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remove the #define list at the start of the embedded default.glsl, it
[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 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 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."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 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."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 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"};
108 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"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 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"};
114
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
123
124 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)"};
125 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"};
126
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
132
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
136
137 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)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 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)"};
143 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)"};
144 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)"};
145 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)"};
146
147 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)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 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"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
152
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
157
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
165
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 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)"};
170
171 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"};
172
173 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"};
174
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
176
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 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"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 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)"};
184
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
186
187 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)"};
188
189 extern cvar_t v_glslgamma;
190
191 extern qboolean v_flipped_state;
192
193 static struct r_bloomstate_s
194 {
195         qboolean enabled;
196         qboolean hdr;
197
198         int bloomwidth, bloomheight;
199
200         int screentexturewidth, screentextureheight;
201         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
202
203         int bloomtexturewidth, bloomtextureheight;
204         rtexture_t *texture_bloom;
205
206         // arrays for rendering the screen passes
207         float screentexcoord2f[8];
208         float bloomtexcoord2f[8];
209         float offsettexcoord2f[8];
210
211         r_viewport_t viewport;
212 }
213 r_bloomstate;
214
215 r_waterstate_t r_waterstate;
216
217 /// shadow volume bsp struct with automatically growing nodes buffer
218 svbsp_t r_svbsp;
219
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
233
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
236 {
237         char basename[64];
238         rtexture_t *texture;
239 }
240 cubemapinfo_t;
241
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
244
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
248
249 typedef struct r_qwskincache_s
250 {
251         char name[MAX_QPATH];
252         skinframe_t *skinframe;
253 }
254 r_qwskincache_t;
255
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
258
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
263 {
264         0, 0, 0,
265         1, 0, 0,
266         1, 1, 0,
267         0, 1, 0
268 };
269 const float r_d3dscreenvertex3f[12] =
270 {
271         0, 1, 0,
272         1, 1, 0,
273         1, 0, 0,
274         0, 0, 0
275 };
276
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
278 {
279         int i;
280         for (i = 0;i < verts;i++)
281         {
282                 out[0] = in[0] * r;
283                 out[1] = in[1] * g;
284                 out[2] = in[2] * b;
285                 out[3] = in[3];
286                 in += 4;
287                 out += 4;
288         }
289 }
290
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
292 {
293         int i;
294         for (i = 0;i < verts;i++)
295         {
296                 out[0] = r;
297                 out[1] = g;
298                 out[2] = b;
299                 out[3] = a;
300                 out += 4;
301         }
302 }
303
304 // FIXME: move this to client?
305 void FOG_clear(void)
306 {
307         if (gamemode == GAME_NEHAHRA)
308         {
309                 Cvar_Set("gl_fogenable", "0");
310                 Cvar_Set("gl_fogdensity", "0.2");
311                 Cvar_Set("gl_fogred", "0.3");
312                 Cvar_Set("gl_foggreen", "0.3");
313                 Cvar_Set("gl_fogblue", "0.3");
314         }
315         r_refdef.fog_density = 0;
316         r_refdef.fog_red = 0;
317         r_refdef.fog_green = 0;
318         r_refdef.fog_blue = 0;
319         r_refdef.fog_alpha = 1;
320         r_refdef.fog_start = 0;
321         r_refdef.fog_end = 16384;
322         r_refdef.fog_height = 1<<30;
323         r_refdef.fog_fadedepth = 128;
324         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
325 }
326
327 static void R_BuildBlankTextures(void)
328 {
329         unsigned char data[4];
330         data[2] = 128; // normal X
331         data[1] = 128; // normal Y
332         data[0] = 255; // normal Z
333         data[3] = 128; // height
334         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
335         data[0] = 255;
336         data[1] = 255;
337         data[2] = 255;
338         data[3] = 255;
339         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
340         data[0] = 128;
341         data[1] = 128;
342         data[2] = 128;
343         data[3] = 255;
344         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345         data[0] = 0;
346         data[1] = 0;
347         data[2] = 0;
348         data[3] = 255;
349         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 }
351
352 static void R_BuildNoTexture(void)
353 {
354         int x, y;
355         unsigned char pix[16][16][4];
356         // this makes a light grey/dark grey checkerboard texture
357         for (y = 0;y < 16;y++)
358         {
359                 for (x = 0;x < 16;x++)
360                 {
361                         if ((y < 8) ^ (x < 8))
362                         {
363                                 pix[y][x][0] = 128;
364                                 pix[y][x][1] = 128;
365                                 pix[y][x][2] = 128;
366                                 pix[y][x][3] = 255;
367                         }
368                         else
369                         {
370                                 pix[y][x][0] = 64;
371                                 pix[y][x][1] = 64;
372                                 pix[y][x][2] = 64;
373                                 pix[y][x][3] = 255;
374                         }
375                 }
376         }
377         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
378 }
379
380 static void R_BuildWhiteCube(void)
381 {
382         unsigned char data[6*1*1*4];
383         memset(data, 255, sizeof(data));
384         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
385 }
386
387 static void R_BuildNormalizationCube(void)
388 {
389         int x, y, side;
390         vec3_t v;
391         vec_t s, t, intensity;
392 #define NORMSIZE 64
393         unsigned char *data;
394         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395         for (side = 0;side < 6;side++)
396         {
397                 for (y = 0;y < NORMSIZE;y++)
398                 {
399                         for (x = 0;x < NORMSIZE;x++)
400                         {
401                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
403                                 switch(side)
404                                 {
405                                 default:
406                                 case 0:
407                                         v[0] = 1;
408                                         v[1] = -t;
409                                         v[2] = -s;
410                                         break;
411                                 case 1:
412                                         v[0] = -1;
413                                         v[1] = -t;
414                                         v[2] = s;
415                                         break;
416                                 case 2:
417                                         v[0] = s;
418                                         v[1] = 1;
419                                         v[2] = t;
420                                         break;
421                                 case 3:
422                                         v[0] = s;
423                                         v[1] = -1;
424                                         v[2] = -t;
425                                         break;
426                                 case 4:
427                                         v[0] = s;
428                                         v[1] = -t;
429                                         v[2] = 1;
430                                         break;
431                                 case 5:
432                                         v[0] = -s;
433                                         v[1] = -t;
434                                         v[2] = -1;
435                                         break;
436                                 }
437                                 intensity = 127.0f / sqrt(DotProduct(v, v));
438                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441                                 data[((side*64+y)*64+x)*4+3] = 255;
442                         }
443                 }
444         }
445         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
446         Mem_Free(data);
447 }
448
449 static void R_BuildFogTexture(void)
450 {
451         int x, b;
452 #define FOGWIDTH 256
453         unsigned char data1[FOGWIDTH][4];
454         //unsigned char data2[FOGWIDTH][4];
455         double d, r, alpha;
456
457         r_refdef.fogmasktable_start = r_refdef.fog_start;
458         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459         r_refdef.fogmasktable_range = r_refdef.fogrange;
460         r_refdef.fogmasktable_density = r_refdef.fog_density;
461
462         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
464         {
465                 d = (x * r - r_refdef.fogmasktable_start);
466                 if(developer_extra.integer)
467                         Con_DPrintf("%f ", d);
468                 d = max(0, d);
469                 if (r_fog_exp2.integer)
470                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
471                 else
472                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473                 if(developer_extra.integer)
474                         Con_DPrintf(" : %f ", alpha);
475                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476                 if(developer_extra.integer)
477                         Con_DPrintf(" = %f\n", alpha);
478                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
479         }
480
481         for (x = 0;x < FOGWIDTH;x++)
482         {
483                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
484                 data1[x][0] = b;
485                 data1[x][1] = b;
486                 data1[x][2] = b;
487                 data1[x][3] = 255;
488                 //data2[x][0] = 255 - b;
489                 //data2[x][1] = 255 - b;
490                 //data2[x][2] = 255 - b;
491                 //data2[x][3] = 255;
492         }
493         if (r_texture_fogattenuation)
494         {
495                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
497         }
498         else
499         {
500                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
501                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
502         }
503 }
504
505 static void R_BuildFogHeightTexture(void)
506 {
507         unsigned char *inpixels;
508         int size;
509         int x;
510         int y;
511         int j;
512         float c[4];
513         float f;
514         inpixels = NULL;
515         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516         if (r_refdef.fogheighttexturename[0])
517                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
518         if (!inpixels)
519         {
520                 r_refdef.fog_height_tablesize = 0;
521                 if (r_texture_fogheighttexture)
522                         R_FreeTexture(r_texture_fogheighttexture);
523                 r_texture_fogheighttexture = NULL;
524                 if (r_refdef.fog_height_table2d)
525                         Mem_Free(r_refdef.fog_height_table2d);
526                 r_refdef.fog_height_table2d = NULL;
527                 if (r_refdef.fog_height_table1d)
528                         Mem_Free(r_refdef.fog_height_table1d);
529                 r_refdef.fog_height_table1d = NULL;
530                 return;
531         }
532         size = image_width;
533         r_refdef.fog_height_tablesize = size;
534         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
537         Mem_Free(inpixels);
538         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
539         // average fog color table accounting for every fog layer between a point
540         // and the camera.  (Note: attenuation is handled separately!)
541         for (y = 0;y < size;y++)
542         {
543                 for (x = 0;x < size;x++)
544                 {
545                         Vector4Clear(c);
546                         f = 0;
547                         if (x < y)
548                         {
549                                 for (j = x;j <= y;j++)
550                                 {
551                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
552                                         f++;
553                                 }
554                         }
555                         else
556                         {
557                                 for (j = x;j >= y;j--)
558                                 {
559                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
560                                         f++;
561                                 }
562                         }
563                         f = 1.0f / f;
564                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
568                 }
569         }
570         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
571 }
572
573 //=======================================================================================================================================================
574
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
579 "\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
581 "# define USEFOG\n"
582 "#endif\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
585 "#endif\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
588 "#endif\n"
589 "\n"
590 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
591 "# extension GL_ARB_texture_rectangle : enable\n"
592 "#endif\n"
593 "\n"
594 "#ifdef USESHADOWMAP2D\n"
595 "# ifdef GL_EXT_gpu_shader4\n"
596 "#   extension GL_EXT_gpu_shader4 : enable\n"
597 "# endif\n"
598 "# ifdef GL_ARB_texture_gather\n"
599 "#   extension GL_ARB_texture_gather : enable\n"
600 "# else\n"
601 "#   ifdef GL_AMD_texture_texture4\n"
602 "#     extension GL_AMD_texture_texture4 : enable\n"
603 "#   endif\n"
604 "# endif\n"
605 "#endif\n"
606 "\n"
607 "#ifdef USESHADOWMAPCUBE\n"
608 "# extension GL_EXT_gpu_shader4 : enable\n"
609 "#endif\n"
610 "\n"
611 "//#ifdef USESHADOWSAMPLER\n"
612 "//# extension GL_ARB_shadow : enable\n"
613 "//#endif\n"
614 "\n"
615 "//#ifdef __GLSL_CG_DATA_TYPES\n"
616 "//# define myhalf half\n"
617 "//# define myhalf2 half2\n"
618 "//# define myhalf3 half3\n"
619 "//# define myhalf4 half4\n"
620 "//#else\n"
621 "# define myhalf float\n"
622 "# define myhalf2 vec2\n"
623 "# define myhalf3 vec3\n"
624 "# define myhalf4 vec4\n"
625 "//#endif\n"
626 "\n"
627 "#ifdef VERTEX_SHADER\n"
628 "uniform mat4 ModelViewProjectionMatrix;\n"
629 "#endif\n"
630 "\n"
631 "#ifdef MODE_DEPTH_OR_SHADOW\n"
632 "#ifdef VERTEX_SHADER\n"
633 "void main(void)\n"
634 "{\n"
635 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
636 "}\n"
637 "#endif\n"
638 "#else // !MODE_DEPTH_ORSHADOW\n"
639 "\n"
640 "\n"
641 "\n"
642 "\n"
643 "#ifdef MODE_SHOWDEPTH\n"
644 "#ifdef VERTEX_SHADER\n"
645 "void main(void)\n"
646 "{\n"
647 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
648 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
649 "}\n"
650 "#endif\n"
651 "\n"
652 "#ifdef FRAGMENT_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FragColor = gl_Color;\n"
656 "}\n"
657 "#endif\n"
658 "#else // !MODE_SHOWDEPTH\n"
659 "\n"
660 "\n"
661 "\n"
662 "\n"
663 "#ifdef MODE_POSTPROCESS\n"
664 "varying vec2 TexCoord1;\n"
665 "varying vec2 TexCoord2;\n"
666 "\n"
667 "#ifdef VERTEX_SHADER\n"
668 "void main(void)\n"
669 "{\n"
670 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
672 "#ifdef USEBLOOM\n"
673 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
674 "#endif\n"
675 "}\n"
676 "#endif\n"
677 "\n"
678 "#ifdef FRAGMENT_SHADER\n"
679 "uniform sampler2D Texture_First;\n"
680 "#ifdef USEBLOOM\n"
681 "uniform sampler2D Texture_Second;\n"
682 "uniform vec4 BloomColorSubtract;\n"
683 "#endif\n"
684 "#ifdef USEGAMMARAMPS\n"
685 "uniform sampler2D Texture_GammaRamps;\n"
686 "#endif\n"
687 "#ifdef USESATURATION\n"
688 "uniform float Saturation;\n"
689 "#endif\n"
690 "#ifdef USEVIEWTINT\n"
691 "uniform vec4 ViewTintColor;\n"
692 "#endif\n"
693 "//uncomment these if you want to use them:\n"
694 "uniform vec4 UserVec1;\n"
695 "uniform vec4 UserVec2;\n"
696 "// uniform vec4 UserVec3;\n"
697 "// uniform vec4 UserVec4;\n"
698 "// uniform float ClientTime;\n"
699 "uniform vec2 PixelSize;\n"
700 "void main(void)\n"
701 "{\n"
702 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
703 "#ifdef USEBLOOM\n"
704 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
705 "#endif\n"
706 "#ifdef USEVIEWTINT\n"
707 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
708 "#endif\n"
709 "\n"
710 "#ifdef USEPOSTPROCESSING\n"
711 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
712 "// 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"
713 "       float sobel = 1.0;\n"
714 "       // vec2 ts = textureSize(Texture_First, 0);\n"
715 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
716 "       vec2 px = PixelSize;\n"
717 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
718 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
719 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
720 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
721 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
722 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
724 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
725 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
726 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
727 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
728 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
729 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
730 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
731 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
732 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
733 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
734 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
735 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
736 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
737 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
738 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
739 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
740 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
741 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
742 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
743 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
744 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
745 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
746 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
747 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
748 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
749 "#endif\n"
750 "\n"
751 "#ifdef USESATURATION\n"
752 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
753 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
754 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
755 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
756 "#endif\n"
757 "\n"
758 "#ifdef USEGAMMARAMPS\n"
759 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
760 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
761 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
762 "#endif\n"
763 "}\n"
764 "#endif\n"
765 "#else // !MODE_POSTPROCESS\n"
766 "\n"
767 "\n"
768 "\n"
769 "\n"
770 "#ifdef MODE_GENERIC\n"
771 "#ifdef USEDIFFUSE\n"
772 "varying vec2 TexCoord1;\n"
773 "#endif\n"
774 "#ifdef USESPECULAR\n"
775 "varying vec2 TexCoord2;\n"
776 "#endif\n"
777 "#ifdef VERTEX_SHADER\n"
778 "void main(void)\n"
779 "{\n"
780 "       gl_FrontColor = gl_Color;\n"
781 "#ifdef USEDIFFUSE\n"
782 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
783 "#endif\n"
784 "#ifdef USESPECULAR\n"
785 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
786 "#endif\n"
787 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
788 "}\n"
789 "#endif\n"
790 "\n"
791 "#ifdef FRAGMENT_SHADER\n"
792 "#ifdef USEDIFFUSE\n"
793 "uniform sampler2D Texture_First;\n"
794 "#endif\n"
795 "#ifdef USESPECULAR\n"
796 "uniform sampler2D Texture_Second;\n"
797 "#endif\n"
798 "\n"
799 "void main(void)\n"
800 "{\n"
801 "       gl_FragColor = gl_Color;\n"
802 "#ifdef USEDIFFUSE\n"
803 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
804 "#endif\n"
805 "\n"
806 "#ifdef USESPECULAR\n"
807 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
808 "# ifdef USECOLORMAPPING\n"
809 "       gl_FragColor *= tex2;\n"
810 "# endif\n"
811 "# ifdef USEGLOW\n"
812 "       gl_FragColor += tex2;\n"
813 "# endif\n"
814 "# ifdef USEVERTEXTEXTUREBLEND\n"
815 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
816 "# endif\n"
817 "#endif\n"
818 "}\n"
819 "#endif\n"
820 "#else // !MODE_GENERIC\n"
821 "\n"
822 "\n"
823 "\n"
824 "\n"
825 "#ifdef MODE_BLOOMBLUR\n"
826 "varying TexCoord;\n"
827 "#ifdef VERTEX_SHADER\n"
828 "void main(void)\n"
829 "{\n"
830 "       gl_FrontColor = gl_Color;\n"
831 "       TexCoord = gl_MultiTexCoord0.xy;\n"
832 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
833 "}\n"
834 "#endif\n"
835 "\n"
836 "#ifdef FRAGMENT_SHADER\n"
837 "uniform sampler2D Texture_First;\n"
838 "uniform vec4 BloomBlur_Parameters;\n"
839 "\n"
840 "void main(void)\n"
841 "{\n"
842 "       int i;\n"
843 "       vec2 tc = TexCoord;\n"
844 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
845 "       tc += BloomBlur_Parameters.xy;\n"
846 "       for (i = 1;i < SAMPLES;i++)\n"
847 "       {\n"
848 "               color += texture2D(Texture_First, tc).rgb;\n"
849 "               tc += BloomBlur_Parameters.xy;\n"
850 "       }\n"
851 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
852 "}\n"
853 "#endif\n"
854 "#else // !MODE_BLOOMBLUR\n"
855 "#ifdef MODE_REFRACTION\n"
856 "varying vec2 TexCoord;\n"
857 "varying vec4 ModelViewProjectionPosition;\n"
858 "uniform mat4 TexMatrix;\n"
859 "#ifdef VERTEX_SHADER\n"
860 "\n"
861 "void main(void)\n"
862 "{\n"
863 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
864 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
865 "       ModelViewProjectionPosition = gl_Position;\n"
866 "}\n"
867 "#endif\n"
868 "\n"
869 "#ifdef FRAGMENT_SHADER\n"
870 "uniform sampler2D Texture_Normal;\n"
871 "uniform sampler2D Texture_Refraction;\n"
872 "uniform sampler2D Texture_Reflection;\n"
873 "\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform vec4 RefractColor;\n"
878 "uniform vec4 ReflectColor;\n"
879 "uniform float ReflectFactor;\n"
880 "uniform float ReflectOffset;\n"
881 "\n"
882 "void main(void)\n"
883 "{\n"
884 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
885 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
886 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
887 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
888 "       // FIXME temporary hack to detect the case that the reflection\n"
889 "       // gets blackened at edges due to leaving the area that contains actual\n"
890 "       // content.\n"
891 "       // Remove this 'ack once we have a better way to stop this thing from\n"
892 "       // 'appening.\n"
893 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
894 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
895 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
896 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
897 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
898 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
899 "}\n"
900 "#endif\n"
901 "#else // !MODE_REFRACTION\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "#ifdef MODE_WATER\n"
907 "varying vec2 TexCoord;\n"
908 "varying vec3 EyeVector;\n"
909 "varying vec4 ModelViewProjectionPosition;\n"
910 "#ifdef VERTEX_SHADER\n"
911 "uniform vec3 EyePosition;\n"
912 "uniform mat4 TexMatrix;\n"
913 "\n"
914 "void main(void)\n"
915 "{\n"
916 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
917 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
918 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
919 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
920 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
921 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
922 "       ModelViewProjectionPosition = gl_Position;\n"
923 "}\n"
924 "#endif\n"
925 "\n"
926 "#ifdef FRAGMENT_SHADER\n"
927 "uniform sampler2D Texture_Normal;\n"
928 "uniform sampler2D Texture_Refraction;\n"
929 "uniform sampler2D Texture_Reflection;\n"
930 "\n"
931 "uniform vec4 DistortScaleRefractReflect;\n"
932 "uniform vec4 ScreenScaleRefractReflect;\n"
933 "uniform vec4 ScreenCenterRefractReflect;\n"
934 "uniform vec4 RefractColor;\n"
935 "uniform vec4 ReflectColor;\n"
936 "uniform float ReflectFactor;\n"
937 "uniform float ReflectOffset;\n"
938 "\n"
939 "void main(void)\n"
940 "{\n"
941 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
942 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
943 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
944 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
945 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
946 "       // FIXME temporary hack to detect the case that the reflection\n"
947 "       // gets blackened at edges due to leaving the area that contains actual\n"
948 "       // content.\n"
949 "       // Remove this 'ack once we have a better way to stop this thing from\n"
950 "       // 'appening.\n"
951 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
952 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
953 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
954 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
955 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
956 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
957 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
958 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
959 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
960 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
961 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
962 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
963 "}\n"
964 "#endif\n"
965 "#else // !MODE_WATER\n"
966 "\n"
967 "\n"
968 "\n"
969 "\n"
