = NULL;
11948                         rsurface.batchvertex3f_bufferoffset = 0;
11949                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11950                         {
11951                                 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11952                                 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11953                                 rsurface.batchnormal3f_vertexbuffer = NULL;
11954                                 rsurface.batchnormal3f_bufferoffset = 0;
11955                         }
11956                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11957                         {
11958                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11959                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11960                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11961                                 rsurface.batchsvector3f_bufferoffset = 0;
11962                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11963                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11964                                 rsurface.batchtvector3f_bufferoffset = 0;
11965                         }
11966                         break;
11967                 case Q3DEFORM_NORMAL:
11968                         // deform the normals to make reflections wavey
11969                         for (j = 0;j < rsurface.batchnumvertices;j++)
11970                         {
11971                                 float vertex[3];
11972                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11973                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11974                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11975                                 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]);
11976                                 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]);
11977                                 VectorNormalize(normal);
11978                         }
11979                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11980                         rsurface.batchnormal3f_vertexbuffer = NULL;
11981                         rsurface.batchnormal3f_bufferoffset = 0;
11982                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11983                         {
11984                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11985                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11986                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11987                                 rsurface.batchsvector3f_bufferoffset = 0;
11988                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11989                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11990                                 rsurface.batchtvector3f_bufferoffset = 0;
11991                         }
11992                         break;
11993                 case Q3DEFORM_WAVE:
11994                         // deform vertex array to make wavey water and flags and such
11995                         waveparms[0] = deform->waveparms[0];
11996                         waveparms[1] = deform->waveparms[1];
11997                         waveparms[2] = deform->waveparms[2];
11998                         waveparms[3] = deform->waveparms[3];
11999                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
12000                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
12001                         // this is how a divisor of vertex influence on deformation
12002                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
12003                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12004                         for (j = 0;j < rsurface.batchnumvertices;j++)
12005                         {
12006                                 // if the wavefunc depends on time, evaluate it per-vertex
12007                                 if (waveparms[3])
12008                                 {
12009                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
12010                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12011                                 }
12012                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12013                         }
12014                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12015                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
12016                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12017                         rsurface.batchvertex3f_vertexbuffer = NULL;
12018                         rsurface.batchvertex3f_bufferoffset = 0;
12019                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12020                         rsurface.batchnormal3f_vertexbuffer = NULL;
12021                         rsurface.batchnormal3f_bufferoffset = 0;
12022                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12023                         {
12024                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
12025                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12026                                 rsurface.batchsvector3f_vertexbuffer = NULL;
12027                                 rsurface.batchsvector3f_bufferoffset = 0;
12028                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12029                                 rsurface.batchtvector3f_vertexbuffer = NULL;
12030                                 rsurface.batchtvector3f_bufferoffset = 0;
12031                         }
12032                         break;
12033                 case Q3DEFORM_BULGE:
12034                         // deform vertex array to make the surface have moving bulges
12035                         for (j = 0;j < rsurface.batchnumvertices;j++)
12036                         {
12037                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12038                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12039                         }
12040                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12041                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
12042                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12043                         rsurface.batchvertex3f_vertexbuffer = NULL;
12044                         rsurface.batchvertex3f_bufferoffset = 0;
12045                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12046                         rsurface.batchnormal3f_vertexbuffer = NULL;
12047                         rsurface.batchnormal3f_bufferoffset = 0;
12048                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12049                         {
12050                                 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
12051                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12052                                 rsurface.batchsvector3f_vertexbuffer = NULL;
12053                                 rsurface.batchsvector3f_bufferoffset = 0;
12054                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12055                                 rsurface.batchtvector3f_vertexbuffer = NULL;
12056                                 rsurface.batchtvector3f_bufferoffset = 0;
12057                         }
12058                         break;
12059                 case Q3DEFORM_MOVE:
12060                         // deform vertex array
12061                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12062                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
12063                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12064                         VectorScale(deform->parms, scale, waveparms);
12065                         for (j = 0;j < rsurface.batchnumvertices;j++)
12066                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12067                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12068                         rsurface.batchvertex3f_vertexbuffer = NULL;
12069                         rsurface.batchvertex3f_bufferoffset = 0;
12070                         break;
12071                 }
12072         }
12073
12074         // generate texcoords based on the chosen texcoord source
12075         switch(rsurface.texture->tcgen.tcgen)
12076         {
12077         default:
12078         case Q3TCGEN_TEXTURE:
12079                 break;
12080         case Q3TCGEN_LIGHTMAP:
12081                 if (rsurface.batchtexcoordlightmap2f)
12082                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12083                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12084                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12085                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12086                 break;
12087         case Q3TCGEN_VECTOR:
12088                 for (j = 0;j < rsurface.batchnumvertices;j++)
12089                 {
12090                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12091                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12092                 }
12093                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12094                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12095                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12096                 break;
12097         case Q3TCGEN_ENVIRONMENT:
12098                 // make environment reflections using a spheremap
12099                 for (j = 0;j < rsurface.batchnumvertices;j++)
12100                 {
12101                         // identical to Q3A's method, but executed in worldspace so
12102                         // carried models can be shiny too
12103
12104                         float viewer[3], d, reflected[3], worldreflected[3];
12105
12106                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12107                         // VectorNormalize(viewer);
12108
12109                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12110
12111                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12112                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12113                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12114                         // note: this is proportinal to viewer, so we can normalize later
12115
12116                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12117                         VectorNormalize(worldreflected);
12118
12119                         // note: this sphere map only uses world x and z!
12120                         // so positive and negative y will LOOK THE SAME.
12121                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12122                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12123                 }
12124                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12125                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12126                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12127                 break;
12128         }
12129         // the only tcmod that needs software vertex processing is turbulent, so
12130         // check for it here and apply the changes if needed
12131         // and we only support that as the first one
12132         // (handling a mixture of turbulent and other tcmods would be problematic
12133         //  without punting it entirely to a software path)
12134         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12135         {
12136                 amplitude = rsurface.texture->tcmods[0].parms[1];
12137                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12138                 for (j = 0;j < rsurface.batchnumvertices;j++)
12139                 {
12140                         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);
12141                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12142                 }
12143                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12144                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12145                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12146         }
12147
12148         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12149         {
12150                 // convert the modified arrays to vertex structs
12151                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12152                 rsurface.batchvertexmeshbuffer = NULL;
12153                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12154                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12155                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12156                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12157                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12158                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12159                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12160                 {
12161                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12162                         {
12163                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12164                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12165                         }
12166                 }
12167                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12168                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12169                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12170                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12171                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12172                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12173                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12174                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12175                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12176         }
12177
12178         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12179         {
12180                 // convert the modified arrays to vertex structs
12181                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12182                 rsurface.batchvertexpositionbuffer = NULL;
12183                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12184                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12185                 else
12186                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12187                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12188         }
12189 }
12190
12191 void RSurf_DrawBatch(void)
12192 {
12193         // sometimes a zero triangle surface (usually a degenerate patch) makes it
12194         // through the pipeline, killing it earlier in the pipeline would have
12195         // per-surface overhead rather than per-batch overhead, so it's best to
12196         // reject it here, before it hits glDraw.