970 "// common definitions between vertex shader and fragment shader:\n"
971 "\n"
972 "varying vec2 TexCoord;\n"
973 "#ifdef USEVERTEXTEXTUREBLEND\n"
974 "varying vec2 TexCoord2;\n"
975 "#endif\n"
976 "#ifdef USELIGHTMAP\n"
977 "varying vec2 TexCoordLightmap;\n"
978 "#endif\n"
979 "\n"
980 "#ifdef MODE_LIGHTSOURCE\n"
981 "varying vec3 CubeVector;\n"
982 "#endif\n"
983 "\n"
984 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
985 "varying vec3 LightVector;\n"
986 "#endif\n"
987 "\n"
988 "#ifdef USEEYEVECTOR\n"
989 "varying vec3 EyeVector;\n"
990 "#endif\n"
991 "#ifdef USEFOG\n"
992 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
993 "#endif\n"
994 "\n"
995 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
996 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
997 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
998 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
999 "#endif\n"
1000 "\n"
1001 "#ifdef USEREFLECTION\n"
1002 "varying vec4 ModelViewProjectionPosition;\n"
1003 "#endif\n"
1004 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1005 "uniform vec3 LightPosition;\n"
1006 "varying vec4 ModelViewPosition;\n"
1007 "#endif\n"
1008 "\n"
1009 "#ifdef MODE_LIGHTSOURCE\n"
1010 "uniform vec3 LightPosition;\n"
1011 "#endif\n"
1012 "uniform vec3 EyePosition;\n"
1013 "#ifdef MODE_LIGHTDIRECTION\n"
1014 "uniform vec3 LightDir;\n"
1015 "#endif\n"
1016 "uniform vec4 FogPlane;\n"
1017 "\n"
1018 "#ifdef USESHADOWMAPORTHO\n"
1019 "varying vec3 ShadowMapTC;\n"
1020 "#endif\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "\n"
1025 "\n"
1026 "// 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"
1027 "\n"
1028 "// fragment shader specific:\n"
1029 "#ifdef FRAGMENT_SHADER\n"
1030 "\n"
1031 "uniform sampler2D Texture_Normal;\n"
1032 "uniform sampler2D Texture_Color;\n"
1033 "uniform sampler2D Texture_Gloss;\n"
1034 "#ifdef USEGLOW\n"
1035 "uniform sampler2D Texture_Glow;\n"
1036 "#endif\n"
1037 "#ifdef USEVERTEXTEXTUREBLEND\n"
1038 "uniform sampler2D Texture_SecondaryNormal;\n"
1039 "uniform sampler2D Texture_SecondaryColor;\n"
1040 "uniform sampler2D Texture_SecondaryGloss;\n"
1041 "#ifdef USEGLOW\n"
1042 "uniform sampler2D Texture_SecondaryGlow;\n"
1043 "#endif\n"
1044 "#endif\n"
1045 "#ifdef USECOLORMAPPING\n"
1046 "uniform sampler2D Texture_Pants;\n"
1047 "uniform sampler2D Texture_Shirt;\n"
1048 "#endif\n"
1049 "#ifdef USEFOG\n"
1050 "#ifdef USEFOGHEIGHTTEXTURE\n"
1051 "uniform sampler2D Texture_FogHeightTexture;\n"
1052 "#endif\n"
1053 "uniform sampler2D Texture_FogMask;\n"
1054 "#endif\n"
1055 "#ifdef USELIGHTMAP\n"
1056 "uniform sampler2D Texture_Lightmap;\n"
1057 "#endif\n"
1058 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1059 "uniform sampler2D Texture_Deluxemap;\n"
1060 "#endif\n"
1061 "#ifdef USEREFLECTION\n"
1062 "uniform sampler2D Texture_Reflection;\n"
1063 "#endif\n"
1064 "\n"
1065 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1066 "uniform sampler2D Texture_ScreenDepth;\n"
1067 "uniform sampler2D Texture_ScreenNormalMap;\n"
1068 "#endif\n"
1069 "#ifdef USEDEFERREDLIGHTMAP\n"
1070 "uniform sampler2D Texture_ScreenDiffuse;\n"
1071 "uniform sampler2D Texture_ScreenSpecular;\n"
1072 "#endif\n"
1073 "\n"
1074 "uniform myhalf3 Color_Pants;\n"
1075 "uniform myhalf3 Color_Shirt;\n"
1076 "uniform myhalf3 FogColor;\n"
1077 "\n"
1078 "#ifdef USEFOG\n"
1079 "uniform float FogRangeRecip;\n"
1080 "uniform float FogPlaneViewDist;\n"
1081 "uniform float FogHeightFade;\n"
1082 "vec3 FogVertex(vec3 surfacecolor)\n"
1083 "{\n"
1084 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1085 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1086 "       float fogfrac;\n"
1087 "#ifdef USEFOGHEIGHTTEXTURE\n"
1088 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1089 "       fogfrac = fogheightpixel.a;\n"
1090 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1091 "#else\n"
1092 "# ifdef USEFOGOUTSIDE\n"
1093 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1094 "# else\n"
1095 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1096 "# endif\n"
1097 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1098 "#endif\n"
1099 "}\n"
1100 "#endif\n"
1101 "\n"
1102 "#ifdef USEOFFSETMAPPING\n"
1103 "uniform float OffsetMapping_Scale;\n"
1104 "vec2 OffsetMapping(vec2 TexCoord)\n"
1105 "{\n"
1106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1107 "       // 14 sample relief mapping: linear search and then binary search\n"
1108 "       // this basically steps forward a small amount repeatedly until it finds\n"
1109 "       // itself inside solid, then jitters forward and back using decreasing\n"
1110 "       // amounts to find the impact\n"
1111 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1112 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1113 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1114 "       vec3 RT = vec3(TexCoord, 1);\n"
1115 "       OffsetVector *= 0.1;\n"
1116 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1124 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1125 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1126 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1127 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1128 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1129 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1130 "       return RT.xy;\n"
1131 "#else\n"
1132 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1133 "       // this basically moves forward the full distance, and then backs up based\n"
1134 "       // on height of samples\n"
1135 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1136 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1137 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1138 "       TexCoord += OffsetVector;\n"
1139 "       OffsetVector *= 0.333;\n"
1140 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1142 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1143 "       return TexCoord;\n"
1144 "#endif\n"
1145 "}\n"
1146 "#endif // USEOFFSETMAPPING\n"
1147 "\n"
1148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1149 "uniform sampler2D Texture_Attenuation;\n"
1150 "uniform samplerCube Texture_Cube;\n"
1151 "#endif\n"
1152 "\n"
1153 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1154 "\n"
1155 "#ifdef USESHADOWMAPRECT\n"
1156 "# ifdef USESHADOWSAMPLER\n"
1157 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1158 "# else\n"
1159 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1160 "# endif\n"
1161 "#endif\n"
1162 "\n"
1163 "#ifdef USESHADOWMAP2D\n"
1164 "# ifdef USESHADOWSAMPLER\n"
1165 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1166 "# else\n"
1167 "uniform sampler2D Texture_ShadowMap2D;\n"
1168 "# endif\n"
1169 "#endif\n"
1170 "\n"
1171 "#ifdef USESHADOWMAPVSDCT\n"
1172 "uniform samplerCube Texture_CubeProjection;\n"
1173 "#endif\n"
1174 "\n"
1175 "#ifdef USESHADOWMAPCUBE\n"
1176 "# ifdef USESHADOWSAMPLER\n"
1177 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1178 "# else\n"
1179 "uniform samplerCube Texture_ShadowMapCube;\n"
1180 "# endif\n"
1181 "#endif\n"
1182 "\n"
1183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1184 "uniform vec2 ShadowMap_TextureScale;\n"
1185 "uniform vec4 ShadowMap_Parameters;\n"
1186 "#endif\n"
1187 "\n"
1188 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1189 "# ifdef USESHADOWMAPORTHO\n"
1190 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1191 "# else\n"
1192 "#  ifdef USESHADOWMAPVSDCT\n"
1193 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1194 "{\n"
1195 "       vec3 adir = abs(dir);\n"
1196 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1197 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1198 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1199 "}\n"
1200 "#  else\n"
1201 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1202 "{\n"
1203 "       vec3 adir = abs(dir);\n"
1204 "       float ma = adir.z;\n"
1205 "       vec4 proj = vec4(dir, 2.5);\n"
1206 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1207 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1208 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1209 "       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"
1210 "}\n"
1211 "#  endif\n"
1212 "# endif\n"
1213 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1214 "\n"
1215 "#ifdef USESHADOWMAPCUBE\n"
1216 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1217 "{\n"
1218 "       vec3 adir = abs(dir);\n"
1219 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1220 "}\n"
1221 "#endif\n"
1222 "\n"
1223 "# ifdef USESHADOWMAPRECT\n"
1224 "float ShadowMapCompare(vec3 dir)\n"
1225 "{\n"
1226 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1227 "       float f;\n"
1228 "#  ifdef USESHADOWSAMPLER\n"
1229 "\n"
1230 "#    ifdef USESHADOWMAPPCF\n"
1231 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1232 "       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"
1233 "#    else\n"
1234 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1235 "#    endif\n"
1236 "\n"
1237 "#  else\n"
1238 "\n"
1239 "#    ifdef USESHADOWMAPPCF\n"
1240 "#      if USESHADOWMAPPCF > 1\n"
1241 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1242 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1243 "       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"
1244 "       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"
1245 "       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"
1246 "       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"
1247 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1248 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1249 "#      else\n"
1250 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1251 "       vec2 offset = fract(shadowmaptc.xy);\n"
1252 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1253 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1254 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1255 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1256 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1257 "#      endif\n"
1258 "#    else\n"
1259 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1260 "#    endif\n"
1261 "\n"
1262 "#  endif\n"
1263 "#  ifdef USESHADOWMAPORTHO\n"
1264 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1265 "#  else\n"
1266 "       return f;\n"
1267 "#  endif\n"
1268 "}\n"
1269 "# endif\n"
1270 "\n"
1271 "# ifdef USESHADOWMAP2D\n"
1272 "float ShadowMapCompare(vec3 dir)\n"
1273 "{\n"
1274 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1275 "       float f;\n"
1276 "\n"
1277 "#  ifdef USESHADOWSAMPLER\n"
1278 "#    ifdef USESHADOWMAPPCF\n"
1279 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1280 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1281 "       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"
1282 "#    else\n"
1283 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1284 "#    endif\n"
1285 "#  else\n"
1286 "#    ifdef USESHADOWMAPPCF\n"
1287 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1288 "#      ifdef GL_ARB_texture_gather\n"
1289 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1290 "#      else\n"
1291 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1292 "#      endif\n"
1293 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1294 "#      if USESHADOWMAPPCF > 1\n"
1295 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1296 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1297 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1298 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1299 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1300 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1301 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1302 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1303 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1304 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1305 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1306 "       locols.yz += group2.ab;\n"
1307 "       hicols.yz += group8.rg;\n"
1308 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1309 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1310 "                               mix(locols, hicols, offset.y);\n"
1311 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1312 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1313 "       f = dot(cols, vec4(1.0/25.0));\n"
1314 "#      else\n"
1315 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1316 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1317 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1318 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1319 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1320 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1321 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1322 "#      endif\n"
1323 "#     else\n"
1324 "#      ifdef GL_EXT_gpu_shader4\n"
1325 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1326 "#      else\n"
1327 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1328 "#      endif\n"
1329 "#      if USESHADOWMAPPCF > 1\n"
1330 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1331 "       center *= ShadowMap_TextureScale;\n"
1332 "       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"
1333 "       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"
1334 "       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"
1335 "       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"
1336 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1337 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1338 "#      else\n"
1339 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1340 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1341 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1342 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1343 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1344 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1345 "#      endif\n"
1346 "#     endif\n"
1347 "#    else\n"
1348 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1349 "#    endif\n"
1350 "#  endif\n"
1351 "#  ifdef USESHADOWMAPORTHO\n"
1352 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1353 "#  else\n"
1354 "       return f;\n"
1355 "#  endif\n"
1356 "}\n"
1357 "# endif\n"
1358 "\n"
1359 "# ifdef USESHADOWMAPCUBE\n"
1360 "float ShadowMapCompare(vec3 dir)\n"
1361 "{\n"
1362 "       // apply depth texture cubemap as light filter\n"
1363 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1364 "       float f;\n"
1365 "#  ifdef USESHADOWSAMPLER\n"
1366 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1367 "#  else\n"
1368 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1369 "#  endif\n"
1370 "       return f;\n"
1371 "}\n"
1372 "# endif\n"
1373 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1374 "#endif // FRAGMENT_SHADER\n"
1375 "\n"
1376 "\n"
1377 "\n"
1378 "\n"
1379 "#ifdef MODE_DEFERREDGEOMETRY\n"
1380 "#ifdef VERTEX_SHADER\n"
1381 "uniform mat4 TexMatrix;\n"
1382 "#ifdef USEVERTEXTEXTUREBLEND\n"
1383 "uniform mat4 BackgroundTexMatrix;\n"
1384 "#endif\n"
1385 "uniform mat4 ModelViewMatrix;\n"
1386 "void main(void)\n"
1387 "{\n"
1388 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "       gl_FrontColor = gl_Color;\n"
1391 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1392 "#endif\n"
1393 "\n"
1394 "       // transform unnormalized eye direction into tangent space\n"
1395 "#ifdef USEOFFSETMAPPING\n"
1396 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1397 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1398 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1399 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1400 "#endif\n"
1401 "\n"
1402 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1403 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1404 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1405 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1406 "}\n"
1407 "#endif // VERTEX_SHADER\n"
1408 "\n"
1409 "#ifdef FRAGMENT_SHADER\n"
1410 "void main(void)\n"
1411 "{\n"
1412 "#ifdef USEOFFSETMAPPING\n"
1413 "       // apply offsetmapping\n"
1414 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1415 "#define TexCoord TexCoordOffset\n"
1416 "#endif\n"
1417 "\n"
1418 "#ifdef USEALPHAKILL\n"
1419 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1420 "               discard;\n"
1421 "#endif\n"
1422 "\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1425 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1426 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1427 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1428 "#endif\n"
1429 "\n"
1430 "#ifdef USEVERTEXTEXTUREBLEND\n"
1431 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1432 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1433 "#else\n"
1434 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1435 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1436 "#endif\n"
1437 "\n"
1438 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1439 "}\n"
1440 "#endif // FRAGMENT_SHADER\n"
1441 "#else // !MODE_DEFERREDGEOMETRY\n"
1442 "\n"
1443 "\n"
1444 "\n"
1445 "\n"
1446 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1447 "#ifdef VERTEX_SHADER\n"
1448 "uniform mat4 ModelViewMatrix;\n"
1449 "void main(void)\n"
1450 "{\n"
1451 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1452 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1453 "}\n"
1454 "#endif // VERTEX_SHADER\n"
1455 "\n"
1456 "#ifdef FRAGMENT_SHADER\n"
1457 "uniform mat4 ViewToLight;\n"
1458 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1459 "uniform vec2 ScreenToDepth;\n"
1460 "uniform myhalf3 DeferredColor_Ambient;\n"
1461 "uniform myhalf3 DeferredColor_Diffuse;\n"
1462 "#ifdef USESPECULAR\n"
1463 "uniform myhalf3 DeferredColor_Specular;\n"
1464 "uniform myhalf SpecularPower;\n"
1465 "#endif\n"
1466 "uniform myhalf2 PixelToScreenTexCoord;\n"
1467 "void main(void)\n"
1468 "{\n"
1469 "       // calculate viewspace pixel position\n"
1470 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1471 "       vec3 position;\n"
1472 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1473 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1474 "       // decode viewspace pixel normal\n"
1475 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1476 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1477 "       // surfacenormal = pixel normal in viewspace\n"
1478 "       // LightVector = pixel to light in viewspace\n"
1479 "       // CubeVector = position in lightspace\n"
1480 "       // eyevector = pixel to view in viewspace\n"
1481 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1482 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1483 "#ifdef USEDIFFUSE\n"
1484 "       // calculate diffuse shading\n"
1485 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1486 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1487 "#endif\n"
1488 "#ifdef USESPECULAR\n"
1489 "       // calculate directional shading\n"
1490 "       vec3 eyevector = position * -1.0;\n"
1491 "#  ifdef USEEXACTSPECULARMATH\n"
1492 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1493 "#  else\n"
1494 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1495 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1496 "#  endif\n"
1497 "#endif\n"
1498 "\n"
1499 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1500 "       fade *= ShadowMapCompare(CubeVector);\n"
1501 "#endif\n"
1502 "\n"
1503 "#ifdef USEDIFFUSE\n"
1504 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1505 "#else\n"
1506 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1507 "#endif\n"
1508 "#ifdef USESPECULAR\n"
1509 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1510 "#else\n"
1511 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1512 "#endif\n"
1513 "\n"
1514 "# ifdef USECUBEFILTER\n"
1515 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1516 "       gl_FragData[0].rgb *= cubecolor;\n"
1517 "       gl_FragData[1].rgb *= cubecolor;\n"
1518 "# endif\n"
1519 "}\n"
1520 "#endif // FRAGMENT_SHADER\n"
1521 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1522 "\n"
1523 "\n"
1524 "\n"
1525 "\n"
1526 "#ifdef VERTEX_SHADER\n"
1527 "uniform mat4 TexMatrix;\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "uniform mat4 BackgroundTexMatrix;\n"
1530 "#endif\n"
1531 "#ifdef MODE_LIGHTSOURCE\n"
1532 "uniform mat4 ModelToLight;\n"
1533 "#endif\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 "uniform mat4 ShadowMapMatrix;\n"
1536 "#endif\n"
1537 "void main(void)\n"
1538 "{\n"
1539 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1540 "       gl_FrontColor = gl_Color;\n"
1541 "#endif\n"
1542 "       // copy the surface texcoord\n"
1543 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1544 "#ifdef USEVERTEXTEXTUREBLEND\n"
1545 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1546 "#endif\n"
1547 "#ifdef USELIGHTMAP\n"
1548 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1549 "#endif\n"
1550 "\n"
1551 "#ifdef MODE_LIGHTSOURCE\n"
1552 "       // transform vertex position into light attenuation/cubemap space\n"
1553 "       // (-1 to +1 across the light box)\n"
1554 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1555 "\n"
1556 "# ifdef USEDIFFUSE\n"
1557 "       // transform unnormalized light direction into tangent space\n"
1558 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1559 "       //  normalize it per pixel)\n"
1560 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1561 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1562 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1563 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1564 "# endif\n"
1565 "#endif\n"
1566 "\n"
1567 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1568 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1569 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1570 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1571 "#endif\n"
1572 "\n"
1573 "       // transform unnormalized eye direction into tangent space\n"
1574 "#ifdef USEEYEVECTOR\n"
1575 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1576 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1577 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1578 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1579 "#endif\n"
1580 "\n"
1581 "#ifdef USEFOG\n"
1582 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1583 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1584 "#endif\n"
1585 "\n"
1586 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1587 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1588 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1589 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1590 "#endif\n"
1591 "\n"
1592 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1593 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1594 "\n"
1595 "#ifdef USESHADOWMAPORTHO\n"
1596 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1597 "#endif\n"
1598 "\n"
1599 "#ifdef USEREFLECTION\n"
1600 "       ModelViewProjectionPosition = gl_Position;\n"
1601 "#endif\n"
1602 "}\n"
1603 "#endif // VERTEX_SHADER\n"
1604 "\n"
1605 "\n"
1606 "\n"
1607 "\n"
1608 "#ifdef FRAGMENT_SHADER\n"
1609 "#ifdef USEDEFERREDLIGHTMAP\n"
1610 "uniform myhalf2 PixelToScreenTexCoord;\n"
1611 "uniform myhalf3 DeferredMod_Diffuse;\n"
1612 "uniform myhalf3 DeferredMod_Specular;\n"
1613 "#endif\n"
1614 "uniform myhalf3 Color_Ambient;\n"
1615 "uniform myhalf3 Color_Diffuse;\n"
1616 "uniform myhalf3 Color_Specular;\n"
1617 "uniform myhalf SpecularPower;\n"
1618 "#ifdef USEGLOW\n"
1619 "uniform myhalf3 Color_Glow;\n"
1620 "#endif\n"
1621 "uniform myhalf Alpha;\n"
1622 "#ifdef USEREFLECTION\n"
1623 "uniform vec4 DistortScaleRefractReflect;\n"
1624 "uniform vec4 ScreenScaleRefractReflect;\n"
1625 "uniform vec4 ScreenCenterRefractReflect;\n"
1626 "uniform myhalf4 ReflectColor;\n"
1627 "#endif\n"
1628 "#ifdef USEREFLECTCUBE\n"
1629 "uniform mat4 ModelToReflectCube;\n"
1630 "uniform sampler2D Texture_ReflectMask;\n"
1631 "uniform samplerCube Texture_ReflectCube;\n"
1632 "#endif\n"
1633 "#ifdef MODE_LIGHTDIRECTION\n"
1634 "uniform myhalf3 LightColor;\n"
1635 "#endif\n"
1636 "#ifdef MODE_LIGHTSOURCE\n"
1637 "uniform myhalf3 LightColor;\n"
1638 "#endif\n"
1639 "void main(void)\n"
1640 "{\n"
1641 "#ifdef USEOFFSETMAPPING\n"
1642 "       // apply offsetmapping\n"
1643 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1644 "#define TexCoord TexCoordOffset\n"
1645 "#endif\n"
1646 "\n"
1647 "       // combine the diffuse textures (base, pants, shirt)\n"
1648 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1649 "#ifdef USEALPHAKILL\n"
1650 "       if (color.a < 0.5)\n"
1651 "               discard;\n"
1652 "#endif\n"
1653 "       color.a *= Alpha;\n"
1654 "#ifdef USECOLORMAPPING\n"
1655 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1656 "#endif\n"
1657 "#ifdef USEVERTEXTEXTUREBLEND\n"
1658 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1659 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1660 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1661 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1662 "       color.a = 1.0;\n"
1663 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1664 "#endif\n"
1665 "\n"
1666 "       // get the surface normal\n"
1667 "#ifdef USEVERTEXTEXTUREBLEND\n"
1668 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1669 "#else\n"
1670 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1671 "#endif\n"
1672 "\n"
1673 "       // get the material colors\n"
1674 "       myhalf3 diffusetex = color.rgb;\n"
1675 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1676 "# ifdef USEVERTEXTEXTUREBLEND\n"
1677 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1678 "# else\n"
1679 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1680 "# endif\n"
1681 "#endif\n"
1682 "\n"
1683 "#ifdef USEREFLECTCUBE\n"
1684 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1685 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1686 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1687 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1688 "#endif\n"
1689 "\n"
1690 "\n"
1691 "\n"
1692 "\n"
1693 "#ifdef MODE_LIGHTSOURCE\n"
1694 "       // light source\n"
1695 "#ifdef USEDIFFUSE\n"
1696 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1697 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1699 "#ifdef USESPECULAR\n"
1700 "#ifdef USEEXACTSPECULARMATH\n"
1701 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1702 "#else\n"
1703 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1704 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1705 "#endif\n"
1706 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1707 "#endif\n"
1708 "#else\n"
1709 "       color.rgb = diffusetex * Color_Ambient;\n"
1710 "#endif\n"
1711 "       color.rgb *= LightColor;\n"
1712 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1713 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1714 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1715 "#endif\n"
1716 "# ifdef USECUBEFILTER\n"
1717 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1718 "# endif\n"
1719 "#endif // MODE_LIGHTSOURCE\n"
1720 "\n"
1721 "\n"
1722 "\n"
1723 "\n"
1724 "#ifdef MODE_LIGHTDIRECTION\n"
1725 "#define SHADING\n"
1726 "#ifdef USEDIFFUSE\n"
1727 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1728 "#endif\n"
1729 "#define lightcolor LightColor\n"
1730 "#endif // MODE_LIGHTDIRECTION\n"
1731 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1732 "#define SHADING\n"
1733 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1734 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1735 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1736 "       // convert modelspace light vector to tangentspace\n"
1737 "       myhalf3 lightnormal;\n"
1738 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1739 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1740 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1741 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1742 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1743 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1744 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1745 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1746 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1747 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1748 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1749 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1750 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1751 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1752 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1753 "#define SHADING\n"
1754 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1755 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1756 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1757 "#endif\n"
1758 "\n"
1759 "\n"
1760 "\n"
1761 "\n"
1762 "#ifdef MODE_LIGHTMAP\n"
1763 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1764 "#endif // MODE_LIGHTMAP\n"
1765 "#ifdef MODE_VERTEXCOLOR\n"
1766 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1767 "#endif // MODE_VERTEXCOLOR\n"
1768 "#ifdef MODE_FLATCOLOR\n"
1769 "       color.rgb = diffusetex * Color_Ambient;\n"
1770 "#endif // MODE_FLATCOLOR\n"
1771 "\n"
1772 "\n"
1773 "\n"
1774 "\n"
1775 "#ifdef SHADING\n"
1776 "# ifdef USEDIFFUSE\n"
1777 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1778 "#  ifdef USESPECULAR\n"
1779 "#   ifdef USEEXACTSPECULARMATH\n"
1780 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1781 "#   else\n"
1782 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1783 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1784 "#   endif\n"
1785 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1786 "#  else\n"
1787 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1788 "#  endif\n"
1789 "# else\n"
1790 "       color.rgb = diffusetex * Color_Ambient;\n"
1791 "# endif\n"
1792 "#endif\n"
1793 "\n"
1794 "#ifdef USESHADOWMAPORTHO\n"
1795 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1796 "#endif\n"
1797 "\n"
1798 "#ifdef USEDEFERREDLIGHTMAP\n"
1799 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1800 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1801 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1802 "#endif\n"
1803 "\n"
1804 "#ifdef USEGLOW\n"
1805 "#ifdef USEVERTEXTEXTUREBLEND\n"
1806 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1807 "#else\n"
1808 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1809 "#endif\n"
1810 "#endif\n"
1811 "\n"
1812 "#ifdef USEFOG\n"
1813 "       color.rgb = FogVertex(color.rgb);\n"
1814 "#endif\n"
1815 "\n"
1816 "       // 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"
1817 "#ifdef USEREFLECTION\n"
1818 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1819 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1820 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1821 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1822 "       // FIXME temporary hack to detect the case that the reflection\n"
1823 "       // gets blackened at edges due to leaving the area that contains actual\n"
1824 "       // content.\n"
1825 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1826 "       // 'appening.\n"
1827 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1828 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1829 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1830 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1831 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1832 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1833 "#endif\n"
1834 "\n"
1835 "       gl_FragColor = vec4(color);\n"
1836 "}\n"
1837 "#endif // FRAGMENT_SHADER\n"
1838 "\n"
1839 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1840 "#endif // !MODE_DEFERREDGEOMETRY\n"
1841 "#endif // !MODE_WATER\n"
1842 "#endif // !MODE_REFRACTION\n"
1843 "#endif // !MODE_BLOOMBLUR\n"
1844 "#endif // !MODE_GENERIC\n"
1845 "#endif // !MODE_POSTPROCESS\n"
1846 "#endif // !MODE_SHOWDEPTH\n"
1847 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1848 ;
1849
1850 /*
1851 =========================================================================================================================================================
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1853
1854
1855 =========================================================================================================================================================
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1857
1858
1859 =========================================================================================================================================================
1860
1861
1862
1863 =========================================================================================================================================================
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1865
1866
1867 =========================================================================================================================================================
1868
1869
1870
1871 =========================================================================================================================================================
1872
1873
1874
1875 =========================================================================================================================================================
1876 */
1877
1878 const char *builtincgshaderstring =
1879 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1880 "// written by Forest 'LordHavoc' Hale\n"
1881 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1882 "\n"
1883 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1884 "#if defined(USEREFLECTION)\n"
1885 "#undef USESHADOWMAPORTHO\n"
1886 "#endif\n"
1887 "\n"
1888 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1889 "# define USEFOG\n"
1890 "#endif\n"
1891 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1892 "#define USELIGHTMAP\n"
1893 "#endif\n"
1894 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1895 "#define USEEYEVECTOR\n"
1896 "#endif\n"
1897 "\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1899 "#ifdef HLSL\n"
1900 "//#undef USESHADOWMAPPCF\n"
1901 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1902 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1903 "#else\n"
1904 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1905 "#endif\n"
1906 "#endif\n"
1907 "\n"
1908 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1909 "#ifdef VERTEX_SHADER\n"
1910 "void main\n"
1911 "(\n"
1912 "float4 gl_Vertex : POSITION,\n"
1913 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1914 "out float4 gl_Position : POSITION,\n"
1915 "out float Depth : TEXCOORD0\n"
1916 ")\n"
1917 "{\n"
1918 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1919 "       Depth = gl_Position.z;\n"
1920 "}\n"
1921 "#endif\n"
1922 "\n"
1923 "#ifdef FRAGMENT_SHADER\n"
1924 "void main\n"
1925 "(\n"
1926 "float Depth : TEXCOORD0,\n"
1927 "out float4 gl_FragColor : COLOR\n"
1928 ")\n"
1929 "{\n"
1930 "//     float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1931 "       float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
1932 "       temp.yz -= floor(temp.yz);\n"
1933 "       gl_FragColor = float4(temp,0);\n"
1934 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1935 "}\n"
1936 "#endif\n"
1937 "#else // !MODE_DEPTH_ORSHADOW\n"
1938 "\n"
1939 "\n"
1940 "\n"
1941 "\n"
1942 "#ifdef MODE_SHOWDEPTH\n"
1943 "#ifdef VERTEX_SHADER\n"
1944 "void main\n"
1945 "(\n"
1946 "float4 gl_Vertex : POSITION,\n"
1947 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1948 "out float4 gl_Position : POSITION,\n"
1949 "out float4 gl_FrontColor : COLOR0\n"
1950 ")\n"
1951 "{\n"
1952 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1953 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1954 "}\n"
1955 "#endif\n"
1956 "\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1958 "void main\n"
1959 "(\n"
1960 "float4 gl_FrontColor : COLOR0,\n"
1961 "out float4 gl_FragColor : COLOR\n"
1962 ")\n"
1963 "{\n"
1964 "       gl_FragColor = gl_FrontColor;\n"
1965 "}\n"
1966 "#endif\n"
1967 "#else // !MODE_SHOWDEPTH\n"
1968 "\n"
1969 "\n"
1970 "\n"
1971 "\n"
1972 "#ifdef MODE_POSTPROCESS\n"
1973 "\n"
1974 "#ifdef VERTEX_SHADER\n"
1975 "void main\n"
1976 "(\n"
1977 "float4 gl_Vertex : POSITION,\n"
1978 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1979 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1980 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1981 "out float4 gl_Position : POSITION,\n"
1982 "out float2 TexCoord1 : TEXCOORD0,\n"
1983 "out float2 TexCoord2 : TEXCOORD1\n"
1984 ")\n"
1985 "{\n"
1986 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1987 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1988 "#ifdef USEBLOOM\n"
1989 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1990 "#endif\n"
1991 "}\n"
1992 "#endif\n"
1993 "\n"
1994 "#ifdef FRAGMENT_SHADER\n"
1995 "void main\n"
1996 "(\n"
1997 "float2 TexCoord1 : TEXCOORD0,\n"
1998 "float2 TexCoord2 : TEXCOORD1,\n"
1999 "uniform sampler Texture_First : register(s0),\n"
2000 "#ifdef USEBLOOM\n"
2001 "uniform sampler Texture_Second : register(s1),\n"
2002 "#endif\n"
2003 "#ifdef USEGAMMARAMPS\n"
2004 "uniform sampler Texture_GammaRamps : register(s2),\n"
2005 "#endif\n"
2006 "#ifdef USESATURATION\n"
2007 "uniform float Saturation : register(c30),\n"
2008 "#endif\n"
2009 "#ifdef USEVIEWTINT\n"
2010 "uniform float4 ViewTintColor : register(c41),\n"
2011 "#endif\n"
2012 "uniform float4 UserVec1 : register(c37),\n"
2013 "uniform float4 UserVec2 : register(c38),\n"
2014 "uniform float4 UserVec3 : register(c39),\n"
2015 "uniform float4 UserVec4 : register(c40),\n"
2016 "uniform float ClientTime : register(c2),\n"
2017 "uniform float2 PixelSize : register(c25),\n"
2018 "uniform float4 BloomColorSubtract : register(c43),\n"
2019 "out float4 gl_FragColor : COLOR\n"
2020 ")\n"
2021 "{\n"
2022 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2023 "#ifdef USEBLOOM\n"
2024 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
2025 "#endif\n"
2026 "#ifdef USEVIEWTINT\n"
2027 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2028 "#endif\n"
2029 "\n"
2030 "#ifdef USEPOSTPROCESSING\n"
2031 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2032 "// 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"
2033 "       float sobel = 1.0;\n"
2034 "       // float2 ts = textureSize(Texture_First, 0);\n"
2035 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
2036 "       float2 px = PixelSize;\n"
2037 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2038 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
2039 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2040 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2041 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
2042 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2043 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2044 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
2045 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2046 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2047 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
2048 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2049 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2050 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2051 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2052 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2053 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2054 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2055 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2056 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2057 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2058 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2059 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2060 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2061 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2062 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2063 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2064 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2065 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
2066 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2067 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2068 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2069 "#endif\n"
2070 "\n"
2071 "#ifdef USESATURATION\n"
2072 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2073 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2074 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2075 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2076 "#endif\n"
2077 "\n"
2078 "#ifdef USEGAMMARAMPS\n"
2079 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2080 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2081 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2082 "#endif\n"
2083 "}\n"
2084 "#endif\n"
2085 "#else // !MODE_POSTPROCESS\n"
2086 "\n"
2087 "\n"
2088 "\n"
2089 "\n"
2090 "#ifdef MODE_GENERIC\n"
2091 "#ifdef VERTEX_SHADER\n"
2092 "void main\n"
2093 "(\n"
2094 "float4 gl_Vertex : POSITION,\n"
2095 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2096 "float4 gl_Color : COLOR0,\n"
2097 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2098 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2099 "out float4 gl_Position : POSITION,\n"
2100 "out float4 gl_FrontColor : COLOR,\n"
2101 "out float2 TexCoord1 : TEXCOORD0,\n"
2102 "out float2 TexCoord2 : TEXCOORD1\n"
2103 ")\n"
2104 "{\n"
2105 "#ifdef HLSL\n"
2106 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2107 "#else\n"
2108 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2109 "#endif\n"
2110 "#ifdef USEDIFFUSE\n"
2111 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2112 "#endif\n"
2113 "#ifdef USESPECULAR\n"
2114 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2115 "#endif\n"
2116 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2117 "}\n"
2118 "#endif\n"
2119 "\n"
2120 "#ifdef FRAGMENT_SHADER\n"
2121 "\n"
2122 "void main\n"
2123 "(\n"
2124 "float4 gl_FrontColor : COLOR0,\n"
2125 "float2 TexCoord1 : TEXCOORD0,\n"
2126 "float2 TexCoord2 : TEXCOORD1,\n"
2127 "#ifdef USEDIFFUSE\n"
2128 "uniform sampler Texture_First : register(s0),\n"
2129 "#endif\n"
2130 "#ifdef USESPECULAR\n"
2131 "uniform sampler Texture_Second : register(s1),\n"
2132 "#endif\n"
2133 "out float4 gl_FragColor : COLOR\n"
2134 ")\n"
2135 "{\n"
2136 "       gl_FragColor = gl_FrontColor;\n"
2137 "#ifdef USEDIFFUSE\n"
2138 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2139 "#endif\n"
2140 "\n"
2141 "#ifdef USESPECULAR\n"
2142 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2143 "# ifdef USECOLORMAPPING\n"
2144 "       gl_FragColor *= tex2;\n"
2145 "# endif\n"
2146 "# ifdef USEGLOW\n"
2147 "       gl_FragColor += tex2;\n"
2148 "# endif\n"
2149 "# ifdef USEVERTEXTEXTUREBLEND\n"
2150 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2151 "# endif\n"
2152 "#endif\n"
2153 "}\n"
2154 "#endif\n"
2155 "#else // !MODE_GENERIC\n"
2156 "\n"
2157 "\n"
2158 "\n"
2159 "\n"
2160 "#ifdef MODE_BLOOMBLUR\n"
2161 "#ifdef VERTEX_SHADER\n"
2162 "void main\n"
2163 "(\n"
2164 "float4 gl_Vertex : POSITION,\n"
2165 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2166 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2167 "out float4 gl_Position : POSITION,\n"
2168 "out float2 TexCoord : TEXCOORD0\n"
2169 ")\n"
2170 "{\n"
2171 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2172 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2173 "}\n"
2174 "#endif\n"
2175 "\n"
2176 "#ifdef FRAGMENT_SHADER\n"
2177 "\n"
2178 "void main\n"
2179 "(\n"
2180 "float2 TexCoord : TEXCOORD0,\n"
2181 "uniform sampler Texture_First : register(s0),\n"
2182 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2183 "out float4 gl_FragColor : COLOR\n"
2184 ")\n"
2185 "{\n"
2186 "       int i;\n"
2187 "       float2 tc = TexCoord;\n"
2188 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2189 "       tc += BloomBlur_Parameters.xy;\n"
2190 "       for (i = 1;i < SAMPLES;i++)\n"
2191 "       {\n"
2192 "               color += tex2D(Texture_First, tc).rgb;\n"
2193 "               tc += BloomBlur_Parameters.xy;\n"
2194 "       }\n"
2195 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2196 "}\n"
2197 "#endif\n"
2198 "#else // !MODE_BLOOMBLUR\n"
2199 "#ifdef MODE_REFRACTION\n"
2200 "#ifdef VERTEX_SHADER\n"
2201 "void main\n"
2202 "(\n"
2203 "float4 gl_Vertex : POSITION,\n"
2204 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2205 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2206 "uniform float4x4 TexMatrix : register(c0),\n"
2207 "uniform float3 EyePosition : register(c24),\n"
2208 "out float4 gl_Position : POSITION,\n"
2209 "out float2 TexCoord : TEXCOORD0,\n"
2210 "out float3 EyeVector : TEXCOORD1,\n"
2211 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2212 ")\n"
2213 "{\n"
2214 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2215 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2216 "       ModelViewProjectionPosition = gl_Position;\n"
2217 "}\n"
2218 "#endif\n"
2219 "\n"
2220 "#ifdef FRAGMENT_SHADER\n"
2221 "void main\n"
2222 "(\n"
2223 "float2 TexCoord : TEXCOORD0,\n"
2224 "float3 EyeVector : TEXCOORD1,\n"
2225 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2226 "uniform sampler Texture_Normal : register(s0),\n"
2227 "uniform sampler Texture_Refraction : register(s3),\n"
2228 "uniform sampler Texture_Reflection : register(s7),\n"
2229 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2230 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2231 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2232 "uniform float4 RefractColor : register(c29),\n"
2233 "out float4 gl_FragColor : COLOR\n"
2234 ")\n"
2235 "{\n"
2236 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2237 "       //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"
2238 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2239 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2240 "       // FIXME temporary hack to detect the case that the reflection\n"
2241 "       // gets blackened at edges due to leaving the area that contains actual\n"
2242 "       // content.\n"
2243 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2244 "       // 'appening.\n"
2245 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2250 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2251 "}\n"
2252 "#endif\n"
2253 "#else // !MODE_REFRACTION\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "#ifdef MODE_WATER\n"
2259 "#ifdef VERTEX_SHADER\n"
2260 "\n"
2261 "void main\n"
2262 "(\n"
2263 "float4 gl_Vertex : POSITION,\n"
2264 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2265 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2266 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2267 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2268 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2269 "uniform float4x4 TexMatrix : register(c0),\n"
2270 "uniform float3 EyePosition : register(c24),\n"
2271 "out float4 gl_Position : POSITION,\n"
2272 "out float2 TexCoord : TEXCOORD0,\n"
2273 "out float3 EyeVector : TEXCOORD1,\n"
2274 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2275 ")\n"
2276 "{\n"
2277 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2278 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2279 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2280 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2281 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2282 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2283 "       ModelViewProjectionPosition = gl_Position;\n"
2284 "}\n"
2285 "#endif\n"
2286 "\n"
2287 "#ifdef FRAGMENT_SHADER\n"
2288 "void main\n"
2289 "(\n"
2290 "float2 TexCoord : TEXCOORD0,\n"
2291 "float3 EyeVector : TEXCOORD1,\n"
2292 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2293 "uniform sampler Texture_Normal : register(s0),\n"
2294 "uniform sampler Texture_Refraction : register(s3),\n"
2295 "uniform sampler Texture_Reflection : register(s7),\n"
2296 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2297 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2298 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2299 "uniform float4 RefractColor : register(c29),\n"
2300 "uniform float4 ReflectColor : register(c26),\n"
2301 "uniform float ReflectFactor : register(c27),\n"
2302 "uniform float ReflectOffset : register(c28),\n"
2303 "out float4 gl_FragColor : COLOR\n"
2304 ")\n"
2305 "{\n"
2306 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2307 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2308 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2309 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2310 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xyxy * DistortScaleRefractReflect;\n"
2311 "       // FIXME temporary hack to detect the case that the reflection\n"
2312 "       // gets blackened at edges due to leaving the area that contains actual\n"
2313 "       // content.\n"
2314 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2315 "       // 'appening.\n"
2316 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2317 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2318 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2319 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2320 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2321 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2322 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2323 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2324 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2325 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2326 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2327 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2328 "}\n"
2329 "#endif\n"
2330 "#else // !MODE_WATER\n"
2331 "\n"
2332 "\n"
2333 "\n"
2334 "\n"
2335 "// 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"
2336 "\n"
2337 "// fragment shader specific:\n"
2338 "#ifdef FRAGMENT_SHADER\n"
2339 "\n"
2340 "#ifdef USEFOG\n"
2341 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2342 "{\n"
2343 "       float fogfrac;\n"
2344 "#ifdef USEFOGHEIGHTTEXTURE\n"
2345 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2346 "       fogfrac = fogheightpixel.a;\n"
2347 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2348 "#else\n"
2349 "# ifdef USEFOGOUTSIDE\n"
2350 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2351 "# else\n"
2352 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2353 "# endif\n"
2354 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2355 "#endif\n"
2356 "}\n"
2357 "#endif\n"
2358 "\n"
2359 "#ifdef USEOFFSETMAPPING\n"
2360 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2361 "{\n"
2362 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2363 "       // 14 sample relief mapping: linear search and then binary search\n"
2364 "       // this basically steps forward a small amount repeatedly until it finds\n"
2365 "       // itself inside solid, then jitters forward and back using decreasing\n"
2366 "       // amounts to find the impact\n"
2367 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2368 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2369 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2370 "       float3 RT = float3(TexCoord, 1);\n"
2371 "       OffsetVector *= 0.1;\n"
2372 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2373 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2374 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2375 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2376 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2377 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2378 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2379 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2380 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2381 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2382 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2383 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2384 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2385 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2386 "       return RT.xy;\n"
2387 "#else\n"
2388 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2389 "       // this basically moves forward the full distance, and then backs up based\n"
2390 "       // on height of samples\n"
2391 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2392 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2393 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2394 "       TexCoord += OffsetVector;\n"
2395 "       OffsetVector *= 0.333;\n"
2396 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2397 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2398 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2399 "       return TexCoord;\n"
2400 "#endif\n"
2401 "}\n"
2402 "#endif // USEOFFSETMAPPING\n"
2403 "\n"
2404 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2405 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2406 "# ifdef USESHADOWMAPORTHO\n"
2407 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2408 "# else\n"
2409 "#  ifdef USESHADOWMAPVSDCT\n"
2410 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2411 "{\n"
2412 "       float3 adir = abs(dir);\n"
2413 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2414 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2415 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2416 "}\n"
2417 "#  else\n"
2418 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2419 "{\n"
2420 "       float3 adir = abs(dir);\n"
2421 "       float ma = adir.z;\n"
2422 "       float4 proj = float4(dir, 2.5);\n"
2423 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2424 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2425 "#ifdef HLSL\n"
2426 "       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"
2427 "#else\n"
2428 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2429 "       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"
2430 "#endif\n"
2431 "}\n"
2432 "#  endif\n"
2433 "# endif\n"
2434 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2435 "\n"
2436 "#ifdef USESHADOWMAPCUBE\n"
2437 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2438 "{\n"
2439 "       float3 adir = abs(dir);\n"
2440 "       return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2441 "}\n"
2442 "#endif\n"
2443 "\n"
2444 "# ifdef USESHADOWMAPRECT\n"
2445 "#ifdef USESHADOWMAPVSDCT\n"
2446 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2447 "#else\n"
2448 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2449 "#endif\n"
2450 "{\n"
2451 "#ifdef USESHADOWMAPVSDCT\n"
2452 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2453 "#else\n"
2454 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2455 "#endif\n"
2456 "       float f;\n"
2457 "#  ifdef USESHADOWSAMPLER\n"
2458 "\n"
2459 "#    ifdef USESHADOWMAPPCF\n"
2460 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2461 "       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"
2462 "#    else\n"
2463 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2464 "#    endif\n"
2465 "\n"
2466 "#  else\n"
2467 "\n"
2468 "#    ifdef USESHADOWMAPPCF\n"
2469 "#      if USESHADOWMAPPCF > 1\n"
2470 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2471 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2472 "       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"
2473 "       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"
2474 "       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"
2475 "       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"
2476 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2477 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2478 "#      else\n"
2479 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2480 "       float2 offset = frac(shadowmaptc.xy);\n"