12197         if (rsurface.batchnumtriangles == 0)
12198                 return;
12199 #if 0
12200         // batch debugging code
12201         if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
12202         {
12203                 int i;
12204                 int j;
12205                 int c;
12206                 const int *e;
12207                 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
12208                 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
12209                 {
12210                         c = e[i];
12211                         for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
12212                         {
12213                                 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
12214                                 {
12215                                         if (rsurface.modelsurfaces[j].texture != rsurface.texture)
12216                                                 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);
12217                                         break;
12218                                 }
12219                         }
12220                 }
12221         }
12222 #endif
12223         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);
12224 }
12225
12226 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12227 {
12228         // pick the closest matching water plane
12229         int planeindex, vertexindex, bestplaneindex = -1;
12230         float d, bestd;
12231         vec3_t vert;
12232         const float *v;
12233         r_waterstate_waterplane_t *p;
12234         bestd = 0;
12235         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12236         {
12237                 if(p->camera_entity != rsurface.texture->camera_entity)
12238                         continue;
12239                 d = 0;
12240                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12241                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12242                 {
12243                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
12244                         d += fabs(PlaneDiff(vert, &p->plane));
12245                 }
12246                 if (bestd > d || bestplaneindex < 0)
12247                 {
12248                         bestd = d;
12249                         bestplaneindex = planeindex;
12250                 }
12251         }
12252         return bestplaneindex;
12253 }
12254
12255 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12256 {
12257         int i;
12258         for (i = 0;i < rsurface.batchnumvertices;i++)
12259                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12260         rsurface.passcolor4f = rsurface.array_passcolor4f;
12261         rsurface.passcolor4f_vertexbuffer = 0;
12262         rsurface.passcolor4f_bufferoffset = 0;
12263 }
12264
12265 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12266 {
12267         int i;
12268         float f;
12269         const float *v;
12270         const float *c;
12271         float *c2;
12272         if (rsurface.passcolor4f)
12273         {
12274                 // generate color arrays
12275                 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)
12276                 {
12277                         f = RSurf_FogVertex(v);
12278                         c2[0] = c[0] * f;
12279                         c2[1] = c[1] * f;
12280                         c2[2] = c[2] * f;
12281                         c2[3] = c[3];
12282                 }
12283         }
12284         else
12285         {
12286                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12287                 {
12288                         f = RSurf_FogVertex(v);
12289                         c2[0] = f;
12290                         c2[1] = f;
12291                         c2[2] = f;
12292                         c2[3] = 1;
12293                 }
12294         }
12295         rsurface.passcolor4f = rsurface.array_passcolor4f;
12296         rsurface.passcolor4f_vertexbuffer = 0;
12297         rsurface.passcolor4f_bufferoffset = 0;
12298 }
12299
12300 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12301 {
12302         int i;
12303         float f;
12304         const float *v;
12305         const float *c;
12306         float *c2;
12307         if (!rsurface.passcolor4f)
12308                 return;
12309         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)
12310         {
12311                 f = RSurf_FogVertex(v);
12312                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12313                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12314                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12315                 c2[3] = c[3];
12316         }
12317         rsurface.passcolor4f = rsurface.array_passcolor4f;
12318         rsurface.passcolor4f_vertexbuffer = 0;
12319         rsurface.passcolor4f_bufferoffset = 0;
12320 }
12321
12322 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12323 {
12324         int i;
12325         const float *c;
12326         float *c2;
12327         if (!rsurface.passcolor4f)
12328                 return;
12329         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12330         {
12331                 c2[0] = c[0] * r;
12332                 c2[1] = c[1] * g;
12333                 c2[2] = c[2] * b;
12334                 c2[3] = c[3] * a;
12335         }
12336         rsurface.passcolor4f = rsurface.array_passcolor4f;
12337         rsurface.passcolor4f_vertexbuffer = 0;
12338         rsurface.passcolor4f_bufferoffset = 0;
12339 }
12340
12341 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12342 {
12343         int i;
12344         const float *c;
12345         float *c2;
12346         if (!rsurface.passcolor4f)
12347                 return;
12348         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12349         {
12350                 c2[0] = c[0] + r_refdef.scene.ambient;
12351                 c2[1] = c[1] + r_refdef.scene.ambient;
12352                 c2[2] = c[2] + r_refdef.scene.ambient;
12353                 c2[3] = c[3];
12354         }
12355         rsurface.passcolor4f = rsurface.array_passcolor4f;
12356         rsurface.passcolor4f_vertexbuffer = 0;
12357         rsurface.passcolor4f_bufferoffset = 0;
12358 }
12359
12360 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12361 {
12362         // TODO: optimize
12363         rsurface.passcolor4f = NULL;
12364         rsurface.passcolor4f_vertexbuffer = 0;
12365         rsurface.passcolor4f_bufferoffset = 0;
12366         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12367         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12368         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12369         GL_Color(r, g, b, a);
12370         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12371         RSurf_DrawBatch();
12372 }
12373
12374 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12375 {
12376         // TODO: optimize applyfog && applycolor case
12377         // just apply fog if necessary, and tint the fog color array if necessary
12378         rsurface.passcolor4f = NULL;
12379         rsurface.passcolor4f_vertexbuffer = 0;
12380         rsurface.passcolor4f_bufferoffset = 0;
12381         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12382         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12383         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12384         GL_Color(r, g, b, a);
12385         RSurf_DrawBatch();
12386 }
12387
12388 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12389 {
12390         // TODO: optimize
12391         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12392         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12393         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12394         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12395         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12396         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12397         GL_Color(r, g, b, a);
12398         RSurf_DrawBatch();
12399 }
12400
12401 static void RSurf_DrawBatch_GL11_ClampColor(void)
12402 {
12403         int i;
12404         const float *c1;
12405         float *c2;
12406         if (!rsurface.passcolor4f)
12407                 return;
12408         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12409         {
12410                 c2[0] = bound(0.0f, c1[0], 1.0f);
12411                 c2[1] = bound(0.0f, c1[1], 1.0f);
12412                 c2[2] = bound(0.0f, c1[2], 1.0f);
12413                 c2[3] = bound(0.0f, c1[3], 1.0f);
12414         }
12415 }
12416
12417 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12418 {
12419         int i;
12420         float f;
12421         const float *v;
12422         const float *n;
12423         float *c;
12424         //vec3_t eyedir;
12425
12426         // fake shading
12427         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)
12428         {
12429                 f = -DotProduct(r_refdef.view.forward, n);
12430                 f = max(0, f);
12431                 f = f * 0.85 + 0.15; // work around so stuff won't get black
12432                 f *= r_refdef.lightmapintensity;
12433                 Vector4Set(c, f, f, f, 1);
12434         }
12435
12436         rsurface.passcolor4f = rsurface.array_passcolor4f;
12437         rsurface.passcolor4f_vertexbuffer = 0;
12438         rsurface.passcolor4f_bufferoffset = 0;
12439 }
12440
12441 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12442 {
12443         RSurf_DrawBatch_GL11_ApplyFakeLight();
12444         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12445         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12446         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12447         GL_Color(r, g, b, a);
12448         RSurf_DrawBatch();
12449 }
12450
12451 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12452 {
12453         int i;
12454         float f;
12455         float alpha;
12456         const float *v;
12457         const float *n;
12458         float *c;
12459         vec3_t ambientcolor;
12460         vec3_t diffusecolor;
12461         vec3_t lightdir;
12462         // TODO: optimize
12463         // model lighting
12464         VectorCopy(rsurface.modellight_lightdir, lightdir);
12465         f = 0.5f * r_refdef.lightmapintensity;
12466         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12467         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12468         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12469         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12470         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12471         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12472         alpha = *a;
12473         if (VectorLength2(diffusecolor) > 0)
12474         {
12475                 // q3-style directional shading
12476                 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)
12477                 {
12478                         if ((f = DotProduct(n, lightdir)) > 0)
12479                                 VectorMA(ambientcolor, f, diffusecolor, c);
12480                         else
12481                                 VectorCopy(ambientcolor, c);
12482                         c[3] = alpha;
12483                 }
12484                 *r = 1;
12485                 *g = 1;
12486                 *b = 1;
12487                 *a = 1;
12488                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12489                 rsurface.passcolor4f_vertexbuffer = 0;
12490                 rsurface.passcolor4f_bufferoffset = 0;
12491                 *applycolor = false;
12492         }
12493         else
12494         {
12495                 *r = ambientcolor[0];
12496                 *g = ambientcolor[1];
12497                 *b = ambientcolor[2];
12498                 rsurface.passcolor4f = NULL;
12499                 rsurface.passcolor4f_vertexbuffer = 0;
12500                 rsurface.passcolor4f_bufferoffset = 0;
12501         }
12502 }
12503
12504 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12505 {
12506         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12507         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12508         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12509         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12510         GL_Color(r, g, b, a);
12511         RSurf_DrawBatch();
12512 }
12513
12514 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12515 {
12516         int i;
12517         float f;
12518         const float *v;
12519         float *c;
12520         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12521         {
12522                 f = 1 - RSurf_FogVertex(v);
12523                 c[0] = r;
12524                 c[1] = g;
12525                 c[2] = b;
12526                 c[3] = f * a;
12527         }
12528 }
12529
12530 void RSurf_SetupDepthAndCulling(void)
12531 {
12532         // submodels are biased to avoid z-fighting with world surfaces that they
12533         // may be exactly overlapping (avoids z-fighting artifacts on certain
12534         // doors and things in Quake maps)
12535         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12536         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12537         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12538         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12539 }
12540
12541 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12542 {
12543         // transparent sky would be ridiculous
12544         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12545                 return;
12546         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12547         skyrenderlater = true;
12548         RSurf_SetupDepthAndCulling();
12549         GL_DepthMask(true);
12550         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12551         // skymasking on them, and Quake3 never did sky masking (unlike
12552         // software Quake and software Quake2), so disable the sky masking
12553         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12554         // and skymasking also looks very bad when noclipping outside the
12555         // level, so don't use it then either.
12556         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12557         {
12558                 R_Mesh_ResetTextureState();
12559                 if (skyrendermasked)
12560                 {
12561                         R_SetupShader_DepthOrShadow();
12562                         // depth-only (masking)
12563                         GL_ColorMask(0,0,0,0);
12564                         // just to make sure that braindead drivers don't draw
12565                         // anything despite that colormask...