2481 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2482 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2483 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2484 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2485 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2486 "#      endif\n"
2487 "#    else\n"
2488 "       f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2489 "#    endif\n"
2490 "\n"
2491 "#  endif\n"
2492 "#  ifdef USESHADOWMAPORTHO\n"
2493 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2494 "#  else\n"
2495 "       return f;\n"
2496 "#  endif\n"
2497 "}\n"
2498 "# endif\n"
2499 "\n"
2500 "# ifdef USESHADOWMAP2D\n"
2501 "#ifdef USESHADOWMAPVSDCT\n"
2502 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2503 "#else\n"
2504 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2505 "#endif\n"
2506 "{\n"
2507 "#ifdef USESHADOWMAPVSDCT\n"
2508 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2509 "#else\n"
2510 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2511 "#endif\n"
2512 "       float f;\n"
2513 "\n"
2514 "#  ifdef USESHADOWSAMPLER\n"
2515 "#    ifdef USESHADOWMAPPCF\n"
2516 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2517 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2518 "       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"
2519 "#    else\n"
2520 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2521 "#    endif\n"
2522 "#  else\n"
2523 "#    ifdef USESHADOWMAPPCF\n"
2524 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2525 "#      ifdef GL_ARB_texture_gather\n"
2526 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2527 "#      else\n"
2528 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2529 "#      endif\n"
2530 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2531 "#      if USESHADOWMAPPCF > 1\n"
2532 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2533 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2534 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2535 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2536 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2537 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2538 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2539 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2540 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2541 "       float4 locols = float4(group1.ab, group3.ab);\n"
2542 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2543 "       locols.yz += group2.ab;\n"
2544 "       hicols.yz += group8.rg;\n"
2545 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2546 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2547 "                               lerp(locols, hicols, offset.y);\n"
2548 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2549 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2550 "       f = dot(cols, float4(1.0/25.0));\n"
2551 "#      else\n"
2552 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2553 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2554 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2555 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2556 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2557 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2558 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2559 "#      endif\n"
2560 "#     else\n"
2561 "#      ifdef GL_EXT_gpu_shader4\n"
2562 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2563 "#      else\n"
2564 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2565 "#      endif\n"
2566 "#      if USESHADOWMAPPCF > 1\n"
2567 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2568 "       center *= ShadowMap_TextureScale;\n"
2569 "       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"
2570 "       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"
2571 "       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"
2572 "       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"
2573 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2574 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2575 "#      else\n"
2576 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2577 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2578 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2579 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2580 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2581 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2582 "#      endif\n"
2583 "#     endif\n"
2584 "#    else\n"
2585 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2586 "#    endif\n"
2587 "#  endif\n"
2588 "#  ifdef USESHADOWMAPORTHO\n"
2589 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2590 "#  else\n"
2591 "       return f;\n"
2592 "#  endif\n"
2593 "}\n"
2594 "# endif\n"
2595 "\n"
2596 "# ifdef USESHADOWMAPCUBE\n"
2597 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2598 "{\n"
2599 "       // apply depth texture cubemap as light filter\n"
2600 "       float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2601 "       float f;\n"
2602 "#  ifdef USESHADOWSAMPLER\n"
2603 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2604 "#  else\n"
2605 "       f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2606 "#  endif\n"
2607 "       return f;\n"
2608 "}\n"
2609 "# endif\n"
2610 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2611 "#endif // FRAGMENT_SHADER\n"
2612 "\n"
2613 "\n"
2614 "\n"
2615 "\n"
2616 "#ifdef MODE_DEFERREDGEOMETRY\n"
2617 "#ifdef VERTEX_SHADER\n"
2618 "void main\n"
2619 "(\n"
2620 "float4 gl_Vertex : POSITION,\n"
2621 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2622 "#ifdef USEVERTEXTEXTUREBLEND\n"
2623 "float4 gl_Color : COLOR0,\n"
2624 "#endif\n"
2625 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2626 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2627 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2628 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2629 "uniform float4x4 TexMatrix : register(c0),\n"
2630 "#ifdef USEVERTEXTEXTUREBLEND\n"
2631 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2632 "#endif\n"
2633 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2634 "#ifdef USEOFFSETMAPPING\n"
2635 "uniform float3 EyePosition : register(c24),\n"
2636 "#endif\n"
2637 "out float4 gl_Position : POSITION,\n"
2638 "out float4 gl_FrontColor : COLOR,\n"
2639 "out float4 TexCoordBoth : TEXCOORD0,\n"
2640 "#ifdef USEOFFSETMAPPING\n"
2641 "out float3 EyeVector : TEXCOORD2,\n"
2642 "#endif\n"
2643 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2644 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2645 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2646 ")\n"
2647 "{\n"
2648 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2649 "#ifdef USEVERTEXTEXTUREBLEND\n"
2650 "#ifdef HLSL\n"
2651 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2652 "#else\n"
2653 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2654 "#endif\n"
2655 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2656 "#endif\n"
2657 "\n"
2658 "       // transform unnormalized eye direction into tangent space\n"
2659 "#ifdef USEOFFSETMAPPING\n"
2660 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2661 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2662 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2663 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2664 "#endif\n"
2665 "\n"
2666 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2667 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2668 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2669 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2670 "}\n"
2671 "#endif // VERTEX_SHADER\n"
2672 "\n"
2673 "#ifdef FRAGMENT_SHADER\n"
2674 "void main\n"
2675 "(\n"
2676 "float4 TexCoordBoth : TEXCOORD0,\n"
2677 "float3 EyeVector : TEXCOORD2,\n"
2678 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2681 "uniform sampler Texture_Normal : register(s0),\n"
2682 "#ifdef USEALPHAKILL\n"
2683 "uniform sampler Texture_Color : register(s1),\n"
2684 "#endif\n"
2685 "uniform sampler Texture_Gloss : register(s2),\n"
2686 "#ifdef USEVERTEXTEXTUREBLEND\n"
2687 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2688 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2689 "#endif\n"
2690 "#ifdef USEOFFSETMAPPING\n"
2691 "uniform float OffsetMapping_Scale : register(c24),\n"
2692 "#endif\n"
2693 "uniform half SpecularPower : register(c36),\n"
2694 "out float4 gl_FragColor : COLOR\n"
2695 ")\n"
2696 "{\n"
2697 "       float2 TexCoord = TexCoordBoth.xy;\n"
2698 "#ifdef USEOFFSETMAPPING\n"
2699 "       // apply offsetmapping\n"
2700 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2701 "#define TexCoord TexCoordOffset\n"
2702 "#endif\n"
2703 "\n"
2704 "#ifdef USEALPHAKILL\n"
2705 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2706 "               discard;\n"
2707 "#endif\n"
2708 "\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2711 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2712 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2713 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2714 "#endif\n"
2715 "\n"
2716 "#ifdef USEVERTEXTEXTUREBLEND\n"
2717 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2718 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2719 "#else\n"
2720 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2721 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2722 "#endif\n"
2723 "\n"
2724 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2725 "}\n"
2726 "#endif // FRAGMENT_SHADER\n"
2727 "#else // !MODE_DEFERREDGEOMETRY\n"
2728 "\n"
2729 "\n"
2730 "\n"
2731 "\n"
2732 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2733 "#ifdef VERTEX_SHADER\n"
2734 "void main\n"
2735 "(\n"
2736 "float4 gl_Vertex : POSITION,\n"
2737 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2738 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2739 "out float4 gl_Position : POSITION,\n"
2740 "out float4 ModelViewPosition : TEXCOORD0\n"
2741 ")\n"
2742 "{\n"
2743 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2744 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2745 "}\n"
2746 "#endif // VERTEX_SHADER\n"
2747 "\n"
2748 "#ifdef FRAGMENT_SHADER\n"
2749 "void main\n"
2750 "(\n"
2751 "#ifdef HLSL\n"
2752 "float2 Pixel : VPOS,\n"
2753 "#else\n"
2754 "float2 Pixel : WPOS,\n"
2755 "#endif\n"
2756 "float4 ModelViewPosition : TEXCOORD0,\n"
2757 "uniform float4x4 ViewToLight : register(c44),\n"
2758 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2759 "uniform float3 LightPosition : register(c23),\n"
2760 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2761 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2762 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2763 "#ifdef USESPECULAR\n"
2764 "uniform half3 DeferredColor_Specular : register(c11),\n"
2765 "uniform half SpecularPower : register(c36),\n"
2766 "#endif\n"
2767 "uniform sampler Texture_Attenuation : register(s9),\n"
2768 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2769 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2770 "\n"
2771 "#ifdef USECUBEFILTER\n"
2772 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2773 "#endif\n"
2774 "\n"
2775 "#ifdef USESHADOWMAPRECT\n"
2776 "# ifdef USESHADOWSAMPLER\n"
2777 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
2778 "# else\n"
2779 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
2780 "# endif\n"
2781 "#endif\n"
2782 "\n"
2783 "#ifdef USESHADOWMAP2D\n"
2784 "# ifdef USESHADOWSAMPLER\n"
2785 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2786 "# else\n"
2787 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2788 "# endif\n"
2789 "#endif\n"
2790 "\n"
2791 "#ifdef USESHADOWMAPVSDCT\n"
2792 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2793 "#endif\n"
2794 "\n"
2795 "#ifdef USESHADOWMAPCUBE\n"
2796 "# ifdef USESHADOWSAMPLER\n"
2797 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
2798 "# else\n"
2799 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
2800 "# endif\n"
2801 "#endif\n"
2802 "\n"
2803 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2804 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2805 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2806 "#endif\n"
2807 "\n"
2808 "out float4 gl_FragData0 : COLOR0,\n"
2809 "out float4 gl_FragData1 : COLOR1\n"
2810 ")\n"
2811 "{\n"
2812 "       // calculate viewspace pixel position\n"
2813 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2814 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2815 "       float3 position;\n"
2816 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2817 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2818 "       // decode viewspace pixel normal\n"
2819 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2820 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2821 "       // surfacenormal = pixel normal in viewspace\n"
2822 "       // LightVector = pixel to light in viewspace\n"
2823 "       // CubeVector = position in lightspace\n"
2824 "       // eyevector = pixel to view in viewspace\n"
2825 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2826 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2827 "#ifdef USEDIFFUSE\n"
2828 "       // calculate diffuse shading\n"
2829 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2830 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2831 "#endif\n"
2832 "#ifdef USESPECULAR\n"
2833 "       // calculate directional shading\n"
2834 "       float3 eyevector = position * -1.0;\n"
2835 "#  ifdef USEEXACTSPECULARMATH\n"
2836 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2837 "#  else\n"
2838 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2839 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2840 "#  endif\n"
2841 "#endif\n"
2842 "\n"
2843 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2844 "       fade *= ShadowMapCompare(CubeVector,\n"
2845 "# if defined(USESHADOWMAP2D)\n"
2846 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2847 "# endif\n"
2848 "# if defined(USESHADOWMAPRECT)\n"
2849 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2850 "# endif\n"
2851 "# if defined(USESHADOWMAPCUBE)\n"
2852 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2853 "# endif\n"
2854 "\n"
2855 "#ifdef USESHADOWMAPVSDCT\n"
2856 ", Texture_CubeProjection\n"
2857 "#endif\n"
2858 "       );\n"
2859 "#endif\n"
2860 "\n"
2861 "#ifdef USEDIFFUSE\n"
2862 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2863 "#else\n"
2864 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2865 "#endif\n"
2866 "#ifdef USESPECULAR\n"
2867 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2868 "#else\n"
2869 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2870 "#endif\n"
2871 "\n"
2872 "# ifdef USECUBEFILTER\n"
2873 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2874 "       gl_FragData0.rgb *= cubecolor;\n"
2875 "       gl_FragData1.rgb *= cubecolor;\n"
2876 "# endif\n"
2877 "}\n"
2878 "#endif // FRAGMENT_SHADER\n"
2879 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2880 "\n"
2881 "\n"
2882 "\n"
2883 "\n"
2884 "#ifdef VERTEX_SHADER\n"
2885 "void main\n"
2886 "(\n"
2887 "float4 gl_Vertex : POSITION,\n"
2888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2889 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2890 "float4 gl_Color : COLOR0,\n"
2891 "#endif\n"
2892 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2893 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2894 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2895 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2896 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2897 "\n"
2898 "uniform float3 EyePosition : register(c24),\n"
2899 "uniform float4x4 TexMatrix : register(c0),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2902 "#endif\n"
2903 "#ifdef MODE_LIGHTSOURCE\n"
2904 "uniform float4x4 ModelToLight : register(c20),\n"
2905 "#endif\n"
2906 "#ifdef MODE_LIGHTSOURCE\n"
2907 "uniform float3 LightPosition : register(c27),\n"
2908 "#endif\n"
2909 "#ifdef MODE_LIGHTDIRECTION\n"
2910 "uniform float3 LightDir : register(c26),\n"
2911 "#endif\n"
2912 "uniform float4 FogPlane : register(c25),\n"
2913 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2914 "uniform float3 LightPosition : register(c27),\n"
2915 "#endif\n"
2916 "#ifdef USESHADOWMAPORTHO\n"
2917 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2918 "#endif\n"
2919 "\n"
2920 "out float4 gl_FrontColor : COLOR,\n"
2921 "out float4 TexCoordBoth : TEXCOORD0,\n"
2922 "#ifdef USELIGHTMAP\n"
2923 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2924 "#endif\n"
2925 "#ifdef USEEYEVECTOR\n"
2926 "out float3 EyeVector : TEXCOORD2,\n"
2927 "#endif\n"
2928 "#ifdef USEREFLECTION\n"
2929 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2930 "#endif\n"
2931 "#ifdef USEFOG\n"
2932 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2933 "#endif\n"
2934 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2935 "out float3 LightVector : TEXCOORD1,\n"
2936 "#endif\n"
2937 "#ifdef MODE_LIGHTSOURCE\n"
2938 "out float3 CubeVector : TEXCOORD3,\n"
2939 "#endif\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2944 "#endif\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2947 "#endif\n"
2948 "out float4 gl_Position : POSITION\n"
2949 ")\n"
2950 "{\n"
2951 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2952 "#ifdef HLSL\n"
2953 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2954 "#else\n"
2955 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2956 "#endif\n"
2957 "#endif\n"
2958 "       // copy the surface texcoord\n"
2959 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2960 "#ifdef USEVERTEXTEXTUREBLEND\n"
2961 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2962 "#endif\n"
2963 "#ifdef USELIGHTMAP\n"
2964 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2965 "#endif\n"
2966 "\n"
2967 "#ifdef MODE_LIGHTSOURCE\n"
2968 "       // transform vertex position into light attenuation/cubemap space\n"
2969 "       // (-1 to +1 across the light box)\n"
2970 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2971 "\n"
2972 "# ifdef USEDIFFUSE\n"
2973 "       // transform unnormalized light direction into tangent space\n"
2974 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2975 "       //  normalize it per pixel)\n"
2976 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2977 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2978 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2979 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2980 "# endif\n"
2981 "#endif\n"
2982 "\n"
2983 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2984 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2985 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2986 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2987 "#endif\n"
2988 "\n"
2989 "       // transform unnormalized eye direction into tangent space\n"
2990 "#ifdef USEEYEVECTOR\n"
2991 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2992 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2993 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2994 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2995 "#endif\n"
2996 "\n"
2997 "#ifdef USEFOG\n"
2998 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2999 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
3000 "#endif\n"
3001 "\n"
3002 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3003 "       VectorS = gl_MultiTexCoord1.xyz;\n"
3004 "       VectorT = gl_MultiTexCoord2.xyz;\n"
3005 "       VectorR = gl_MultiTexCoord3.xyz;\n"
3006 "#endif\n"
3007 "\n"
3008 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
3009 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
3010 "\n"
3011 "#ifdef USESHADOWMAPORTHO\n"
3012 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
3013 "#endif\n"
3014 "\n"
3015 "#ifdef USEREFLECTION\n"
3016 "       ModelViewProjectionPosition = gl_Position;\n"
3017 "#endif\n"
3018 "}\n"
3019 "#endif // VERTEX_SHADER\n"
3020 "\n"
3021 "\n"
3022 "\n"
3023 "\n"
3024 "#ifdef FRAGMENT_SHADER\n"
3025 "void main\n"
3026 "(\n"
3027 "#ifdef USEDEFERREDLIGHTMAP\n"
3028 "#ifdef HLSL\n"
3029 "float2 Pixel : VPOS,\n"
3030 "#else\n"
3031 "float2 Pixel : WPOS,\n"
3032 "#endif\n"
3033 "#endif\n"
3034 "float4 gl_FrontColor : COLOR,\n"
3035 "float4 TexCoordBoth : TEXCOORD0,\n"
3036 "#ifdef USELIGHTMAP\n"
3037 "float2 TexCoordLightmap : TEXCOORD1,\n"
3038 "#endif\n"
3039 "#ifdef USEEYEVECTOR\n"
3040 "float3 EyeVector : TEXCOORD2,\n"
3041 "#endif\n"
3042 "#ifdef USEREFLECTION\n"
3043 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
3044 "#endif\n"
3045 "#ifdef USEFOG\n"
3046 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
3047 "#endif\n"
3048 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
3049 "float3 LightVector : TEXCOORD1,\n"
3050 "#endif\n"
3051 "#ifdef MODE_LIGHTSOURCE\n"
3052 "float3 CubeVector : TEXCOORD3,\n"
3053 "#endif\n"
3054 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3055 "float4 ModelViewPosition : TEXCOORD0,\n"
3056 "#endif\n"
3057 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
3058 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
3059 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
3060 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
3061 "#endif\n"
3062 "#ifdef USESHADOWMAPORTHO\n"
3063 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
3064 "#endif\n"
3065 "\n"
3066 "uniform sampler Texture_Normal : register(s0),\n"
3067 "uniform sampler Texture_Color : register(s1),\n"
3068 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3069 "uniform sampler Texture_Gloss : register(s2),\n"
3070 "#endif\n"
3071 "#ifdef USEGLOW\n"
3072 "uniform sampler Texture_Glow : register(s3),\n"
3073 "#endif\n"
3074 "#ifdef USEVERTEXTEXTUREBLEND\n"
3075 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
3076 "uniform sampler Texture_SecondaryColor : register(s5),\n"
3077 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3078 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
3079 "#endif\n"
3080 "#ifdef USEGLOW\n"
3081 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
3082 "#endif\n"
3083 "#endif\n"
3084 "#ifdef USECOLORMAPPING\n"
3085 "uniform sampler Texture_Pants : register(s4),\n"
3086 "uniform sampler Texture_Shirt : register(s7),\n"
3087 "#endif\n"
3088 "#ifdef USEFOG\n"
3089 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
3090 "uniform sampler Texture_FogMask : register(s8),\n"
3091 "#endif\n"
3092 "#ifdef USELIGHTMAP\n"
3093 "uniform sampler Texture_Lightmap : register(s9),\n"
3094 "#endif\n"
3095 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3096 "uniform sampler Texture_Deluxemap : register(s10),\n"
3097 "#endif\n"
3098 "#ifdef USEREFLECTION\n"
3099 "uniform sampler Texture_Reflection : register(s7),\n"
3100 "#endif\n"
3101 "\n"
3102 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3103 "uniform sampler Texture_ScreenDepth : register(s13),\n"
3104 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
3105 "#endif\n"
3106 "#ifdef USEDEFERREDLIGHTMAP\n"
3107 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
3108 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
3109 "#endif\n"
3110 "\n"
3111 "#ifdef USECOLORMAPPING\n"
3112 "uniform half3 Color_Pants : register(c7),\n"
3113 "uniform half3 Color_Shirt : register(c8),\n"
3114 "#endif\n"
3115 "#ifdef USEFOG\n"
3116 "uniform float3 FogColor : register(c16),\n"
3117 "uniform float FogRangeRecip : register(c20),\n"
3118 "uniform float FogPlaneViewDist : register(c19),\n"
3119 "uniform float FogHeightFade : register(c17),\n"
3120 "#endif\n"
3121 "\n"
3122 "#ifdef USEOFFSETMAPPING\n"
3123 "uniform float OffsetMapping_Scale : register(c24),\n"
3124 "#endif\n"
3125 "\n"
3126 "#ifdef USEDEFERREDLIGHTMAP\n"
3127 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3128 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3129 "uniform half3 DeferredMod_Specular : register(c13),\n"
3130 "#endif\n"
3131 "uniform half3 Color_Ambient : register(c3),\n"
3132 "uniform half3 Color_Diffuse : register(c4),\n"
3133 "uniform half3 Color_Specular : register(c5),\n"
3134 "uniform half SpecularPower : register(c36),\n"
3135 "#ifdef USEGLOW\n"
3136 "uniform half3 Color_Glow : register(c6),\n"
3137 "#endif\n"
3138 "uniform half Alpha : register(c0),\n"
3139 "#ifdef USEREFLECTION\n"
3140 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3141 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3142 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3143 "uniform half4 ReflectColor : register(c26),\n"
3144 "#endif\n"
3145 "#ifdef USEREFLECTCUBE\n"
3146 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3147 "uniform sampler Texture_ReflectMask : register(s5),\n"
3148 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3149 "#endif\n"
3150 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "uniform half3 LightColor : register(c21),\n"
3152 "#endif\n"
3153 "#ifdef MODE_LIGHTSOURCE\n"
3154 "uniform half3 LightColor : register(c21),\n"
3155 "#endif\n"
3156 "\n"
3157 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3158 "uniform sampler Texture_Attenuation : register(s9),\n"
3159 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3160 "#endif\n"
3161 "\n"
3162 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3163 "\n"
3164 "#ifdef USESHADOWMAPRECT\n"
3165 "# ifdef USESHADOWSAMPLER\n"
3166 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
3167 "# else\n"
3168 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
3169 "# endif\n"
3170 "#endif\n"
3171 "\n"
3172 "#ifdef USESHADOWMAP2D\n"
3173 "# ifdef USESHADOWSAMPLER\n"
3174 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3175 "# else\n"
3176 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3177 "# endif\n"
3178 "#endif\n"
3179 "\n"
3180 "#ifdef USESHADOWMAPVSDCT\n"
3181 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3182 "#endif\n"
3183 "\n"
3184 "#ifdef USESHADOWMAPCUBE\n"
3185 "# ifdef USESHADOWSAMPLER\n"
3186 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
3187 "# else\n"
3188 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
3189 "# endif\n"
3190 "#endif\n"
3191 "\n"
3192 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3193 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3194 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3195 "#endif\n"
3196 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3197 "\n"
3198 "out float4 gl_FragColor : COLOR\n"
3199 ")\n"
3200 "{\n"
3201 "       float2 TexCoord = TexCoordBoth.xy;\n"
3202 "#ifdef USEVERTEXTEXTUREBLEND\n"
3203 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3204 "#endif\n"
3205 "#ifdef USEOFFSETMAPPING\n"
3206 "       // apply offsetmapping\n"
3207 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3208 "#define TexCoord TexCoordOffset\n"
3209 "#endif\n"
3210 "\n"
3211 "       // combine the diffuse textures (base, pants, shirt)\n"
3212 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3213 "#ifdef USEALPHAKILL\n"
3214 "       if (color.a < 0.5)\n"
3215 "               discard;\n"
3216 "#endif\n"
3217 "       color.a *= Alpha;\n"
3218 "#ifdef USECOLORMAPPING\n"
3219 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3220 "#endif\n"
3221 "#ifdef USEVERTEXTEXTUREBLEND\n"
3222 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3223 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3224 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3225 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3226 "       color.a = 1.0;\n"
3227 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3228 "#endif\n"
3229 "\n"
3230 "       // get the surface normal\n"
3231 "#ifdef USEVERTEXTEXTUREBLEND\n"
3232 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3233 "#else\n"
3234 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3235 "#endif\n"
3236 "\n"
3237 "       // get the material colors\n"
3238 "       half3 diffusetex = color.rgb;\n"
3239 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3240 "# ifdef USEVERTEXTEXTUREBLEND\n"
3241 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3242 "# else\n"
3243 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3244 "# endif\n"
3245 "#endif\n"
3246 "\n"
3247 "#ifdef USEREFLECTCUBE\n"