12566                         GL_BlendFunc(GL_ZERO, GL_ONE);
12567                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12568                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12569                 }
12570                 else
12571                 {
12572                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12573                         // fog sky
12574                         GL_BlendFunc(GL_ONE, GL_ZERO);
12575                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12576                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12577                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12578                 }
12579                 RSurf_DrawBatch();
12580                 if (skyrendermasked)
12581                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12582         }
12583         R_Mesh_ResetTextureState();
12584         GL_Color(1, 1, 1, 1);
12585 }
12586
12587 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12588 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12589 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12590 {
12591         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12592                 return;
12593         if (prepass)
12594         {
12595                 // render screenspace normalmap to texture
12596                 GL_DepthMask(true);
12597                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12598                 RSurf_DrawBatch();
12599                 return;
12600         }
12601
12602         // bind lightmap texture
12603
12604         // water/refraction/reflection/camera surfaces have to be handled specially
12605         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12606         {
12607                 int start, end, startplaneindex;
12608                 for (start = 0;start < texturenumsurfaces;start = end)
12609                 {
12610                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12611                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12612                                 ;
12613                         // now that we have a batch using the same planeindex, render it
12614                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12615                         {
12616                                 // render water or distortion background
12617                                 GL_DepthMask(true);
12618                                 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));
12619                                 RSurf_DrawBatch();
12620                                 // blend surface on top
12621                                 GL_DepthMask(false);
12622                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12623                                 RSurf_DrawBatch();
12624                         }
12625                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12626                         {
12627                                 // render surface with reflection texture as input
12628                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12629                                 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));
12630                                 RSurf_DrawBatch();
12631                         }
12632                 }
12633                 return;
12634         }
12635
12636         // render surface batch normally
12637         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12638         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12639         RSurf_DrawBatch();
12640 }
12641
12642 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12643 {
12644         // OpenGL 1.3 path - anything not completely ancient
12645         qboolean applycolor;
12646         qboolean applyfog;
12647         int layerindex;
12648         const texturelayer_t *layer;
12649         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);
12650         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12651
12652         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12653         {
12654                 vec4_t layercolor;
12655                 int layertexrgbscale;
12656                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12657                 {
12658                         if (layerindex == 0)
12659                                 GL_AlphaTest(true);
12660                         else
12661                         {
12662                                 GL_AlphaTest(false);
12663                                 GL_DepthFunc(GL_EQUAL);
12664                         }
12665                 }
12666                 GL_DepthMask(layer->depthmask && writedepth);
12667                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12668                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12669                 {
12670                         layertexrgbscale = 4;
12671                         VectorScale(layer->color, 0.25f, layercolor);
12672                 }
12673                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12674                 {
12675                         layertexrgbscale = 2;
12676                         VectorScale(layer->color, 0.5f, layercolor);
12677                 }
12678                 else
12679                 {
12680                         layertexrgbscale = 1;
12681                         VectorScale(layer->color, 1.0f, layercolor);
12682                 }
12683                 layercolor[3] = layer->color[3];
12684                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12685                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12686                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12687                 switch (layer->type)
12688                 {
12689                 case TEXTURELAYERTYPE_LITTEXTURE:
12690                         // single-pass lightmapped texture with 2x rgbscale
12691                         R_Mesh_TexBind(0, r_texture_white);
12692                         R_Mesh_TexMatrix(0, NULL);
12693                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12694                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12695                         R_Mesh_TexBind(1, layer->texture);
12696                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12697                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12698                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12699                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12700                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12701                         else if (FAKELIGHT_ENABLED)
12702                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12703                         else if (rsurface.uselightmaptexture)
12704                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12705                         else
12706                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12707                         break;
12708                 case TEXTURELAYERTYPE_TEXTURE:
12709                         // singletexture unlit texture with transparency support
12710                         R_Mesh_TexBind(0, layer->texture);
12711                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12712                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12713                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12714                         R_Mesh_TexBind(1, 0);
12715                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12716                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12717                         break;
12718                 case TEXTURELAYERTYPE_FOG:
12719                         // singletexture fogging
12720                         if (layer->texture)
12721                         {
12722                                 R_Mesh_TexBind(0, layer->texture);
12723                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12724                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12725                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12726                         }
12727                         else
12728                         {
12729                                 R_Mesh_TexBind(0, 0);
12730                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12731                         }
12732                         R_Mesh_TexBind(1, 0);
12733                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12734                         // generate a color array for the fog pass
12735                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12736                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12737                         RSurf_DrawBatch();
12738                         break;
12739                 default:
12740                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12741                 }
12742         }
12743         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12744         {
12745                 GL_DepthFunc(GL_LEQUAL);
12746                 GL_AlphaTest(false);
12747         }
12748 }
12749
12750 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12751 {
12752         // OpenGL 1.1 - crusty old voodoo path
12753         qboolean applyfog;
12754         int layerindex;
12755         const texturelayer_t *layer;
12756         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);
12757         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12758
12759         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12760         {
12761                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12762                 {
12763                         if (layerindex == 0)
12764                                 GL_AlphaTest(true);
12765                         else
12766                         {
12767                                 GL_AlphaTest(false);
12768                                 GL_DepthFunc(GL_EQUAL);
12769                         }
12770                 }
12771                 GL_DepthMask(layer->depthmask && writedepth);
12772                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12773                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12774                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12775                 switch (layer->type)
12776                 {
12777                 case TEXTURELAYERTYPE_LITTEXTURE:
12778                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12779                         {
12780                                 // two-pass lit texture with 2x rgbscale
12781                                 // first the lightmap pass
12782                                 R_Mesh_TexBind(0, r_texture_white);
12783                                 R_Mesh_TexMatrix(0, NULL);
12784                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12785                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12786                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12787                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12788                                 else if (FAKELIGHT_ENABLED)
12789                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12790                                 else if (rsurface.uselightmaptexture)
12791                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12792                                 else
12793                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12794                                 // then apply the texture to it
12795                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12796                                 R_Mesh_TexBind(0, layer->texture);
12797                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12798                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12799                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12800                                 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);
12801                         }
12802                         else
12803                         {
12804                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12805                                 R_Mesh_TexBind(0, layer->texture);
12806                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12807                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12808                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12809                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12810                                         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);
12811                                 else
12812                                         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);
12813                         }
12814                         break;
12815                 case TEXTURELAYERTYPE_TEXTURE:
12816                         // singletexture unlit texture with transparency support
12817                         R_Mesh_TexBind(0, layer->texture);
12818                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12819                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12820                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12821                         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);
12822                         break;
12823                 case TEXTURELAYERTYPE_FOG:
12824                         // singletexture fogging
12825                         if (layer->texture)
12826                         {
12827                                 R_Mesh_TexBind(0, layer->texture);
12828                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12829                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12830                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12831                         }
12832                         else
12833                         {
12834                                 R_Mesh_TexBind(0, 0);
12835                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12836                         }
12837                         // generate a color array for the fog pass
12838                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12839                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12840                         RSurf_DrawBatch();
12841                         break;
12842                 default:
12843                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12844                 }
12845         }
12846         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12847         {
12848                 GL_DepthFunc(GL_LEQUAL);
12849                 GL_AlphaTest(false);
12850         }
12851 }
12852
12853 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12854 {
12855         int vi;
12856         int j;
12857         r_vertexgeneric_t *batchvertex;
12858         float c[4];
12859
12860         GL_AlphaTest(false);
12861 //      R_Mesh_ResetTextureState();
12862         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12863
12864         if(rsurface.texture && rsurface.texture->currentskinframe)
12865         {
12866                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12867                 c[3] *= rsurface.texture->currentalpha;
12868         }
12869         else
12870         {
12871                 c[0] = 1;
12872                 c[1] = 0;
12873                 c[2] = 1;
12874                 c[3] = 1;
12875         }
12876
12877         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12878         {
12879                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12880                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12881                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12882         }
12883
12884         // brighten it up (as texture value 127 means "unlit")
12885         c[0] *= 2 * r_refdef.view.colorscale;
12886         c[1] *= 2 * r_refdef.view.colorscale;
12887         c[2] *= 2 * r_refdef.view.colorscale;
12888
12889         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12890                 c[3] *= r_wateralpha.value;
12891
12892         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12893         {
12894                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12895                 GL_DepthMask(false);
12896         }
12897         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12898         {
12899                 GL_BlendFunc(GL_ONE, GL_ONE);
12900                 GL_DepthMask(false);
12901         }
12902         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12903         {
12904                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12905                 GL_DepthMask(false);
12906         }
12907         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12908         {
12909                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12910                 GL_DepthMask(false);
12911         }
12912         else
12913         {
12914                 GL_BlendFunc(GL_ONE, GL_ZERO);
12915                 GL_DepthMask(writedepth);
12916         }
12917
12918         if (r_showsurfaces.integer == 3)
12919         {
12920                 rsurface.passcolor4f = NULL;
12921
12922                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12923                 {
12924                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12925
12926                         rsurface.passcolor4f = NULL;
12927                         rsurface.passcolor4f_vertexbuffer = 0;
12928                         rsurface.passcolor4f_bufferoffset = 0;
12929                 }
12930                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12931                 {
12932                         qboolean applycolor = true;
12933                         float one = 1.0;
12934
12935                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12936
12937                         r_refdef.lightmapintensity = 1;
12938                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12939                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12940                 }
12941                 else if (FAKELIGHT_ENABLED)
12942                 {
12943                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12944
12945                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
12946                         RSurf_DrawBatch_GL11_ApplyFakeLight();
12947                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12948                 }
12949                 else
12950                 {
12951                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12952
12953                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12954                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12955                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12956                 }
12957
12958                 if(!rsurface.passcolor4f)
12959                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12960
12961                 RSurf_DrawBatch_GL11_ApplyAmbient();
12962                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12963                 if(r_refdef.fogenabled)
12964                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12965                 RSurf_DrawBatch_GL11_ClampColor();
12966
12967                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12968                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12969                 RSurf_DrawBatch();
12970         }
12971         else if (!r_refdef.view.showdebug)
12972         {
12973                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12974                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12975                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12976                 {
12977                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12978                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12979                 }
12980                 R_Mesh_PrepareVertices_Generic_Unlock();
12981                 RSurf_DrawBatch();
12982         }
12983         else if (r_showsurfaces.integer == 4)
12984         {
12985                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12986                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12987                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12988                 {
12989                         unsigned char c = vi << 3;
12990                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12991                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12992                 }
12993                 R_Mesh_PrepareVertices_Generic_Unlock();
12994                 RSurf_DrawBatch();
12995         }
12996         else if (r_showsurfaces.integer == 2)
12997         {
12998                 const int *e;
12999                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13000                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
13001                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
13002                 {
13003                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
13004                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
13005                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
13006                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
13007                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
13008                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
13009                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
13010                 }
13011                 R_Mesh_PrepareVertices_Generic_Unlock();
13012                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
13013         }
13014         else
13015         {
13016                 int texturesurfaceindex;
13017                 int k;
13018                 const msurface_t *surface;
13019                 unsigned char surfacecolor4ub[4];
13020                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13021                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
13022                 vi = 0;
13023                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
13024                 {
13025                         surface = texturesurfacelist[texturesurfaceindex];
13026                         k = (int)(((size_t)surface) / sizeof(msurface_t));
13027                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
13028                         for (j = 0;j < surface->num_vertices;j++)
13029                         {
13030                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13031                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
13032                                 vi++;
13033                         }
13034                 }
13035                 R_Mesh_PrepareVertices_Generic_Unlock();
13036                 RSurf_DrawBatch();
13037         }
13038 }
13039
13040 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13041 {
13042         CHECKGLERROR
13043         RSurf_SetupDepthAndCulling();
13044         if (r_showsurfaces.integer)
13045         {
13046                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13047                 return;
13048         }
13049         switch (vid.renderpath)
13050         {
13051         case RENDERPATH_GL20:
13052         case RENDERPATH_CGGL:
13053         case RENDERPATH_D3D9:
13054         case RENDERPATH_D3D10:
13055         case RENDERPATH_D3D11:
13056                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13057                 break;
13058         case RENDERPATH_GL13:
13059                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13060                 break;
13061         case RENDERPATH_GL11:
13062                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13063                 break;
13064         }
13065         CHECKGLERROR
13066 }
13067
13068 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13069 {
13070         CHECKGLERROR
13071         RSurf_SetupDepthAndCulling();
13072         if (r_showsurfaces.integer)
13073         {
13074                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13075                 return;
13076         }
13077         switch (vid.renderpath)
13078         {
13079         case RENDERPATH_GL20:
13080         case RENDERPATH_CGGL:
13081         case RENDERPATH_D3D9:
13082         case RENDERPATH_D3D10:
13083         case RENDERPATH_D3D11:
13084                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13085                 break;
13086         case RENDERPATH_GL13:
13087                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13088                 break;
13089         case RENDERPATH_GL11:
13090                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13091                 break;
13092         }
13093         CHECKGLERROR
13094 }
13095
13096 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13097 {
13098         int i, j;
13099         int texturenumsurfaces, endsurface;
13100         texture_t *texture;
13101         const msurface_t *surface;
13102 #define MAXBATCH_TRANSPARENTSURFACES 256
13103         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13104
13105         // if the model is static it doesn't matter what value we give for
13106         // wantnormals and wanttangents, so this logic uses only rules applicable
13107         // to a model, knowing that they are meaningless otherwise
13108         if (ent == r_refdef.scene.worldentity)
13109                 RSurf_ActiveWorldEntity();
13110         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13111                 RSurf_ActiveModelEntity(ent, false, false, false);
13112         else
13113         {
13114                 switch (vid.renderpath)
13115                 {
13116                 case RENDERPATH_GL20:
13117                 case RENDERPATH_CGGL:
13118                 case RENDERPATH_D3D9:
13119                 case RENDERPATH_D3D10:
13120                 case RENDERPATH_D3D11:
13121                         RSurf_ActiveModelEntity(ent, true, true, false);
13122                         break;
13123                 case RENDERPATH_GL13:
13124                 case RENDERPATH_GL11:
13125                         RSurf_ActiveModelEntity(ent, true, false, false);
13126                         break;
13127                 }
13128         }
13129
13130         if (r_transparentdepthmasking.integer)
13131         {
13132                 qboolean setup = false;
13133                 for (i = 0;i < numsurfaces;i = j)
13134                 {
13135                         j = i + 1;
13136                         surface = rsurface.modelsurfaces + surfacelist[i];
13137                         texture = surface->texture;
13138                         rsurface.texture = R_GetCurrentTexture(texture);
13139                         rsurface.lightmaptexture = NULL;
13140                         rsurface.deluxemaptexture = NULL;
13141                         rsurface.uselightmaptexture = false;
13142                         // scan ahead until we find a different texture
13143                         endsurface = min(i + 1024, numsurfaces);
13144                         texturenumsurfaces = 0;
13145                         texturesurfacelist[texturenumsurfaces++] = surface;
13146                         for (;j < endsurface;j++)
13147                         {
13148                                 surface = rsurface.modelsurfaces + surfacelist[j];
13149                                 if (texture != surface->texture)
13150                                         break;
13151                                 texturesurfacelist[texturenumsurfaces++] = surface;
13152                         }
13153                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13154                                 continue;
13155                         // render the range of surfaces as depth
13156                         if (!setup)
13157                         {
13158                                 setup = true;
13159                                 GL_ColorMask(0,0,0,0);
13160                                 GL_Color(1,1,1,1);
13161                                 GL_DepthTest(true);
13162                                 GL_BlendFunc(GL_ONE, GL_ZERO);
13163                                 GL_DepthMask(true);
13164                                 GL_AlphaTest(false);
13165 //                              R_Mesh_ResetTextureState();
13166                                 R_SetupShader_DepthOrShadow();
13167                         }
13168                         RSurf_SetupDepthAndCulling();
13169                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13170                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13171                         RSurf_DrawBatch();
13172                 }
13173                 if (setup)
13174                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13175         }
13176
13177         for (i = 0;i < numsurfaces;i = j)
13178         {
13179                 j = i + 1;
13180                 surface = rsurface.modelsurfaces + surfacelist[i];
13181                 texture = surface->texture;
13182                 rsurface.texture = R_GetCurrentTexture(texture);
13183                 // scan ahead until we find a different texture
13184                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13185                 texturenumsurfaces = 0;
13186                 texturesurfacelist[texturenumsurfaces++] = surface;
13187                 if(FAKELIGHT_ENABLED)
13188                 {
13189                         rsurface.lightmaptexture = NULL;
13190                         rsurface.deluxemaptexture = NULL;
13191                         rsurface.uselightmaptexture = false;
13192                         for (;j < endsurface;j++)
13193                         {
13194                                 surface = rsurface.modelsurfaces + surfacelist[j];
13195                                 if (texture != surface->texture)
13196                                         break;
13197                                 texturesurfacelist[texturenumsurfaces++] = surface;
13198                         }
13199                 }
13200                 else
13201                 {
13202                         rsurface.lightmaptexture = surface->lightmaptexture;
13203                         rsurface.deluxemaptexture = surface->deluxemaptexture;
13204                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13205                         for (;j < endsurface;j++)
13206                         {
13207                                 surface = rsurface.modelsurfaces + surfacelist[j];
13208                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13209                                         break;
13210                                 texturesurfacelist[texturenumsurfaces++] = surface;
13211                         }
13212                 }
13213                 // render the range of surfaces
13214                 if (ent == r_refdef.scene.worldentity)
13215                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13216                 else
13217                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13218         }
13219         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13220         GL_AlphaTest(false);
13221 }
13222
13223 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13224 {
13225         // transparent surfaces get pushed off into the transparent queue
13226         int surfacelistindex;
13227         const msurface_t *surface;
13228         vec3_t tempcenter, center;
13229         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13230         {
13231                 surface = texturesurfacelist[surfacelistindex];
13232                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13233                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13234                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13235                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13236                 if (queueentity->transparent_offset) // transparent offset
13237                 {
13238                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13239                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13240                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13241                 }
13242                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13243         }
13244 }
13245
13246 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13247 {
13248         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13249                 return;