3248 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3249 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3250 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3251 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3252 "#endif\n"
3253 "\n"
3254 "\n"
3255 "\n"
3256 "\n"
3257 "#ifdef MODE_LIGHTSOURCE\n"
3258 "       // light source\n"
3259 "#ifdef USEDIFFUSE\n"
3260 "       half3 lightnormal = half3(normalize(LightVector));\n"
3261 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3262 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3263 "#ifdef USESPECULAR\n"
3264 "#ifdef USEEXACTSPECULARMATH\n"
3265 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3266 "#else\n"
3267 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3268 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3269 "#endif\n"
3270 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3271 "#endif\n"
3272 "#else\n"
3273 "       color.rgb = diffusetex * Color_Ambient;\n"
3274 "#endif\n"
3275 "       color.rgb *= LightColor;\n"
3276 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3277 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3278 "       color.rgb *= half(ShadowMapCompare(CubeVector,\n"
3279 "# if defined(USESHADOWMAP2D)\n"
3280 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3281 "# endif\n"
3282 "# if defined(USESHADOWMAPRECT)\n"
3283 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3284 "# endif\n"
3285 "# if defined(USESHADOWMAPCUBE)\n"
3286 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3287 "# endif\n"
3288 "\n"
3289 "#ifdef USESHADOWMAPVSDCT\n"
3290 ", Texture_CubeProjection\n"
3291 "#endif\n"
3292 "       ));\n"
3293 "\n"
3294 "#endif\n"
3295 "# ifdef USECUBEFILTER\n"
3296 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3297 "# endif\n"
3298 "\n"
3299 "#ifdef USESHADOWMAP2D\n"
3300 "#ifdef USESHADOWMAPVSDCT\n"
3301 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3302 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
3303 "//     color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3304 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
3305 "#else\n"
3306 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3307 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3308 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
3309 "//     color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3310 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
3311 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3312 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3313 "//     color.r = half(shadowmaptc.z);\n"
3314 "#endif\n"
3315 "//     color.r = 1;\n"
3316 "#endif\n"
3317 "//     color.rgb = half3(1,1,1);\n"
3318 "#endif // MODE_LIGHTSOURCE\n"
3319 "\n"
3320 "\n"
3321 "\n"
3322 "\n"
3323 "#ifdef MODE_LIGHTDIRECTION\n"
3324 "#define SHADING\n"
3325 "#ifdef USEDIFFUSE\n"
3326 "       half3 lightnormal = half3(normalize(LightVector));\n"
3327 "#endif\n"
3328 "#define lightcolor LightColor\n"
3329 "#endif // MODE_LIGHTDIRECTION\n"
3330 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3331 "#define SHADING\n"
3332 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3333 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3334 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3335 "       // convert modelspace light vector to tangentspace\n"
3336 "       half3 lightnormal;\n"
3337 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3338 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3339 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3340 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3341 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3342 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3343 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3344 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3345 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3346 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3347 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3348 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3349 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3350 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3351 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3352 "#define SHADING\n"
3353 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3354 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3355 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3356 "#endif\n"
3357 "\n"
3358 "\n"
3359 "\n"
3360 "\n"
3361 "#ifdef MODE_LIGHTMAP\n"
3362 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3363 "#endif // MODE_LIGHTMAP\n"
3364 "#ifdef MODE_VERTEXCOLOR\n"
3365 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3366 "#endif // MODE_VERTEXCOLOR\n"
3367 "#ifdef MODE_FLATCOLOR\n"
3368 "       color.rgb = diffusetex * Color_Ambient;\n"
3369 "#endif // MODE_FLATCOLOR\n"
3370 "\n"
3371 "\n"
3372 "\n"
3373 "\n"
3374 "#ifdef SHADING\n"
3375 "# ifdef USEDIFFUSE\n"
3376 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3377 "#  ifdef USESPECULAR\n"
3378 "#   ifdef USEEXACTSPECULARMATH\n"
3379 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3380 "#   else\n"
3381 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3382 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3383 "#   endif\n"
3384 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3385 "#  else\n"
3386 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3387 "#  endif\n"
3388 "# else\n"
3389 "       color.rgb = diffusetex * Color_Ambient;\n"
3390 "# endif\n"
3391 "#endif\n"
3392 "\n"
3393 "#ifdef USESHADOWMAPORTHO\n"
3394 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3395 "# if defined(USESHADOWMAP2D)\n"
3396 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3397 "# endif\n"
3398 "# if defined(USESHADOWMAPRECT)\n"
3399 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3400 "# endif\n"
3401 "       );\n"
3402 "#endif\n"
3403 "\n"
3404 "#ifdef USEDEFERREDLIGHTMAP\n"
3405 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3406 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3407 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3408 "#endif\n"
3409 "\n"
3410 "#ifdef USEGLOW\n"
3411 "#ifdef USEVERTEXTEXTUREBLEND\n"
3412 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3413 "#else\n"
3414 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3415 "#endif\n"
3416 "#endif\n"
3417 "\n"
3418 "#ifdef USEFOG\n"
3419 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3420 "#endif\n"
3421 "\n"
3422 "       // 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"
3423 "#ifdef USEREFLECTION\n"
3424 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3425 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3426 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3427 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3428 "       // FIXME temporary hack to detect the case that the reflection\n"
3429 "       // gets blackened at edges due to leaving the area that contains actual\n"
3430 "       // content.\n"
3431 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3432 "       // 'appening.\n"
3433 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3434 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3435 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3436 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3437 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3438 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3439 "#endif\n"
3440 "\n"
3441 "       gl_FragColor = float4(color);\n"
3442 "}\n"
3443 "#endif // FRAGMENT_SHADER\n"
3444 "\n"
3445 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3446 "#endif // !MODE_DEFERREDGEOMETRY\n"
3447 "#endif // !MODE_WATER\n"
3448 "#endif // !MODE_REFRACTION\n"
3449 "#endif // !MODE_BLOOMBLUR\n"
3450 "#endif // !MODE_GENERIC\n"
3451 "#endif // !MODE_POSTPROCESS\n"
3452 "#endif // !MODE_SHOWDEPTH\n"
3453 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3454 ;
3455
3456 char *glslshaderstring = NULL;
3457 char *cgshaderstring = NULL;
3458 char *hlslshaderstring = NULL;
3459
3460 //=======================================================================================================================================================
3461
3462 typedef struct shaderpermutationinfo_s
3463 {
3464         const char *pretext;
3465         const char *name;
3466 }
3467 shaderpermutationinfo_t;
3468
3469 typedef struct shadermodeinfo_s
3470 {
3471         const char *vertexfilename;
3472         const char *geometryfilename;
3473         const char *fragmentfilename;
3474         const char *pretext;
3475         const char *name;
3476 }
3477 shadermodeinfo_t;
3478
3479 typedef enum shaderpermutation_e
3480 {
3481         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3482         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3483         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3484         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3485         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3486         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3487         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3488         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3489         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3490         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3491         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3492         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3493         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3494         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3495         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3496         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3497         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3498         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3499         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3500         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3501         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3502         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3503         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3504         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3505         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3506         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3507         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3508         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3509         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3510         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3511         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3512 }
3513 shaderpermutation_t;
3514
3515 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3516 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3517 {
3518         {"#define USEDIFFUSE\n", " diffuse"},
3519         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3520         {"#define USEVIEWTINT\n", " viewtint"},
3521         {"#define USECOLORMAPPING\n", " colormapping"},
3522         {"#define USESATURATION\n", " saturation"},
3523         {"#define USEFOGINSIDE\n", " foginside"},
3524         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3525         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3526         {"#define USEGAMMARAMPS\n", " gammaramps"},
3527         {"#define USECUBEFILTER\n", " cubefilter"},
3528         {"#define USEGLOW\n", " glow"},
3529         {"#define USEBLOOM\n", " bloom"},
3530         {"#define USESPECULAR\n", " specular"},
3531         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3532         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3533         {"#define USEREFLECTION\n", " reflection"},
3534         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3535         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3536         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3537         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3538         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3539         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3540         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3541         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3542         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3543         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3544         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3545         {"#define USEALPHAKILL\n", " alphakill"},
3546         {"#define USEREFLECTCUBE\n", " reflectcube"},
3547 };
3548
3549 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3550 typedef enum shadermode_e
3551 {
3552         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3553         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3554         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3555         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3556         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3557         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3558         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3559         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3560         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3561         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3562         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3563         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3564         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3565         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3566         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3567         SHADERMODE_COUNT
3568 }
3569 shadermode_t;
3570
3571 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3572 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3573 {
3574         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3575         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3576         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3577         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3578         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3579         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3580         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3581         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3582         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3583         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3584         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3585         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3586         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3587         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3588         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3589 };
3590
3591 #ifdef SUPPORTCG
3592 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3593 {
3594         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3595         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3596         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3597         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3598         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3599         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3600         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3601         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3602         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3603         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3604         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3605         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3606         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3607         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3608         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3609 };
3610 #endif
3611
3612 #ifdef SUPPORTD3D
3613 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3614 {
3615         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3616         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3617         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3618         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3619         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3620         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3621         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3622         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3623         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3624         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3625         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3626         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3627         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3628         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3629         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3630 };
3631 #endif
3632
3633 struct r_glsl_permutation_s;
3634 typedef struct r_glsl_permutation_s
3635 {
3636         /// hash lookup data
3637         struct r_glsl_permutation_s *hashnext;
3638         unsigned int mode;
3639         unsigned int permutation;
3640
3641         /// indicates if we have tried compiling this permutation already
3642         qboolean compiled;
3643         /// 0 if compilation failed
3644         int program;
3645         /// locations of detected uniforms in program object, or -1 if not found
3646         int loc_Texture_First;
3647         int loc_Texture_Second;
3648         int loc_Texture_GammaRamps;
3649         int loc_Texture_Normal;
3650         int loc_Texture_Color;
3651         int loc_Texture_Gloss;
3652         int loc_Texture_Glow;
3653         int loc_Texture_SecondaryNormal;
3654         int loc_Texture_SecondaryColor;
3655         int loc_Texture_SecondaryGloss;
3656         int loc_Texture_SecondaryGlow;
3657         int loc_Texture_Pants;
3658         int loc_Texture_Shirt;
3659         int loc_Texture_FogHeightTexture;
3660         int loc_Texture_FogMask;
3661         int loc_Texture_Lightmap;
3662         int loc_Texture_Deluxemap;
3663         int loc_Texture_Attenuation;
3664         int loc_Texture_Cube;
3665         int loc_Texture_Refraction;
3666         int loc_Texture_Reflection;
3667         int loc_Texture_ShadowMapRect;
3668         int loc_Texture_ShadowMapCube;
3669         int loc_Texture_ShadowMap2D;
3670         int loc_Texture_CubeProjection;
3671         int loc_Texture_ScreenDepth;
3672         int loc_Texture_ScreenNormalMap;
3673         int loc_Texture_ScreenDiffuse;
3674         int loc_Texture_ScreenSpecular;
3675         int loc_Texture_ReflectMask;
3676         int loc_Texture_ReflectCube;
3677         int loc_Alpha;
3678         int loc_BloomBlur_Parameters;
3679         int loc_ClientTime;
3680         int loc_Color_Ambient;
3681         int loc_Color_Diffuse;
3682         int loc_Color_Specular;
3683         int loc_Color_Glow;
3684         int loc_Color_Pants;
3685         int loc_Color_Shirt;
3686         int loc_DeferredColor_Ambient;
3687         int loc_DeferredColor_Diffuse;
3688         int loc_DeferredColor_Specular;
3689         int loc_DeferredMod_Diffuse;
3690         int loc_DeferredMod_Specular;
3691         int loc_DistortScaleRefractReflect;
3692         int loc_EyePosition;
3693         int loc_FogColor;
3694         int loc_FogHeightFade;
3695         int loc_FogPlane;
3696         int loc_FogPlaneViewDist;
3697         int loc_FogRangeRecip;
3698         int loc_LightColor;
3699         int loc_LightDir;
3700         int loc_LightPosition;
3701         int loc_OffsetMapping_Scale;
3702         int loc_PixelSize;
3703         int loc_ReflectColor;
3704         int loc_ReflectFactor;
3705         int loc_ReflectOffset;
3706         int loc_RefractColor;
3707         int loc_Saturation;
3708         int loc_ScreenCenterRefractReflect;
3709         int loc_ScreenScaleRefractReflect;
3710         int loc_ScreenToDepth;
3711         int loc_ShadowMap_Parameters;
3712         int loc_ShadowMap_TextureScale;
3713         int loc_SpecularPower;
3714         int loc_UserVec1;
3715         int loc_UserVec2;
3716         int loc_UserVec3;
3717         int loc_UserVec4;
3718         int loc_ViewTintColor;
3719         int loc_ViewToLight;
3720         int loc_ModelToLight;
3721         int loc_TexMatrix;
3722         int loc_BackgroundTexMatrix;
3723         int loc_ModelViewProjectionMatrix;
3724         int loc_ModelViewMatrix;
3725         int loc_PixelToScreenTexCoord;
3726         int loc_ModelToReflectCube;
3727         int loc_ShadowMapMatrix;
3728         int loc_BloomColorSubtract;
3729 }
3730 r_glsl_permutation_t;
3731
3732 #define SHADERPERMUTATION_HASHSIZE 256
3733
3734 /// information about each possible shader permutation
3735 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3736 /// currently selected permutation
3737 r_glsl_permutation_t *r_glsl_permutation;
3738 /// storage for permutations linked in the hash table
3739 memexpandablearray_t r_glsl_permutationarray;
3740
3741 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3742 {
3743         //unsigned int hashdepth = 0;
3744         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3745         r_glsl_permutation_t *p;
3746         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3747         {
3748                 if (p->mode == mode && p->permutation == permutation)
3749                 {
3750                         //if (hashdepth > 10)
3751                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3752                         return p;
3753                 }
3754                 //hashdepth++;
3755         }
3756         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3757         p->mode = mode;
3758         p->permutation = permutation;
3759         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3760         r_glsl_permutationhash[mode][hashindex] = p;
3761         //if (hashdepth > 10)
3762         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3763         return p;
3764 }
3765
3766 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3767 {
3768         char *shaderstring;
3769         if (!filename || !filename[0])
3770                 return NULL;
3771         if (!strcmp(filename, "glsl/default.glsl"))
3772         {
3773                 if (!glslshaderstring)
3774                 {
3775                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3776                         if (glslshaderstring)
3777                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3778                         else
3779                                 glslshaderstring = (char *)builtinshaderstring;
3780                 }
3781                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3782                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3783                 return shaderstring;
3784         }
3785         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3786         if (shaderstring)
3787         {
3788                 if (printfromdisknotice)
3789                         Con_DPrintf("from disk %s... ", filename);
3790                 return shaderstring;
3791         }
3792         return shaderstring;
3793 }
3794
3795 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3796 {
3797         int i;
3798         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3799         int vertstrings_count = 0;
3800         int geomstrings_count = 0;
3801         int fragstrings_count = 0;
3802         char *vertexstring, *geometrystring, *fragmentstring;
3803         const char *vertstrings_list[32+3];
3804         const char *geomstrings_list[32+3];
3805         const char *fragstrings_list[32+3];
3806         char permutationname[256];
3807
3808         if (p->compiled)
3809                 return;
3810         p->compiled = true;
3811         p->program = 0;
3812
3813         permutationname[0] = 0;
3814         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3815         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3816         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3817
3818         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3819
3820         // the first pretext is which type of shader to compile as
3821         // (later these will all be bound together as a program object)
3822         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3825
3826         // the second pretext is the mode (for example a light source)
3827         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3831
3832         // now add all the permutation pretexts
3833         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3834         {
3835                 if (permutation & (1<<i))
3836                 {
3837                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3841                 }
3842                 else
3843                 {
3844                         // keep line numbers correct
3845                         vertstrings_list[vertstrings_count++] = "\n";
3846                         geomstrings_list[geomstrings_count++] = "\n";
3847                         fragstrings_list[fragstrings_count++] = "\n";
3848                 }
3849         }
3850
3851         // now append the shader text itself
3852         vertstrings_list[vertstrings_count++] = vertexstring;
3853         geomstrings_list[geomstrings_count++] = geometrystring;
3854         fragstrings_list[fragstrings_count++] = fragmentstring;
3855
3856         // if any sources were NULL, clear the respective list
3857         if (!vertexstring)
3858                 vertstrings_count = 0;
3859         if (!geometrystring)
3860                 geomstrings_count = 0;
3861         if (!fragmentstring)
3862                 fragstrings_count = 0;
3863
3864         // compile the shader program
3865         if (vertstrings_count + geomstrings_count + fragstrings_count)
3866                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3867         if (p->program)
3868         {
3869                 CHECKGLERROR
3870                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3871                 // look up all the uniform variable names we care about, so we don't
3872                 // have to look them up every time we set them
3873