13250         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13251                 return;
13252         RSurf_SetupDepthAndCulling();
13253         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13254         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13255         RSurf_DrawBatch();
13256 }
13257
13258 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13259 {
13260         const entity_render_t *queueentity = r_refdef.scene.worldentity;
13261         CHECKGLERROR
13262         if (depthonly)
13263                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13264         else if (prepass)
13265         {
13266                 if (!rsurface.texture->currentnumlayers)
13267                         return;
13268                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13269                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13270                 else
13271                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13272         }
13273         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13274                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13275         else if (!rsurface.texture->currentnumlayers)
13276                 return;
13277         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13278         {
13279                 // in the deferred case, transparent surfaces were queued during prepass
13280                 if (!r_shadow_usingdeferredprepass)
13281                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13282         }
13283         else
13284         {
13285                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13286                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13287         }
13288         CHECKGLERROR
13289 }
13290
13291 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13292 {
13293         int i, j;
13294         texture_t *texture;
13295         // break the surface list down into batches by texture and use of lightmapping
13296         for (i = 0;i < numsurfaces;i = j)
13297         {
13298                 j = i + 1;
13299                 // texture is the base texture pointer, rsurface.texture is the
13300                 // current frame/skin the texture is directing us to use (for example
13301                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13302                 // use skin 1 instead)
13303                 texture = surfacelist[i]->texture;
13304                 rsurface.texture = R_GetCurrentTexture(texture);
13305                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13306                 {
13307                         // if this texture is not the kind we want, skip ahead to the next one
13308                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13309                                 ;
13310                         continue;
13311                 }
13312                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13313                 {
13314                         rsurface.lightmaptexture = NULL;
13315                         rsurface.deluxemaptexture = NULL;
13316                         rsurface.uselightmaptexture = false;
13317                         // simply scan ahead until we find a different texture or lightmap state
13318                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13319                                 ;
13320                 }
13321                 else
13322                 {
13323                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13324                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13325                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13326                         // simply scan ahead until we find a different texture or lightmap state
13327                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13328                                 ;
13329                 }
13330                 // render the range of surfaces
13331                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13332         }
13333 }
13334
13335 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13336 {
13337         CHECKGLERROR
13338         if (depthonly)
13339                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13340         else if (prepass)
13341         {
13342                 if (!rsurface.texture->currentnumlayers)
13343                         return;
13344                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13345                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13346                 else
13347                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13348         }
13349         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13350                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13351         else if (!rsurface.texture->currentnumlayers)
13352                 return;
13353         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13354         {
13355                 // in the deferred case, transparent surfaces were queued during prepass
13356                 if (!r_shadow_usingdeferredprepass)
13357                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13358         }
13359         else
13360         {
13361                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13362                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13363         }
13364         CHECKGLERROR
13365 }
13366
13367 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13368 {
13369         int i, j;
13370         texture_t *texture;
13371         // break the surface list down into batches by texture and use of lightmapping
13372         for (i = 0;i < numsurfaces;i = j)
13373         {
13374                 j = i + 1;
13375                 // texture is the base texture pointer, rsurface.texture is the
13376                 // current frame/skin the texture is directing us to use (for example
13377                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13378                 // use skin 1 instead)
13379                 texture = surfacelist[i]->texture;
13380                 rsurface.texture = R_GetCurrentTexture(texture);
13381                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13382                 {
13383                         // if this texture is not the kind we want, skip ahead to the next one
13384                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13385                                 ;
13386                         continue;
13387                 }
13388                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13389                 {
13390                         rsurface.lightmaptexture = NULL;
13391                         rsurface.deluxemaptexture = NULL;
13392                         rsurface.uselightmaptexture = false;
13393                         // simply scan ahead until we find a different texture or lightmap state
13394                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13395                                 ;
13396                 }
13397                 else
13398                 {
13399                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13400                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13401                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13402                         // simply scan ahead until we find a different texture or lightmap state
13403                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13404                                 ;
13405                 }
13406                 // render the range of surfaces
13407                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13408         }
13409 }
13410
13411 float locboxvertex3f[6*4*3] =
13412 {
13413         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13414         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13415         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13416         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13417         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13418         1,0,0, 0,0,0, 0,1,0, 1,1,0
13419 };
13420
13421 unsigned short locboxelements[6*2*3] =
13422 {
13423          0, 1, 2, 0, 2, 3,
13424          4, 5, 6, 4, 6, 7,
13425          8, 9,10, 8,10,11,
13426         12,13,14, 12,14,15,
13427         16,17,18, 16,18,19,
13428         20,21,22, 20,22,23
13429 };
13430
13431 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13432 {
13433         int i, j;
13434         cl_locnode_t *loc = (cl_locnode_t *)ent;
13435         vec3_t mins, size;
13436         float vertex3f[6*4*3];
13437         CHECKGLERROR
13438         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13439         GL_DepthMask(false);
13440         GL_DepthRange(0, 1);
13441         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13442         GL_DepthTest(true);
13443         GL_CullFace(GL_NONE);
13444         R_EntityMatrix(&identitymatrix);
13445
13446 //      R_Mesh_ResetTextureState();
13447
13448         i = surfacelist[0];
13449         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13450                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13451                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13452                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13453
13454         if (VectorCompare(loc->mins, loc->maxs))
13455         {
13456                 VectorSet(size, 2, 2, 2);
13457                 VectorMA(loc->mins, -0.5f, size, mins);
13458         }
13459         else
13460         {
13461                 VectorCopy(loc->mins, mins);
13462                 VectorSubtract(loc->maxs, loc->mins, size);
13463         }
13464
13465         for (i = 0;i < 6*4*3;)
13466                 for (j = 0;j < 3;j++, i++)
13467                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13468
13469         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13470         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13471         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13472 }
13473
13474 void R_DrawLocs(void)
13475 {
13476         int index;
13477         cl_locnode_t *loc, *nearestloc;
13478         vec3_t center;
13479         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13480         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13481         {
13482                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13483                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13484         }
13485 }
13486
13487 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13488 {
13489         if (decalsystem->decals)
13490                 Mem_Free(decalsystem->decals);
13491         memset(decalsystem, 0, sizeof(*decalsystem));
13492 }
13493
13494 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)
13495 {
13496         tridecal_t *decal;
13497         tridecal_t *decals;
13498         int i;
13499
13500         // expand or initialize the system
13501         if (decalsystem->maxdecals <= decalsystem->numdecals)
13502         {
13503                 decalsystem_t old = *decalsystem;
13504                 qboolean useshortelements;
13505                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13506                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13507                 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)));
13508                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13509                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13510                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13511                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13512                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13513                 if (decalsystem->numdecals)
13514                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13515                 if (old.decals)
13516                         Mem_Free(old.decals);
13517                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13518                         decalsystem->element3i[i] = i;
13519                 if (useshortelements)
13520                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13521                                 decalsystem->element3s[i] = i;
13522         }
13523
13524         // grab a decal and search for another free slot for the next one
13525         decals = decalsystem->decals;
13526         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13527         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13528                 ;
13529         decalsystem->freedecal = i;
13530         if (decalsystem->numdecals <= i)
13531                 decalsystem->numdecals = i + 1;
13532
13533         // initialize the decal
13534         decal->lived = 0;
13535         decal->triangleindex = triangleindex;
13536         decal->surfaceindex = surfaceindex;
13537         decal->decalsequence = decalsequence;
13538         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13539         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13540         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13541         decal->color4ub[0][3] = 255;
13542         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13543         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13544         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13545         decal->color4ub[1][3] = 255;
13546         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13547         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13548         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13549         decal->color4ub[2][3] = 255;
13550         decal->vertex3f[0][0] = v0[0];
13551         decal->vertex3f[0][1] = v0[1];
13552         decal->vertex3f[0][2] = v0[2];
13553         decal->vertex3f[1][0] = v1[0];
13554         decal->vertex3f[1][1] = v1[1];
13555         decal->vertex3f[1][2] = v1[2];
13556         decal->vertex3f[2][0] = v2[0];
13557         decal->vertex3f[2][1] = v2[1];
13558         decal->vertex3f[2][2] = v2[2];
13559         decal->texcoord2f[0][0] = t0[0];
13560         decal->texcoord2f[0][1] = t0[1];
13561         decal->texcoord2f[1][0] = t1[0];
13562         decal->texcoord2f[1][1] = t1[1];
13563         decal->texcoord2f[2][0] = t2[0];
13564         decal->texcoord2f[2][1] = t2[1];
13565 }
13566
13567 extern cvar_t cl_decals_bias;
13568 extern cvar_t cl_decals_models;
13569 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13570 // baseparms, parms, temps
13571 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)
13572 {
13573         int cornerindex;
13574         int index;
13575         float v[9][3];
13576         const float *vertex3f;
13577         int numpoints;
13578         float points[2][9][3];
13579         float temp[3];
13580         float tc[9][2];
13581         float f;
13582         float c[9][4];
13583         const int *e;
13584
13585         e = rsurface.modelelement3i + 3*triangleindex;
13586
13587         vertex3f = rsurface.modelvertex3f;
13588
13589         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13590         {
13591                 index = 3*e[cornerindex];
13592                 VectorCopy(vertex3f + index, v[cornerindex]);
13593         }
13594         // cull backfaces
13595         //TriangleNormal(v[0], v[1], v[2], normal);
13596         //if (DotProduct(normal, localnormal) < 0.0f)
13597         //      continue;
13598         // clip by each of the box planes formed from the projection matrix
13599         // if anything survives, we emit the decal
13600         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]);
13601         if (numpoints < 3)
13602                 return;
13603         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]);
13604         if (numpoints < 3)
13605                 return;
13606         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]);
13607         if (numpoints < 3)
13608                 return;
13609         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]);
13610         if (numpoints < 3)
13611                 return;
13612         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]);
13613         if (numpoints < 3)
13614                 return;
13615         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]);
13616         if (numpoints < 3)
13617                 return;
13618         // some part of the triangle survived, so we have to accept it...
13619         if (dynamic)
13620         {
13621                 // dynamic always uses the original triangle
13622                 numpoints = 3;
13623                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13624                 {
13625                         index = 3*e[cornerindex];
13626                         VectorCopy(vertex3f + index, v[cornerindex]);
13627                 }
13628         }
13629         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13630         {
13631                 // convert vertex positions to texcoords
13632                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13633                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13634                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13635                 // calculate distance fade from the projection origin
13636                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13637                 f = bound(0.0f, f, 1.0f);
13638                 c[cornerindex][0] = r * f;
13639                 c[cornerindex][1] = g * f;
13640                 c[cornerindex][2] = b * f;
13641                 c[cornerindex][3] = 1.0f;
13642                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13643         }
13644         if (dynamic)
13645                 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);
13646         else
13647                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13648                         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);
13649 }
13650 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)
13651 {
13652         matrix4x4_t projection;
13653         decalsystem_t *decalsystem;
13654         qboolean dynamic;
13655         dp_model_t *model;
13656         const msurface_t *surface;
13657         const msurface_t *surfaces;
13658         const int *surfacelist;
13659         const texture_t *texture;
13660         int numtriangles;
13661         int numsurfacelist;
13662         int surfacelistindex;
13663         int surfaceindex;
13664         int triangleindex;
13665         float localorigin[3];
13666         float localnormal[3];
13667         float localmins[3];
13668         float localmaxs[3];
13669         float localsize;
13670         //float normal[3];
13671         float planes[6][4];
13672         float angles[3];
13673         bih_t *bih;
13674         int bih_triangles_count;
13675         int bih_triangles[256];
13676         int bih_surfaces[256];
13677
13678         decalsystem = &ent->decalsystem;
13679         model = ent->model;
13680         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13681         {
13682                 R_DecalSystem_Reset(&ent->decalsystem);
13683                 return;
13684         }
13685
13686         if (!model->brush.data_leafs && !cl_decals_models.integer)
13687         {
13688                 if (decalsystem->model)
13689                         R_DecalSystem_Reset(decalsystem);
13690                 return;
13691         }
13692
13693         if (decalsystem->model != model)
13694                 R_DecalSystem_Reset(decalsystem);
13695         decalsystem->model = model;
13696
13697         RSurf_ActiveModelEntity(ent, false, false, false);
13698
13699         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13700         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13701         VectorNormalize(localnormal);
13702         localsize = worldsize*rsurface.inversematrixscale;
13703         localmins[0] = localorigin[0] - localsize;
13704         localmins[1] = localorigin[1] - localsize;
13705         localmins[2] = localorigin[2] - localsize;
13706         localmaxs[0] = localorigin[0] + localsize;
13707         localmaxs[1] = localorigin[1] + localsize;
13708         localmaxs[2] = localorigin[2] + localsize;
13709
13710         //VectorCopy(localnormal, planes[4]);
13711         //VectorVectors(planes[4], planes[2], planes[0]);
13712         AnglesFromVectors(angles, localnormal, NULL, false);
13713         AngleVectors(angles, planes[0], planes[2], planes[4]);
13714         VectorNegate(planes[0], planes[1]);
13715         VectorNegate(planes[2], planes[3]);
13716         VectorNegate(planes[4], planes[5]);
13717         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13718         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13719         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13720         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13721         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13722         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13723
13724 #if 1
13725 // works
13726 {
13727         matrix4x4_t forwardprojection;
13728         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13729         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13730 }
13731 #else
13732 // broken
13733 {
13734         float projectionvector[4][3];
13735         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13736         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13737         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13738         projectionvector[0][0] = planes[0][0] * ilocalsize;
13739         projectionvector[0][1] = planes[1][0] * ilocalsize;
13740         projectionvector[0][2] = planes[2][0] * ilocalsize;
13741         projectionvector[1][0] = planes[0][1] * ilocalsize;
13742         projectionvector[1][1] = planes[1][1] * ilocalsize;
13743         projectionvector[1][2] = planes[2][1] * ilocalsize;
13744         projectionvector[2][0] = planes[0][2] * ilocalsize;
13745         projectionvector[2][1] = planes[1][2] * ilocalsize;
13746         projectionvector[2][2] = planes[2][2] * ilocalsize;
13747         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13748         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13749         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13750         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13751 }
13752 #endif
13753
13754         dynamic = model->surfmesh.isanimated;
13755         numsurfacelist = model->nummodelsurfaces;
13756         surfacelist = model->sortedmodelsurfaces;
13757         surfaces = model->data_surfaces;
13758
13759         bih = NULL;
13760         bih_triangles_count = -1;
13761         if(!dynamic)
13762         {
13763                 if(model->render_bih.numleafs)
13764                         bih = &model->render_bih;
13765                 else if(model->collision_bih.numleafs)
13766                         bih = &model->collision_bih;
13767         }
13768         if(bih)
13769                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13770         if(bih_triangles_count == 0)
13771                 return;
13772         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13773                 return;
13774         if(bih_triangles_count > 0)
13775         {
13776                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13777                 {
13778                         surfaceindex = bih_surfaces[triangleindex];
13779                         surface = surfaces + surfaceindex;
13780                         texture = surface->texture;
13781                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13782                                 continue;
13783                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13784                                 continue;
13785                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13786                 }
13787         }
13788         else
13789         {
13790                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13791                 {
13792                         surfaceindex = surfacelist[surfacelistindex];
13793                         surface = surfaces + surfaceindex;
13794                         // check cull box first because it rejects more than any other check
13795                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13796                                 continue;
13797                         // skip transparent surfaces
13798                         texture = surface->texture;
13799                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13800                                 continue;
13801                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13802                                 continue;
13803                         numtriangles = surface->num_triangles;
13804                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13805                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13806                 }
13807         }
13808 }
13809
13810 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13811 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)
13812 {
13813         int renderentityindex;
13814         float worldmins[3];
13815         float worldmaxs[3];
13816         entity_render_t *ent;
13817
13818         if (!cl_decals_newsystem.integer)
13819                 return;
13820
13821         worldmins[0] = worldorigin[0] - worldsize;
13822         worldmins[1] = worldorigin[1] - worldsize;
13823         worldmins[2] = worldorigin[2] - worldsize;
13824         worldmaxs[0] = worldorigin[0] + worldsize;
13825         worldmaxs[1] = worldorigin[1] + worldsize;
13826         worldmaxs[2] = worldorigin[2] + worldsize;
13827
13828         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13829
13830         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13831         {
13832                 ent = r_refdef.scene.entities[renderentityindex];
13833                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13834                         continue;
13835
13836                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13837         }
13838 }
13839
13840 typedef struct r_decalsystem_splatqueue_s
13841 {
13842         vec3_t worldorigin;
13843         vec3_t worldnormal;
13844         float color[4];
13845         float tcrange[4];
13846         float worldsize;
13847         int decalsequence;
13848 }
13849 r_decalsystem_splatqueue_t;
13850
13851 int r_decalsystem_numqueued = 0;
13852 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13853
13854 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)
13855 {
13856         r_decalsystem_splatqueue_t *queue;
13857
13858         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13859                 return;
13860
13861         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13862         VectorCopy(worldorigin, queue->worldorigin);
13863         VectorCopy(worldnormal, queue->worldnormal);
13864         Vector4Set(queue->color, r, g, b, a);
13865         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13866         queue->worldsize = worldsize;
13867         queue->decalsequence = cl.decalsequence++;
13868 }
13869
13870 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13871 {
13872         int i;
13873         r_decalsystem_splatqueue_t *queue;
13874
13875         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13876                 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);
13877         r_decalsystem_numqueued = 0;
13878 }
13879
13880 extern cvar_t cl_decals_max;
13881 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13882 {
13883         int i;
13884         decalsystem_t *decalsystem = &ent->decalsystem;
13885         int numdecals;
13886         int killsequence;
13887         tridecal_t *decal;
13888         float frametime;
13889         float lifetime;
13890
13891         if (!decalsystem->numdecals)
13892                 return;
13893
13894         if (r_showsurfaces.integer)
13895                 return;
13896
13897         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13898         {
13899                 R_DecalSystem_Reset(decalsystem);
13900                 return;
13901         }
13902
13903         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13904         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13905
13906         if (decalsystem->lastupdatetime)
13907                 frametime = (cl.time - decalsystem->lastupdatetime);
13908         else
13909                 frametime = 0;
13910         decalsystem->lastupdatetime = cl.time;
13911         decal = decalsystem->decals;
13912         numdecals = decalsystem->numdecals;
13913
13914         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13915         {
13916                 if (decal->color4ub[0][3])
13917                 {
13918                         decal->lived += frametime;
13919                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13920                         {
13921                                 memset(decal, 0, sizeof(*decal));
13922                                 if (decalsystem->freedecal > i)
13923                                         decalsystem->freedecal = i;
13924                         }
13925                 }
13926         }
13927         decal = decalsystem->decals;
13928         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13929                 numdecals--;
13930
13931         // collapse the array by shuffling the tail decals into the gaps
13932         for (;;)
13933         {
13934                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13935                         decalsystem->freedecal++;
13936                 if (decalsystem->freedecal == numdecals)
13937                         break;
13938                 decal[decalsystem->freedecal] = decal[--numdecals];
13939         }
13940
13941         decalsystem->numdecals = numdecals;
13942
13943         if (numdecals <= 0)
13944         {
13945                 // if there are no decals left, reset decalsystem
13946                 R_DecalSystem_Reset(decalsystem);
13947         }
13948 }
13949
13950 extern skinframe_t *decalskinframe;
13951 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13952 {
13953         int i;
13954         decalsystem_t *decalsystem = &ent->decalsystem;
13955         int numdecals;
13956         tridecal_t *decal;
13957         float faderate;