3874                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3875                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3876                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3877                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3878                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3879                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3880                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3881                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3882                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3883                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3884                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3885                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3886                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3887                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3888                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3889                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3890                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3891                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3892                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3893                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3894                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3895                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3896                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3897                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3898                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3899                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3900                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3901                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3902                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3903                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3904                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3905                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3906                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3907                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3908                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3909                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3910                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3911                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3912                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3913                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3914                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3915                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3916                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3917                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3918                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3919                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3920                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3921                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3922                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3923                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3924                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3925                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3926                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3927                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3928                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3929                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3930                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3931                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3932                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3933                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3934                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3935                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3936                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3937                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3938                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3939                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3940                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3941                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3942                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3943                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3944                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3945                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3946                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3947                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3948                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3949                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3950                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3951                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3952                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3953                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3954                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3955                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3956                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3957                 // initialize the samplers to refer to the texture units we use
3958                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3959                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3960                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3961                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3962                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3963                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3964                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3965                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3966                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3967                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3968                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3969                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3970                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3971                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3972                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3973                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3974                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3975                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3976                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3977                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3978                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3979                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3980                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3981                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3982                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3983                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3984                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3985                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3986                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3987                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3988                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3989                 CHECKGLERROR
3990                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3991         }
3992         else
3993                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3994
3995         // free the strings
3996         if (vertexstring)
3997                 Mem_Free(vertexstring);
3998         if (geometrystring)
3999                 Mem_Free(geometrystring);
4000         if (fragmentstring)
4001                 Mem_Free(fragmentstring);
4002 }
4003
4004 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
4005 {
4006         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
4007         if (r_glsl_permutation != perm)
4008         {
4009                 r_glsl_permutation = perm;
4010                 if (!r_glsl_permutation->program)
4011                 {
4012                         if (!r_glsl_permutation->compiled)
4013                                 R_GLSL_CompilePermutation(perm, mode, permutation);
4014                         if (!r_glsl_permutation->program)
4015                         {
4016                                 // remove features until we find a valid permutation
4017                                 int i;
4018                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4019                                 {
4020                                         // reduce i more quickly whenever it would not remove any bits
4021                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4022                                         if (!(permutation & j))
4023                                                 continue;
4024                                         permutation -= j;
4025                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4026                                         if (!r_glsl_permutation->compiled)
4027                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
4028                                         if (r_glsl_permutation->program)
4029                                                 break;
4030                                 }
4031                                 if (i >= SHADERPERMUTATION_COUNT)
4032                                 {
4033                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4034                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4035                                         qglUseProgramObjectARB(0);CHECKGLERROR
4036                                         return; // no bit left to clear, entire mode is broken
4037                                 }
4038                         }
4039                 }
4040                 CHECKGLERROR
4041                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
4042         }
4043         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4044         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4045         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4046 }
4047
4048 #ifdef SUPPORTCG
4049 #include <Cg/cgGL.h>
4050 struct r_cg_permutation_s;
4051 typedef struct r_cg_permutation_s
4052 {
4053         /// hash lookup data
4054         struct r_cg_permutation_s *hashnext;
4055         unsigned int mode;
4056         unsigned int permutation;
4057
4058         /// indicates if we have tried compiling this permutation already
4059         qboolean compiled;
4060         /// 0 if compilation failed
4061         CGprogram vprogram;
4062         CGprogram fprogram;
4063         /// locations of detected parameters in programs, or NULL if not found
4064         CGparameter vp_EyePosition;
4065         CGparameter vp_FogPlane;
4066         CGparameter vp_LightDir;
4067         CGparameter vp_LightPosition;
4068         CGparameter vp_ModelToLight;
4069         CGparameter vp_TexMatrix;
4070         CGparameter vp_BackgroundTexMatrix;
4071         CGparameter vp_ModelViewProjectionMatrix;
4072         CGparameter vp_ModelViewMatrix;
4073         CGparameter vp_ShadowMapMatrix;
4074
4075         CGparameter fp_Texture_First;
4076         CGparameter fp_Texture_Second;
4077         CGparameter fp_Texture_GammaRamps;
4078         CGparameter fp_Texture_Normal;
4079         CGparameter fp_Texture_Color;
4080         CGparameter fp_Texture_Gloss;
4081         CGparameter fp_Texture_Glow;
4082         CGparameter fp_Texture_SecondaryNormal;
4083         CGparameter fp_Texture_SecondaryColor;
4084         CGparameter fp_Texture_SecondaryGloss;
4085         CGparameter fp_Texture_SecondaryGlow;
4086         CGparameter fp_Texture_Pants;
4087         CGparameter fp_Texture_Shirt;
4088         CGparameter fp_Texture_FogHeightTexture;
4089         CGparameter fp_Texture_FogMask;
4090         CGparameter fp_Texture_Lightmap;
4091         CGparameter fp_Texture_Deluxemap;
4092         CGparameter fp_Texture_Attenuation;
4093         CGparameter fp_Texture_Cube;
4094         CGparameter fp_Texture_Refraction;
4095         CGparameter fp_Texture_Reflection;
4096         CGparameter fp_Texture_ShadowMapRect;
4097         CGparameter fp_Texture_ShadowMapCube;
4098         CGparameter fp_Texture_ShadowMap2D;
4099         CGparameter fp_Texture_CubeProjection;
4100         CGparameter fp_Texture_ScreenDepth;
4101         CGparameter fp_Texture_ScreenNormalMap;
4102         CGparameter fp_Texture_ScreenDiffuse;
4103         CGparameter fp_Texture_ScreenSpecular;
4104         CGparameter fp_Texture_ReflectMask;
4105         CGparameter fp_Texture_ReflectCube;
4106         CGparameter fp_Alpha;
4107         CGparameter fp_BloomBlur_Parameters;
4108         CGparameter fp_ClientTime;
4109         CGparameter fp_Color_Ambient;
4110         CGparameter fp_Color_Diffuse;
4111         CGparameter fp_Color_Specular;
4112         CGparameter fp_Color_Glow;
4113         CGparameter fp_Color_Pants;
4114         CGparameter fp_Color_Shirt;
4115         CGparameter fp_DeferredColor_Ambient;
4116         CGparameter fp_DeferredColor_Diffuse;
4117         CGparameter fp_DeferredColor_Specular;
4118         CGparameter fp_DeferredMod_Diffuse;
4119         CGparameter fp_DeferredMod_Specular;
4120         CGparameter fp_DistortScaleRefractReflect;
4121         CGparameter fp_EyePosition;
4122         CGparameter fp_FogColor;
4123         CGparameter fp_FogHeightFade;
4124         CGparameter fp_FogPlane;
4125         CGparameter fp_FogPlaneViewDist;
4126         CGparameter fp_FogRangeRecip;
4127         CGparameter fp_LightColor;
4128         CGparameter fp_LightDir;
4129         CGparameter fp_LightPosition;
4130         CGparameter fp_OffsetMapping_Scale;
4131         CGparameter fp_PixelSize;
4132         CGparameter fp_ReflectColor;
4133         CGparameter fp_ReflectFactor;
4134         CGparameter fp_ReflectOffset;
4135         CGparameter fp_RefractColor;
4136         CGparameter fp_Saturation;
4137         CGparameter fp_ScreenCenterRefractReflect;
4138         CGparameter fp_ScreenScaleRefractReflect;
4139         CGparameter fp_ScreenToDepth;
4140         CGparameter fp_ShadowMap_Parameters;
4141         CGparameter fp_ShadowMap_TextureScale;
4142         CGparameter fp_SpecularPower;
4143         CGparameter fp_UserVec1;
4144         CGparameter fp_UserVec2;
4145         CGparameter fp_UserVec3;
4146         CGparameter fp_UserVec4;
4147         CGparameter fp_ViewTintColor;
4148         CGparameter fp_ViewToLight;
4149         CGparameter fp_PixelToScreenTexCoord;
4150         CGparameter fp_ModelToReflectCube;
4151         CGparameter fp_BloomColorSubtract;
4152 }
4153 r_cg_permutation_t;
4154
4155 /// information about each possible shader permutation
4156 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4157 /// currently selected permutation
4158 r_cg_permutation_t *r_cg_permutation;
4159 /// storage for permutations linked in the hash table
4160 memexpandablearray_t r_cg_permutationarray;
4161
4162 #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));}}
4163
4164 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4165 {
4166         //unsigned int hashdepth = 0;
4167         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4168         r_cg_permutation_t *p;
4169         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4170         {
4171                 if (p->mode == mode && p->permutation == permutation)
4172                 {
4173                         //if (hashdepth > 10)
4174                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4175                         return p;
4176                 }
4177                 //hashdepth++;
4178         }
4179         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4180         p->mode = mode;
4181         p->permutation = permutation;
4182         p->hashnext = r_cg_permutationhash[mode][hashindex];
4183         r_cg_permutationhash[mode][hashindex] = p;
4184         //if (hashdepth > 10)
4185         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4186         return p;
4187 }
4188
4189 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4190 {
4191         char *shaderstring;
4192         if (!filename || !filename[0])
4193                 return NULL;
4194         if (!strcmp(filename, "cg/default.cg"))
4195         {
4196                 if (!cgshaderstring)
4197                 {
4198                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4199                         if (cgshaderstring)
4200                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4201                         else
4202                                 cgshaderstring = (char *)builtincgshaderstring;
4203                 }
4204                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4205                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4206                 return shaderstring;
4207         }
4208         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4209         if (shaderstring)
4210         {
4211                 if (printfromdisknotice)
4212                         Con_DPrintf("from disk %s... ", filename);
4213                 return shaderstring;
4214         }
4215         return shaderstring;
4216 }
4217
4218 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4219 {
4220         // TODO: load or create .fp and .vp shader files
4221 }
4222
4223 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4224 {
4225         int i;
4226         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4227         int vertstrings_count = 0, vertstring_length = 0;
4228         int geomstrings_count = 0, geomstring_length = 0;
4229         int fragstrings_count = 0, fragstring_length = 0;
4230         char *t;
4231         char *vertexstring, *geometrystring, *fragmentstring;
4232         char *vertstring, *geomstring, *fragstring;
4233         const char *vertstrings_list[32+3];
4234         const char *geomstrings_list[32+3];
4235         const char *fragstrings_list[32+3];
4236         char permutationname[256];
4237         char cachename[256];
4238         CGprofile vertexProfile;
4239         CGprofile fragmentProfile;
4240
4241         if (p->compiled)
4242                 return;
4243         p->compiled = true;
4244         p->vprogram = NULL;
4245         p->fprogram = NULL;
4246
4247         permutationname[0] = 0;
4248         cachename[0] = 0;
4249         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4250         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4251         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4252
4253         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4254         strlcat(cachename, "cg/", sizeof(cachename));
4255
4256         // the first pretext is which type of shader to compile as
4257         // (later these will all be bound together as a program object)
4258         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4259         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4260         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4261
4262         // the second pretext is the mode (for example a light source)
4263         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4264         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4265         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4266         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4267         strlcat(cachename, modeinfo->name, sizeof(cachename));
4268
4269         // now add all the permutation pretexts
4270         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4271         {
4272                 if (permutation & (1<<i))
4273                 {
4274                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4275                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4276                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4277                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4278                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4279                 }
4280                 else
4281                 {
4282                         // keep line numbers correct
4283                         vertstrings_list[vertstrings_count++] = "\n";
4284                         geomstrings_list[geomstrings_count++] = "\n";
4285                         fragstrings_list[fragstrings_count++] = "\n";
4286                 }
4287         }
4288
4289         // replace spaces in the cachename with _ characters
4290         for (i = 0;cachename[i];i++)
4291                 if (cachename[i] == ' ')
4292                         cachename[i] = '_';
4293
4294         // now append the shader text itself
4295         vertstrings_list[vertstrings_count++] = vertexstring;
4296         geomstrings_list[geomstrings_count++] = geometrystring;
4297         fragstrings_list[fragstrings_count++] = fragmentstring;
4298
4299         // if any sources were NULL, clear the respective list
4300         if (!vertexstring)
4301                 vertstrings_count = 0;
4302         if (!geometrystring)
4303                 geomstrings_count = 0;
4304         if (!fragmentstring)
4305                 fragstrings_count = 0;
4306
4307         vertstring_length = 0;
4308         for (i = 0;i < vertstrings_count;i++)
4309                 vertstring_length += strlen(vertstrings_list[i]);
4310         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4311         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4312                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4313
4314         geomstring_length = 0;
4315         for (i = 0;i < geomstrings_count;i++)
4316                 geomstring_length += strlen(geomstrings_list[i]);
4317         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4318         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4319                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4320
4321         fragstring_length = 0;
4322         for (i = 0;i < fragstrings_count;i++)
4323                 fragstring_length += strlen(fragstrings_list[i]);
4324         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4325         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4326                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4327
4328         CHECKGLERROR
4329         CHECKCGERROR
4330         //vertexProfile = CG_PROFILE_ARBVP1;
4331         //fragmentProfile = CG_PROFILE_ARBFP1;
4332         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4333         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4334         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4335         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4336         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4337         CHECKGLERROR
4338
4339         // try to load the cached shader, or generate one
4340         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4341
4342         // if caching failed, do a dynamic compile for now
4343         CHECKCGERROR
4344         if (vertstring[0] && !p->vprogram)
4345                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4346         CHECKCGERROR
4347         if (fragstring[0] && !p->fprogram)
4348                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4349         CHECKCGERROR
4350
4351         // look up all the uniform variable names we care about, so we don't
4352         // have to look them up every time we set them
4353         if (p->vprogram)
4354         {
4355                 CHECKCGERROR
4356                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4357                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4358                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4359                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4360                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4361                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4362                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4363                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4364                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4365                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4366                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4367                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4368                 CHECKCGERROR
4369         }
4370         if (p->fprogram)
4371         {
4372                 CHECKCGERROR
4373                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4374                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4375                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4376                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4377                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4378                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4379                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4380                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4381                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4382                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4383                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4384                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4385                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4386                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4387                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4388                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4389                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4390                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4391                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4392                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4393                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4394                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4395                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4396                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4397                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4398                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4399                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4400                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4401                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4402                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4403                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4404                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4405                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4406                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4407                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4408                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4409                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4410                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4411                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4412                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4413                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4414                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4415                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4416                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4417                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4418                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4419                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4420                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4421                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4422                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4423                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4424                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4425                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4426                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4427                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4428                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4429                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4430                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4431                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4432                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4433                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4434                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4435                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4436                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4437                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4438                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4439                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4440                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4441                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4442                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4443                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4444                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4445                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4446                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4447                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4448                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4449                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4450                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4451                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4452                 CHECKCGERROR