13958         float alpha;
13959         float *v3f;
13960         float *c4f;
13961         float *t2f;
13962         const int *e;
13963         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13964         int numtris = 0;
13965
13966         numdecals = decalsystem->numdecals;
13967         if (!numdecals)
13968                 return;
13969
13970         if (r_showsurfaces.integer)
13971                 return;
13972
13973         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13974         {
13975                 R_DecalSystem_Reset(decalsystem);
13976                 return;
13977         }
13978
13979         // if the model is static it doesn't matter what value we give for
13980         // wantnormals and wanttangents, so this logic uses only rules applicable
13981         // to a model, knowing that they are meaningless otherwise
13982         if (ent == r_refdef.scene.worldentity)
13983                 RSurf_ActiveWorldEntity();
13984         else
13985                 RSurf_ActiveModelEntity(ent, false, false, false);
13986
13987         decalsystem->lastupdatetime = cl.time;
13988         decal = decalsystem->decals;
13989
13990         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13991
13992         // update vertex positions for animated models
13993         v3f = decalsystem->vertex3f;
13994         c4f = decalsystem->color4f;
13995         t2f = decalsystem->texcoord2f;
13996         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13997         {
13998                 if (!decal->color4ub[0][3])
13999                         continue;
14000
14001                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
14002                         continue;
14003
14004                 // update color values for fading decals
14005                 if (decal->lived >= cl_decals_time.value)
14006                 {
14007                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
14008                         alpha *= (1.0f/255.0f);
14009                 }
14010                 else
14011                         alpha = 1.0f/255.0f;
14012
14013                 c4f[ 0] = decal->color4ub[0][0] * alpha;
14014                 c4f[ 1] = decal->color4ub[0][1] * alpha;
14015                 c4f[ 2] = decal->color4ub[0][2] * alpha;
14016                 c4f[ 3] = 1;
14017                 c4f[ 4] = decal->color4ub[1][0] * alpha;
14018                 c4f[ 5] = decal->color4ub[1][1] * alpha;
14019                 c4f[ 6] = decal->color4ub[1][2] * alpha;
14020                 c4f[ 7] = 1;
14021                 c4f[ 8] = decal->color4ub[2][0] * alpha;
14022                 c4f[ 9] = decal->color4ub[2][1] * alpha;
14023                 c4f[10] = decal->color4ub[2][2] * alpha;
14024                 c4f[11] = 1;
14025
14026                 t2f[0] = decal->texcoord2f[0][0];
14027                 t2f[1] = decal->texcoord2f[0][1];
14028                 t2f[2] = decal->texcoord2f[1][0];
14029                 t2f[3] = decal->texcoord2f[1][1];
14030                 t2f[4] = decal->texcoord2f[2][0];
14031                 t2f[5] = decal->texcoord2f[2][1];
14032
14033                 // update vertex positions for animated models
14034                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
14035                 {
14036                         e = rsurface.modelelement3i + 3*decal->triangleindex;
14037                         VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
14038                         VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
14039                         VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
14040                 }
14041                 else
14042                 {
14043                         VectorCopy(decal->vertex3f[0], v3f);
14044                         VectorCopy(decal->vertex3f[1], v3f + 3);
14045                         VectorCopy(decal->vertex3f[2], v3f + 6);
14046                 }
14047
14048                 if (r_refdef.fogenabled)
14049                 {
14050                         alpha = RSurf_FogVertex(v3f);
14051                         VectorScale(c4f, alpha, c4f);
14052                         alpha = RSurf_FogVertex(v3f + 3);
14053                         VectorScale(c4f + 4, alpha, c4f + 4);
14054                         alpha = RSurf_FogVertex(v3f + 6);
14055                         VectorScale(c4f + 8, alpha, c4f + 8);
14056                 }
14057
14058                 v3f += 9;
14059                 c4f += 12;
14060                 t2f += 6;
14061                 numtris++;
14062         }
14063
14064         if (numtris > 0)
14065         {
14066                 r_refdef.stats.drawndecals += numtris;
14067
14068                 // now render the decals all at once
14069                 // (this assumes they all use one particle font texture!)
14070                 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);
14071 //              R_Mesh_ResetTextureState();
14072                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14073                 GL_DepthMask(false);
14074                 GL_DepthRange(0, 1);
14075                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14076                 GL_DepthTest(true);
14077                 GL_CullFace(GL_NONE);
14078                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14079                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14080                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14081         }
14082 }
14083
14084 static void R_DrawModelDecals(void)
14085 {
14086         int i, numdecals;
14087
14088         // fade faster when there are too many decals
14089         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14090         for (i = 0;i < r_refdef.scene.numentities;i++)
14091                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14092
14093         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14094         for (i = 0;i < r_refdef.scene.numentities;i++)
14095                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14096                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14097
14098         R_DecalSystem_ApplySplatEntitiesQueue();
14099
14100         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14101         for (i = 0;i < r_refdef.scene.numentities;i++)
14102                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14103
14104         r_refdef.stats.totaldecals += numdecals;
14105
14106         if (r_showsurfaces.integer)
14107                 return;
14108
14109         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14110
14111         for (i = 0;i < r_refdef.scene.numentities;i++)
14112         {
14113                 if (!r_refdef.viewcache.entityvisible[i])
14114                         continue;
14115                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14116                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14117         }
14118 }
14119
14120 extern cvar_t mod_collision_bih;
14121 void R_DrawDebugModel(void)
14122 {
14123         entity_render_t *ent = rsurface.entity;
14124         int i, j, k, l, flagsmask;
14125         const msurface_t *surface;
14126         dp_model_t *model = ent->model;
14127         vec3_t v;
14128
14129         switch(vid.renderpath)
14130         {
14131         case RENDERPATH_GL11:
14132         case RENDERPATH_GL13:
14133         case RENDERPATH_GL20:
14134         case RENDERPATH_CGGL:
14135                 break;
14136         case RENDERPATH_D3D9:
14137                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14138                 return;
14139         case RENDERPATH_D3D10:
14140                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14141                 return;
14142         case RENDERPATH_D3D11:
14143                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14144                 return;
14145         }
14146
14147         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14148
14149 //      R_Mesh_ResetTextureState();
14150         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14151         GL_DepthRange(0, 1);
14152         GL_DepthTest(!r_showdisabledepthtest.integer);
14153         GL_DepthMask(false);
14154         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14155
14156         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14157         {
14158                 int triangleindex;
14159                 int bihleafindex;
14160                 qboolean cullbox = ent == r_refdef.scene.worldentity;
14161                 const q3mbrush_t *brush;
14162                 const bih_t *bih = &model->collision_bih;
14163                 const bih_leaf_t *bihleaf;
14164                 float vertex3f[3][3];
14165                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14166                 cullbox = false;
14167                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14168                 {
14169                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14170                                 continue;
14171                         switch (bihleaf->type)
14172                         {
14173                         case BIH_BRUSH:
14174                                 brush = model->brush.data_brushes + bihleaf->itemindex;
14175                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
14176                                 {
14177                                         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);
14178                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14179                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14180                                 }
14181                                 break;
14182                         case BIH_COLLISIONTRIANGLE:
14183                                 triangleindex = bihleaf->itemindex;
14184                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14185                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14186                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14187                                 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);
14188                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14189                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14190                                 break;
14191                         case BIH_RENDERTRIANGLE:
14192                                 triangleindex = bihleaf->itemindex;
14193                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14194                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14195                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14196                                 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);
14197                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14198                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14199                                 break;
14200                         }
14201                 }
14202         }
14203
14204         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14205
14206         if (r_showtris.integer || r_shownormals.integer)
14207         {
14208                 if (r_showdisabledepthtest.integer)
14209                 {
14210                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14211                         GL_DepthMask(false);
14212                 }
14213                 else
14214                 {
14215                         GL_BlendFunc(GL_ONE, GL_ZERO);
14216                         GL_DepthMask(true);
14217                 }
14218                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14219                 {
14220                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14221                                 continue;
14222                         rsurface.texture = R_GetCurrentTexture(surface->texture);
14223                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14224                         {
14225                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14226                                 if (r_showtris.value > 0)
14227                                 {
14228                                         if (!rsurface.texture->currentlayers->depthmask)
14229                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14230                                         else if (ent == r_refdef.scene.worldentity)
14231                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14232                                         else
14233                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14234                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14235                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14236                                         RSurf_DrawBatch();
14237                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14238                                         CHECKGLERROR
14239                                 }
14240                                 if (r_shownormals.value < 0)
14241                                 {
14242                                         qglBegin(GL_LINES);
14243                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14244                                         {
14245                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14246                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14247                                                 qglVertex3f(v[0], v[1], v[2]);
14248                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14249                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14250                                                 qglVertex3f(v[0], v[1], v[2]);
14251                                         }
14252                                         qglEnd();
14253                                         CHECKGLERROR
14254                                 }