4453         }
4454
4455         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4456                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4457         else
4458                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4459
4460         // free the strings
4461         if (vertstring)
4462                 Mem_Free(vertstring);
4463         if (geomstring)
4464                 Mem_Free(geomstring);
4465         if (fragstring)
4466                 Mem_Free(fragstring);
4467         if (vertexstring)
4468                 Mem_Free(vertexstring);
4469         if (geometrystring)
4470                 Mem_Free(geometrystring);
4471         if (fragmentstring)
4472                 Mem_Free(fragmentstring);
4473 }
4474
4475 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4476 {
4477         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4478         CHECKGLERROR
4479         CHECKCGERROR
4480         if (r_cg_permutation != perm)
4481         {
4482                 r_cg_permutation = perm;
4483                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4484                 {
4485                         if (!r_cg_permutation->compiled)
4486                                 R_CG_CompilePermutation(perm, mode, permutation);
4487                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4488                         {
4489                                 // remove features until we find a valid permutation
4490                                 int i;
4491                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4492                                 {
4493                                         // reduce i more quickly whenever it would not remove any bits
4494                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4495                                         if (!(permutation & j))
4496                                                 continue;
4497                                         permutation -= j;
4498                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4499                                         if (!r_cg_permutation->compiled)
4500                                                 R_CG_CompilePermutation(perm, mode, permutation);
4501                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4502                                                 break;
4503                                 }
4504                                 if (i >= SHADERPERMUTATION_COUNT)
4505                                 {
4506                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4507                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4508                                         return; // no bit left to clear, entire mode is broken
4509                                 }
4510                         }
4511                 }
4512                 CHECKGLERROR
4513                 CHECKCGERROR
4514                 if (r_cg_permutation->vprogram)
4515                 {
4516                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4517                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4518                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4519                 }
4520                 else
4521                 {
4522                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4523                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4524                 }
4525                 if (r_cg_permutation->fprogram)
4526                 {
4527                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4528                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4529                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4530                 }
4531                 else
4532                 {
4533                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4534                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4535                 }
4536         }
4537         CHECKCGERROR
4538         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4539         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4540         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4541 }
4542
4543 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4544 {
4545         cgGLSetTextureParameter(param, R_GetTexture(tex));
4546         cgGLEnableTextureParameter(param);
4547 }
4548 #endif
4549
4550 #ifdef SUPPORTD3D
4551
4552 #ifdef SUPPORTD3D
4553 #include <d3d9.h>
4554 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4555 extern D3DCAPS9 vid_d3d9caps;
4556 #endif
4557
4558 struct r_hlsl_permutation_s;
4559 typedef struct r_hlsl_permutation_s
4560 {
4561         /// hash lookup data
4562         struct r_hlsl_permutation_s *hashnext;
4563         unsigned int mode;
4564         unsigned int permutation;
4565
4566         /// indicates if we have tried compiling this permutation already
4567         qboolean compiled;
4568         /// NULL if compilation failed
4569         IDirect3DVertexShader9 *vertexshader;
4570         IDirect3DPixelShader9 *pixelshader;
4571 }
4572 r_hlsl_permutation_t;
4573
4574 typedef enum D3DVSREGISTER_e
4575 {
4576         D3DVSREGISTER_TexMatrix = 0, // float4x4
4577         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4578         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4579         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4580         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4581         D3DVSREGISTER_ModelToLight = 20, // float4x4
4582         D3DVSREGISTER_EyePosition = 24,
4583         D3DVSREGISTER_FogPlane = 25,
4584         D3DVSREGISTER_LightDir = 26,
4585         D3DVSREGISTER_LightPosition = 27,
4586 }
4587 D3DVSREGISTER_t;
4588
4589 typedef enum D3DPSREGISTER_e
4590 {
4591         D3DPSREGISTER_Alpha = 0,
4592         D3DPSREGISTER_BloomBlur_Parameters = 1,
4593         D3DPSREGISTER_ClientTime = 2,
4594         D3DPSREGISTER_Color_Ambient = 3,
4595         D3DPSREGISTER_Color_Diffuse = 4,
4596         D3DPSREGISTER_Color_Specular = 5,
4597         D3DPSREGISTER_Color_Glow = 6,
4598         D3DPSREGISTER_Color_Pants = 7,
4599         D3DPSREGISTER_Color_Shirt = 8,
4600         D3DPSREGISTER_DeferredColor_Ambient = 9,
4601         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4602         D3DPSREGISTER_DeferredColor_Specular = 11,
4603         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4604         D3DPSREGISTER_DeferredMod_Specular = 13,
4605         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4606         D3DPSREGISTER_EyePosition = 15, // unused
4607         D3DPSREGISTER_FogColor = 16,
4608         D3DPSREGISTER_FogHeightFade = 17,
4609         D3DPSREGISTER_FogPlane = 18,
4610         D3DPSREGISTER_FogPlaneViewDist = 19,
4611         D3DPSREGISTER_FogRangeRecip = 20,
4612         D3DPSREGISTER_LightColor = 21,
4613         D3DPSREGISTER_LightDir = 22, // unused
4614         D3DPSREGISTER_LightPosition = 23,
4615         D3DPSREGISTER_OffsetMapping_Scale = 24,
4616         D3DPSREGISTER_PixelSize = 25,
4617         D3DPSREGISTER_ReflectColor = 26,
4618         D3DPSREGISTER_ReflectFactor = 27,
4619         D3DPSREGISTER_ReflectOffset = 28,
4620         D3DPSREGISTER_RefractColor = 29,
4621         D3DPSREGISTER_Saturation = 30,
4622         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4623         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4624         D3DPSREGISTER_ScreenToDepth = 33,
4625         D3DPSREGISTER_ShadowMap_Parameters = 34,
4626         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4627         D3DPSREGISTER_SpecularPower = 36,
4628         D3DPSREGISTER_UserVec1 = 37,
4629         D3DPSREGISTER_UserVec2 = 38,
4630         D3DPSREGISTER_UserVec3 = 39,
4631         D3DPSREGISTER_UserVec4 = 40,
4632         D3DPSREGISTER_ViewTintColor = 41,
4633         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4634         D3DPSREGISTER_BloomColorSubtract = 43,
4635         D3DPSREGISTER_ViewToLight = 44, // float4x4
4636         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4637         // next at 52
4638 }
4639 D3DPSREGISTER_t;
4640
4641 /// information about each possible shader permutation
4642 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4643 /// currently selected permutation
4644 r_hlsl_permutation_t *r_hlsl_permutation;
4645 /// storage for permutations linked in the hash table
4646 memexpandablearray_t r_hlsl_permutationarray;
4647
4648 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4649 {
4650         //unsigned int hashdepth = 0;
4651         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4652         r_hlsl_permutation_t *p;
4653         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4654         {
4655                 if (p->mode == mode && p->permutation == permutation)
4656                 {
4657                         //if (hashdepth > 10)
4658                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4659                         return p;
4660                 }
4661                 //hashdepth++;
4662         }
4663         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4664         p->mode = mode;
4665         p->permutation = permutation;
4666         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4667         r_hlsl_permutationhash[mode][hashindex] = p;
4668         //if (hashdepth > 10)
4669         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4670         return p;
4671 }
4672
4673 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4674 {
4675         char *shaderstring;
4676         if (!filename || !filename[0])
4677                 return NULL;
4678         if (!strcmp(filename, "hlsl/default.hlsl"))
4679         {
4680                 if (!hlslshaderstring)
4681                 {
4682                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4683                         if (hlslshaderstring)
4684                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4685                         else
4686                                 hlslshaderstring = (char *)builtincgshaderstring;
4687                 }
4688                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4689                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4690                 return shaderstring;
4691         }
4692         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4693         if (shaderstring)
4694         {
4695                 if (printfromdisknotice)
4696                         Con_DPrintf("from disk %s... ", filename);
4697                 return shaderstring;
4698         }
4699         return shaderstring;
4700 }
4701
4702 #include <d3dx9.h>
4703 #include <d3dx9mesh.h>
4704 #pragma comment(lib, "d3dx9.lib")
4705
4706 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4707 {
4708         DWORD *vsbin = NULL;
4709         DWORD *psbin = NULL;
4710         fs_offset_t vsbinsize;
4711         fs_offset_t psbinsize;
4712 //      IDirect3DVertexShader9 *vs = NULL;
4713 //      IDirect3DPixelShader9 *ps = NULL;
4714         ID3DXBuffer *vslog = NULL;
4715         ID3DXBuffer *vsbuffer = NULL;
4716         ID3DXConstantTable *vsconstanttable = NULL;
4717         ID3DXBuffer *pslog = NULL;
4718         ID3DXBuffer *psbuffer = NULL;
4719         ID3DXConstantTable *psconstanttable = NULL;
4720         int vsresult = 0;
4721         int psresult = 0;
4722         char temp[MAX_INPUTLINE];
4723         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4724         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4725         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4726         vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4727         psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4728         if ((!vsbin && vertstring) || (!psbin && fragstring))
4729         {
4730                 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4731                 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4732                 if (vertstring && vertstring[0])
4733                 {
4734                         vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
4735                         if (vsbuffer)
4736                         {
4737                                 vsbinsize = vsbuffer->GetBufferSize();
4738                                 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4739                                 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4740                                 vsbuffer->Release();
4741                         }
4742                         if (vslog)
4743                         {
4744                                 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4745                                 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4746                                 vslog->Release();
4747                         }
4748                 }
4749                 if (fragstring && fragstring[0])
4750                 {
4751                         psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
4752                         if (psbuffer)
4753                         {
4754                                 psbinsize = psbuffer->GetBufferSize();
4755                                 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4756                                 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4757                                 psbuffer->Release();
4758                         }
4759                         if (pslog)
4760                         {
4761                                 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4762                                 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4763                                 pslog->Release();
4764                         }
4765                 }
4766         }
4767         if (vsbin)
4768         {
4769                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4770                 if (FAILED(vsresult))
4771                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4772         }
4773         if (psbin)
4774         {
4775                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4776                 if (FAILED(psresult))
4777                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4778         }
4779         // free the shader data
4780         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4781         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4782 }
4783
4784 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4785 {
4786         int i;
4787         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4788         int vertstrings_count = 0, vertstring_length = 0;
4789         int geomstrings_count = 0, geomstring_length = 0;
4790         int fragstrings_count = 0, fragstring_length = 0;
4791         char *t;
4792         char *vertexstring, *geometrystring, *fragmentstring;
4793         char *vertstring, *geomstring, *fragstring;
4794         const char *vertstrings_list[32+3];
4795         const char *geomstrings_list[32+3];
4796         const char *fragstrings_list[32+3];
4797         char permutationname[256];
4798         char cachename[256];
4799
4800         if (p->compiled)
4801                 return;
4802         p->compiled = true;
4803         p->vertexshader = NULL;
4804         p->pixelshader = NULL;
4805
4806         permutationname[0] = 0;
4807         cachename[0] = 0;
4808         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4809         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4810         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4811
4812         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4813         strlcat(cachename, "hlsl/", sizeof(cachename));
4814
4815         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4816         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4817         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4818         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4819
4820         // the first pretext is which type of shader to compile as
4821         // (later these will all be bound together as a program object)
4822         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4823         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4824         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4825
4826         // the second pretext is the mode (for example a light source)
4827         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4828         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4829         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4830         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4831         strlcat(cachename, modeinfo->name, sizeof(cachename));
4832
4833         // now add all the permutation pretexts
4834         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4835         {
4836                 if (permutation & (1<<i))
4837                 {
4838                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4839                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4840                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4841                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4842                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4843                 }
4844                 else
4845                 {
4846                         // keep line numbers correct
4847                         vertstrings_list[vertstrings_count++] = "\n";
4848                         geomstrings_list[geomstrings_count++] = "\n";
4849                         fragstrings_list[fragstrings_count++] = "\n";
4850                 }
4851         }
4852
4853         // replace spaces in the cachename with _ characters
4854         for (i = 0;cachename[i];i++)
4855                 if (cachename[i] == ' ')
4856                         cachename[i] = '_';
4857
4858         // now append the shader text itself
4859         vertstrings_list[vertstrings_count++] = vertexstring;
4860         geomstrings_list[geomstrings_count++] = geometrystring;
4861         fragstrings_list[fragstrings_count++] = fragmentstring;
4862
4863         // if any sources were NULL, clear the respective list
4864         if (!vertexstring)
4865                 vertstrings_count = 0;
4866         if (!geometrystring)
4867                 geomstrings_count = 0;
4868         if (!fragmentstring)
4869                 fragstrings_count = 0;
4870
4871         vertstring_length = 0;
4872         for (i = 0;i < vertstrings_count;i++)
4873                 vertstring_length += strlen(vertstrings_list[i]);
4874         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4875         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4876                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4877
4878         geomstring_length = 0;
4879         for (i = 0;i < geomstrings_count;i++)
4880                 geomstring_length += strlen(geomstrings_list[i]);
4881         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4882         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4883                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4884
4885         fragstring_length = 0;
4886         for (i = 0;i < fragstrings_count;i++)
4887                 fragstring_length += strlen(fragstrings_list[i]);
4888         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4889         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4890                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4891
4892         // try to load the cached shader, or generate one
4893         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4894
4895         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4896                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4897         else
4898                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4899
4900         // free the strings
4901         if (vertstring)
4902                 Mem_Free(vertstring);
4903         if (geomstring)
4904                 Mem_Free(geomstring);
4905         if (fragstring)
4906                 Mem_Free(fragstring);
4907         if (vertexstring)
4908                 Mem_Free(vertexstring);
4909         if (geometrystring)
4910                 Mem_Free(geometrystring);
4911         if (fragmentstring)
4912                 Mem_Free(fragmentstring);
4913 }
4914
4915 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4916 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4917 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);}
4918 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);}
4919 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);}
4920 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);}
4921
4922 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4923 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4924 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);}
4925 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);}
4926 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);}
4927 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);}
4928
4929 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4930 {
4931         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4932         if (r_hlsl_permutation != perm)
4933         {
4934                 r_hlsl_permutation = perm;
4935                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4936                 {
4937                         if (!r_hlsl_permutation->compiled)
4938                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4939                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4940                         {
4941                                 // remove features until we find a valid permutation
4942                                 int i;
4943                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4944                                 {
4945                                         // reduce i more quickly whenever it would not remove any bits
4946                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4947                                         if (!(permutation & j))
4948                                                 continue;
4949                                         permutation -= j;
4950                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4951                                         if (!r_hlsl_permutation->compiled)
4952                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4953                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4954                                                 break;
4955                                 }
4956                                 if (i >= SHADERPERMUTATION_COUNT)
4957                                 {
4958                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4959                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4960                                         return; // no bit left to clear, entire mode is broken
4961                                 }
4962                         }
4963                 }
4964                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4965                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4966         }
4967         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4968         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4969         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4970 }
4971 #endif
4972
4973 void R_GLSL_Restart_f(void)
4974 {
4975         unsigned int i, limit;
4976         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4977                 Mem_Free(glslshaderstring);
4978         glslshaderstring = NULL;
4979         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4980                 Mem_Free(cgshaderstring);
4981         cgshaderstring = NULL;
4982         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4983                 Mem_Free(hlslshaderstring);
4984         hlslshaderstring = NULL;
4985         switch(vid.renderpath)
4986         {
4987         case RENDERPATH_D3D9:
4988 #ifdef SUPPORTD3D
4989                 {
4990                         r_hlsl_permutation_t *p;
4991                         r_hlsl_permutation = NULL;
4992 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4993 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4994 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4995 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4996                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4997                         for (i = 0;i < limit;i++)
4998                         {
4999                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5000                                 {
5001                                         if (p->vertexshader)
5002                                                 IDirect3DVertexShader9_Release(p->vertexshader);
5003                                         if (p->pixelshader)
5004                                                 IDirect3DPixelShader9_Release(p->pixelshader);
5005                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5006                                 }
5007                         }
5008                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5009                 }
5010 #endif
5011                 break;
5012         case RENDERPATH_D3D10:
5013                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5014                 break;
5015         case RENDERPATH_D3D11:
5016                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5017                 break;
5018         case RENDERPATH_GL20:
5019                 {
5020                         r_glsl_permutation_t *p;
5021                         r_glsl_permutation = NULL;
5022                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5023                         for (i = 0;i < limit;i++)
5024                         {