14255                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14256                                 {
14257                                         qglBegin(GL_LINES);
14258                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14259                                         {
14260                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14261                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14262                                                 qglVertex3f(v[0], v[1], v[2]);
14263                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14264                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14265                                                 qglVertex3f(v[0], v[1], v[2]);
14266                                         }
14267                                         qglEnd();
14268                                         CHECKGLERROR
14269                                         qglBegin(GL_LINES);
14270                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14271                                         {
14272                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14273                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14274                                                 qglVertex3f(v[0], v[1], v[2]);
14275                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14276                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14277                                                 qglVertex3f(v[0], v[1], v[2]);
14278                                         }
14279                                         qglEnd();
14280                                         CHECKGLERROR
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, 1, 1, 1);
14289                                                 qglVertex3f(v[0], v[1], v[2]);
14290                                         }
14291                                         qglEnd();
14292                                         CHECKGLERROR
14293                                 }
14294                         }
14295                 }
14296                 rsurface.texture = NULL;
14297         }
14298 }
14299
14300 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14301 int r_maxsurfacelist = 0;
14302 const msurface_t **r_surfacelist = NULL;
14303 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14304 {
14305         int i, j, endj, flagsmask;
14306         dp_model_t *model = r_refdef.scene.worldmodel;
14307         msurface_t *surfaces;
14308         unsigned char *update;
14309         int numsurfacelist = 0;
14310         if (model == NULL)
14311                 return;
14312
14313         if (r_maxsurfacelist < model->num_surfaces)
14314         {
14315                 r_maxsurfacelist = model->num_surfaces;
14316                 if (r_surfacelist)
14317                         Mem_Free((msurface_t**)r_surfacelist);
14318                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14319         }
14320
14321         RSurf_ActiveWorldEntity();
14322
14323         surfaces = model->data_surfaces;
14324         update = model->brushq1.lightmapupdateflags;
14325
14326         // update light styles on this submodel
14327         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14328         {
14329                 model_brush_lightstyleinfo_t *style;
14330                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14331                 {
14332                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14333                         {
14334                                 int *list = style->surfacelist;
14335                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14336                                 for (j = 0;j < style->numsurfaces;j++)
14337                                         update[list[j]] = true;
14338                         }
14339                 }
14340         }
14341
14342         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14343
14344         if (debug)
14345         {
14346                 R_DrawDebugModel();
14347                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14348                 return;
14349         }
14350
14351         rsurface.lightmaptexture = NULL;
14352         rsurface.deluxemaptexture = NULL;
14353         rsurface.uselightmaptexture = false;
14354         rsurface.texture = NULL;
14355         rsurface.rtlight = NULL;
14356         numsurfacelist = 0;
14357         // add visible surfaces to draw list
14358         for (i = 0;i < model->nummodelsurfaces;i++)
14359         {
14360                 j = model->sortedmodelsurfaces[i];
14361                 if (r_refdef.viewcache.world_surfacevisible[j])
14362                         r_surfacelist[numsurfacelist++] = surfaces + j;
14363         }
14364         // update lightmaps if needed
14365         if (model->brushq1.firstrender)
14366         {
14367                 model->brushq1.firstrender = false;
14368                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14369                         if (update[j])
14370                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14371         }
14372         else if (update)
14373         {
14374                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14375                         if (r_refdef.viewcache.world_surfacevisible[j])
14376                                 if (update[j])
14377                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14378         }
14379         // don't do anything if there were no surfaces
14380         if (!numsurfacelist)
14381         {
14382                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14383                 return;
14384         }
14385         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14386         GL_AlphaTest(false);
14387
14388         // add to stats if desired
14389         if (r_speeds.integer && !skysurfaces && !depthonly)
14390         {
14391                 r_refdef.stats.world_surfaces += numsurfacelist;
14392                 for (j = 0;j < numsurfacelist;j++)
14393                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14394         }
14395
14396         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14397 }
14398
14399 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14400 {
14401         int i, j, endj, flagsmask;
14402         dp_model_t *model = ent->model;
14403         msurface_t *surfaces;
14404         unsigned char *update;
14405         int numsurfacelist = 0;
14406         if (model == NULL)
14407                 return;
14408
14409         if (r_maxsurfacelist < model->num_surfaces)
14410         {
14411                 r_maxsurfacelist = model->num_surfaces;
14412                 if (r_surfacelist)
14413                         Mem_Free((msurface_t **)r_surfacelist);
14414                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14415         }
14416
14417         // if the model is static it doesn't matter what value we give for
14418         // wantnormals and wanttangents, so this logic uses only rules applicable
14419         // to a model, knowing that they are meaningless otherwise
14420         if (ent == r_refdef.scene.worldentity)
14421                 RSurf_ActiveWorldEntity();
14422         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14423                 RSurf_ActiveModelEntity(ent, false, false, false);
14424         else if (prepass)
14425                 RSurf_ActiveModelEntity(ent, true, true, true);
14426         else if (depthonly)
14427         {
14428                 switch (vid.renderpath)
14429                 {
14430                 case RENDERPATH_GL20:
14431                 case RENDERPATH_CGGL:
14432                 case RENDERPATH_D3D9:
14433                 case RENDERPATH_D3D10:
14434                 case RENDERPATH_D3D11:
14435                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14436                         break;
14437                 case RENDERPATH_GL13:
14438                 case RENDERPATH_GL11:
14439                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14440                         break;
14441                 }
14442         }
14443         else
14444         {
14445                 switch (vid.renderpath)
14446                 {
14447                 case RENDERPATH_GL20:
14448                 case RENDERPATH_CGGL:
14449                 case RENDERPATH_D3D9:
14450                 case RENDERPATH_D3D10:
14451                 case RENDERPATH_D3D11:
14452                         RSurf_ActiveModelEntity(ent, true, true, false);
14453                         break;
14454                 case RENDERPATH_GL13:
14455                 case RENDERPATH_GL11:
14456                         RSurf_ActiveModelEntity(ent, true, false, false);
14457                         break;
14458                 }
14459         }
14460
14461         surfaces = model->data_surfaces;
14462         update = model->brushq1.lightmapupdateflags;
14463
14464         // update light styles
14465         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14466         {
14467                 model_brush_lightstyleinfo_t *style;
14468                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14469                 {
14470                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14471                         {
14472                                 int *list = style->surfacelist;
14473                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14474                                 for (j = 0;j < style->numsurfaces;j++)
14475                                         update[list[j]] = true;
14476                         }
14477                 }
14478         }
14479
14480         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14481
14482         if (debug)
14483         {
14484                 R_DrawDebugModel();
14485                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14486                 return;
14487         }
14488
14489         rsurface.lightmaptexture = NULL;
14490         rsurface.deluxemaptexture = NULL;
14491         rsurface.uselightmaptexture = false;
14492         rsurface.texture = NULL;
14493         rsurface.rtlight = NULL;
14494         numsurfacelist = 0;
14495         // add visible surfaces to draw list
14496         for (i = 0;i < model->nummodelsurfaces;i++)
14497                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14498         // don't do anything if there were no surfaces
14499         if (!numsurfacelist)
14500         {
14501                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14502                 return;
14503         }
14504         // update lightmaps if needed
14505         if (update)
14506         {
14507                 int updated = 0;
14508                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14509                 {
14510                         if (update[j])
14511                         {
14512                                 updated++;
14513                                 R_BuildLightMap(ent, surfaces + j);
14514                         }
14515                 }
14516         }
14517         if (update)
14518                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14519                         if (update[j])
14520                                 R_BuildLightMap(ent, surfaces + j);
14521         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14522         GL_AlphaTest(false);
14523
14524         // add to stats if desired
14525         if (r_speeds.integer && !skysurfaces && !depthonly)
14526         {
14527                 r_refdef.stats.entities_surfaces += numsurfacelist;
14528                 for (j = 0;j < numsurfacelist;j++)
14529                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14530         }
14531
14532         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14533 }
14534
14535 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14536 {
14537         static texture_t texture;
14538         static msurface_t surface;
14539         const msurface_t *surfacelist = &surface;
14540
14541         // fake enough texture and surface state to render this geometry
14542
14543         texture.update_lastrenderframe = -1; // regenerate this texture
14544         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14545         texture.currentskinframe = skinframe;
14546         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14547         texture.offsetmapping = OFFSETMAPPING_OFF;
14548         texture.offsetscale = 1;
14549         texture.specularscalemod = 1;
14550         texture.specularpowermod = 1;
14551
14552         surface.texture = &texture;
14553         surface.num_triangles = numtriangles;
14554         surface.num_firsttriangle = firsttriangle;
14555         surface.num_vertices = numvertices;
14556         surface.num_firstvertex = firstvertex;
14557
14558         // now render it
14559         rsurface.texture = R_GetCurrentTexture(surface.texture);
14560         rsurface.lightmaptexture = NULL;
14561         rsurface.deluxemaptexture = NULL;
14562         rsurface.uselightmaptexture = false;
14563         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14564 }
14565
14566 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)
14567 {
14568         static msurface_t surface;
14569         const msurface_t *surfacelist = &surface;
14570
14571         // fake enough texture and surface state to render this geometry
14572         surface.texture = texture;
14573         surface.num_triangles = numtriangles;
14574         surface.num_firsttriangle = firsttriangle;
14575         surface.num_vertices = numvertices;
14576         surface.num_firstvertex = firstvertex;
14577
14578         // now render it
14579         rsurface.texture = R_GetCurrentTexture(surface.texture);
14580         rsurface.lightmaptexture = NULL;
14581         rsurface.deluxemaptexture = NULL;
14582         rsurface.uselightmaptexture = false;
14583         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14584 }