5025                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5026                                 {
5027                                         GL_Backend_FreeProgram(p->program);
5028                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5029                                 }
5030                         }
5031                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5032                 }
5033                 break;
5034         case RENDERPATH_CGGL:
5035 #ifdef SUPPORTCG
5036                 {
5037                         r_cg_permutation_t *p;
5038                         r_cg_permutation = NULL;
5039                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5040                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5041                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5042                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5043                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5044                         for (i = 0;i < limit;i++)
5045                         {
5046                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5047                                 {
5048                                         if (p->vprogram)
5049                                                 cgDestroyProgram(p->vprogram);
5050                                         if (p->fprogram)
5051                                                 cgDestroyProgram(p->fprogram);
5052                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5053                                 }
5054                         }
5055                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5056                 }
5057 #endif
5058                 break;
5059         case RENDERPATH_GL13:
5060         case RENDERPATH_GL11:
5061                 break;
5062         }
5063 }
5064
5065 void R_GLSL_DumpShader_f(void)
5066 {
5067         int i;
5068         qfile_t *file;
5069
5070         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5071         if (file)
5072         {
5073                 FS_Print(file, "/* The engine may define the following macros:\n");
5074                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5075                 for (i = 0;i < SHADERMODE_COUNT;i++)
5076                         FS_Print(file, glslshadermodeinfo[i].pretext);
5077                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5078                         FS_Print(file, shaderpermutationinfo[i].pretext);
5079                 FS_Print(file, "*/\n");
5080                 FS_Print(file, builtinshaderstring);
5081                 FS_Close(file);
5082                 Con_Printf("glsl/default.glsl written\n");
5083         }
5084         else
5085                 Con_Printf("failed to write to glsl/default.glsl\n");
5086
5087 #ifdef SUPPORTCG
5088         file = FS_OpenRealFile("cg/default.cg", "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, cgshadermodeinfo[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, builtincgshaderstring);
5099                 FS_Close(file);
5100                 Con_Printf("cg/default.cg written\n");
5101         }
5102         else
5103                 Con_Printf("failed to write to cg/default.cg\n");
5104 #endif
5105
5106 #ifdef SUPPORTD3D
5107         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5108         if (file)
5109         {
5110                 FS_Print(file, "/* The engine may define the following macros:\n");
5111                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5112                 for (i = 0;i < SHADERMODE_COUNT;i++)
5113                         FS_Print(file, hlslshadermodeinfo[i].pretext);
5114                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5115                         FS_Print(file, shaderpermutationinfo[i].pretext);
5116                 FS_Print(file, "*/\n");
5117                 FS_Print(file, builtincgshaderstring);
5118                 FS_Close(file);
5119                 Con_Printf("hlsl/default.hlsl written\n");
5120         }
5121         else
5122                 Con_Printf("failed to write to hlsl/default.hlsl\n");
5123 #endif
5124 }
5125
5126 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5127 {
5128         if (!second)
5129                 texturemode = GL_MODULATE;
5130         switch (vid.renderpath)
5131         {
5132         case RENDERPATH_D3D9:
5133 #ifdef SUPPORTD3D
5134                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5135                 R_Mesh_TexBind(GL20TU_FIRST , first );
5136                 R_Mesh_TexBind(GL20TU_SECOND, second);
5137 #endif
5138                 break;
5139         case RENDERPATH_D3D10:
5140                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5141                 break;
5142         case RENDERPATH_D3D11:
5143                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5144                 break;
5145         case RENDERPATH_GL20:
5146                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5147                 R_Mesh_TexBind(GL20TU_FIRST , first );
5148                 R_Mesh_TexBind(GL20TU_SECOND, second);
5149                 break;
5150         case RENDERPATH_CGGL:
5151 #ifdef SUPPORTCG
5152                 CHECKCGERROR
5153                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5154                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5155                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5156 #endif
5157                 break;
5158         case RENDERPATH_GL13:
5159                 R_Mesh_TexBind(0, first );
5160                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5161                 R_Mesh_TexBind(1, second);
5162                 if (second)
5163                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5164                 break;
5165         case RENDERPATH_GL11:
5166                 R_Mesh_TexBind(0, first );
5167                 break;
5168         }
5169 }
5170
5171 void R_SetupShader_DepthOrShadow(void)
5172 {
5173         switch (vid.renderpath)
5174         {
5175         case RENDERPATH_D3D9:
5176 #ifdef SUPPORTD3D
5177                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5178 #endif
5179                 break;
5180         case RENDERPATH_D3D10:
5181                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5182                 break;
5183         case RENDERPATH_D3D11:
5184                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5185                 break;
5186         case RENDERPATH_GL20:
5187                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5188                 break;
5189         case RENDERPATH_CGGL:
5190 #ifdef SUPPORTCG
5191                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5192 #endif
5193                 break;
5194         case RENDERPATH_GL13:
5195                 R_Mesh_TexBind(0, 0);
5196                 R_Mesh_TexBind(1, 0);
5197                 break;
5198         case RENDERPATH_GL11:
5199                 R_Mesh_TexBind(0, 0);
5200                 break;
5201         }
5202 }
5203
5204 void R_SetupShader_ShowDepth(void)
5205 {
5206         switch (vid.renderpath)
5207         {
5208         case RENDERPATH_D3D9:
5209 #ifdef SUPPORTHLSL
5210                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5211 #endif
5212                 break;
5213         case RENDERPATH_D3D10:
5214                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5215                 break;
5216         case RENDERPATH_D3D11:
5217                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5218                 break;
5219         case RENDERPATH_GL20:
5220                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5221                 break;
5222         case RENDERPATH_CGGL:
5223 #ifdef SUPPORTCG
5224                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5225 #endif
5226                 break;
5227         case RENDERPATH_GL13:
5228                 break;
5229         case RENDERPATH_GL11:
5230                 break;
5231         }
5232 }
5233
5234 extern qboolean r_shadow_usingdeferredprepass;
5235 extern cvar_t r_shadow_deferred_8bitrange;
5236 extern rtexture_t *r_shadow_attenuationgradienttexture;
5237 extern rtexture_t *r_shadow_attenuation2dtexture;
5238 extern rtexture_t *r_shadow_attenuation3dtexture;
5239 extern qboolean r_shadow_usingshadowmaprect;
5240 extern qboolean r_shadow_usingshadowmapcube;
5241 extern qboolean r_shadow_usingshadowmap2d;
5242 extern qboolean r_shadow_usingshadowmaportho;
5243 extern float r_shadow_shadowmap_texturescale[2];
5244 extern float r_shadow_shadowmap_parameters[4];
5245 extern qboolean r_shadow_shadowmapvsdct;
5246 extern qboolean r_shadow_shadowmapsampler;
5247 extern int r_shadow_shadowmappcf;
5248 extern rtexture_t *r_shadow_shadowmaprectangletexture;
5249 extern rtexture_t *r_shadow_shadowmap2dtexture;
5250 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
5251 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5252 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5253 extern matrix4x4_t r_shadow_shadowmapmatrix;
5254 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5255 extern int r_shadow_prepass_width;
5256 extern int r_shadow_prepass_height;
5257 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5258 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5259 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5260 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5261 extern cvar_t gl_mesh_separatearrays;
5262 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)
5263 {
5264         // select a permutation of the lighting shader appropriate to this
5265         // combination of texture, entity, light source, and fogging, only use the
5266         // minimum features necessary to avoid wasting rendering time in the
5267         // fragment shader on features that are not being used
5268         unsigned int permutation = 0;
5269         unsigned int mode = 0;
5270         float m16f[16];
5271         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5272         if (rsurfacepass == RSURFPASS_BACKGROUND)
5273         {
5274                 // distorted background
5275                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5276                         mode = SHADERMODE_WATER;
5277                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5278                         mode = SHADERMODE_REFRACTION;
5279                 else
5280                 {
5281                         mode = SHADERMODE_GENERIC;
5282                         permutation |= SHADERPERMUTATION_DIFFUSE;
5283                 }
5284                 GL_AlphaTest(false);
5285                 GL_BlendFunc(GL_ONE, GL_ZERO);
5286         }
5287         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5288         {
5289                 if (r_glsl_offsetmapping.integer)
5290                 {
5291                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5292                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5293                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5294                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5295                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5296                         {
5297                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5298                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5299                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5300                         }
5301                 }
5302                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5303                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5304                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5305                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5306                 // normalmap (deferred prepass), may use alpha test on diffuse
5307                 mode = SHADERMODE_DEFERREDGEOMETRY;
5308                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5309                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5310                 GL_AlphaTest(false);
5311                 GL_BlendFunc(GL_ONE, GL_ZERO);
5312         }
5313         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5314         {
5315                 if (r_glsl_offsetmapping.integer)
5316                 {
5317                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5318                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5319                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5320                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5321                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5322                         {
5323                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5324                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5325                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5326                         }
5327                 }
5328                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5329                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5330                 // light source
5331                 mode = SHADERMODE_LIGHTSOURCE;
5332                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5333                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5334                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5335                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5336                 if (diffusescale > 0)
5337                         permutation |= SHADERPERMUTATION_DIFFUSE;
5338                 if (specularscale > 0)
5339                 {
5340                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5341                         if (r_shadow_glossexact.integer)
5342                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5343                 }
5344                 if (r_refdef.fogenabled)
5345                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5346                 if (rsurface.texture->colormapping)
5347                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5348                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5349                 {
5350                         if (r_shadow_usingshadowmaprect)
5351                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5352                         if (r_shadow_usingshadowmap2d)
5353                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5354                         if (r_shadow_usingshadowmapcube)
5355                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5356                         else if(r_shadow_shadowmapvsdct)
5357                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5358
5359                         if (r_shadow_shadowmapsampler)
5360                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5361                         if (r_shadow_shadowmappcf > 1)
5362                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5363                         else if (r_shadow_shadowmappcf)
5364                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5365                 }
5366                 if (rsurface.texture->reflectmasktexture)
5367                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5368                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5369                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5370         }
5371         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5372         {
5373                 if (r_glsl_offsetmapping.integer)
5374                 {
5375                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5376                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5377                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5378                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5379                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5380                         {
5381                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5382                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5383                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5384                         }
5385                 }
5386                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5387                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5388                 // unshaded geometry (fullbright or ambient model lighting)
5389                 mode = SHADERMODE_FLATCOLOR;
5390                 ambientscale = diffusescale = specularscale = 0;
5391                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5392                         permutation |= SHADERPERMUTATION_GLOW;
5393                 if (r_refdef.fogenabled)
5394                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5395                 if (rsurface.texture->colormapping)
5396                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5397                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5398                 {
5399                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5400                         if (r_shadow_usingshadowmaprect)
5401                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5402                         if (r_shadow_usingshadowmap2d)
5403                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5404
5405                         if (r_shadow_shadowmapsampler)
5406                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5407                         if (r_shadow_shadowmappcf > 1)
5408                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5409                         else if (r_shadow_shadowmappcf)
5410                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5411                 }
5412                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5413                         permutation |= SHADERPERMUTATION_REFLECTION;
5414                 if (rsurface.texture->reflectmasktexture)
5415                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5416                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5417                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5418         }
5419         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5420         {
5421                 if (r_glsl_offsetmapping.integer)
5422                 {
5423                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5424                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5425                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5426                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5427                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5428                         {
5429                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5430                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5431                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5432                         }
5433                 }
5434                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5435                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5436                 // directional model lighting
5437                 mode = SHADERMODE_LIGHTDIRECTION;
5438                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5439                         permutation |= SHADERPERMUTATION_GLOW;
5440                 permutation |= SHADERPERMUTATION_DIFFUSE;
5441                 if (specularscale > 0)
5442                 {
5443                         permutation |= SHADERPERMUTATION_SPECULAR;
5444                         if (r_shadow_glossexact.integer)
5445                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5446                 }
5447                 if (r_refdef.fogenabled)
5448                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5449                 if (rsurface.texture->colormapping)
5450                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5451                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5452                 {
5453                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5454                         if (r_shadow_usingshadowmaprect)
5455                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5456                         if (r_shadow_usingshadowmap2d)
5457                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5458
5459                         if (r_shadow_shadowmapsampler)
5460                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5461                         if (r_shadow_shadowmappcf > 1)
5462                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5463                         else if (r_shadow_shadowmappcf)
5464                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5465                 }
5466                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5467                         permutation |= SHADERPERMUTATION_REFLECTION;
5468                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5469                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5470                 if (rsurface.texture->reflectmasktexture)
5471                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5472                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5473                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5474         }
5475         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5476         {
5477                 if (r_glsl_offsetmapping.integer)
5478                 {
5479                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5480                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5481                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5482                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5483                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5484                         {
5485                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5486                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5487                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5488                         }
5489                 }
5490                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5491                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5492                 // ambient model lighting
5493                 mode = SHADERMODE_LIGHTDIRECTION;
5494                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5495                         permutation |= SHADERPERMUTATION_GLOW;
5496                 if (r_refdef.fogenabled)
5497                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5498                 if (rsurface.texture->colormapping)
5499                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5500                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5501                 {
5502                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5503                         if (r_shadow_usingshadowmaprect)
5504                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5505                         if (r_shadow_usingshadowmap2d)
5506                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5507
5508                         if (r_shadow_shadowmapsampler)
5509                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5510                         if (r_shadow_shadowmappcf > 1)
5511                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5512                         else if (r_shadow_shadowmappcf)
5513                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5514                 }
5515                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5516                         permutation |= SHADERPERMUTATION_REFLECTION;
5517                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5518                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5519                 if (rsurface.texture->reflectmasktexture)
5520                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5521                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5522                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5523         }
5524         else
5525         {
5526                 if (r_glsl_offsetmapping.integer)
5527                 {
5528                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5529                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5530                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5531                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5532                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5533                         {
5534                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5535                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5536                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5537                         }
5538                 }
5539                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5540                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5541                 // lightmapped wall
5542                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5543                         permutation |= SHADERPERMUTATION_GLOW;
5544                 if (r_refdef.fogenabled)
5545                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5546                 if (rsurface.texture->colormapping)
5547                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5548                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5549                 {
5550                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5551                         if (r_shadow_usingshadowmaprect)
5552                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5553                         if (r_shadow_usingshadowmap2d)
5554                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5555
5556                         if (r_shadow_shadowmapsampler)
5557                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5558                         if (r_shadow_shadowmappcf > 1)
5559                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5560                         else if (r_shadow_shadowmappcf)
5561                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5562                 }
5563                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5564                         permutation |= SHADERPERMUTATION_REFLECTION;
5565                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5566                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5567                 if (rsurface.texture->reflectmasktexture)
5568                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5569                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5570                 {
5571                         // deluxemapping (light direction texture)
5572                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5573                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5574                         else
5575                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5576                         permutation |= SHADERPERMUTATION_DIFFUSE;
5577                         if (specularscale > 0)
5578                         {
5579                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5580                                 if (r_shadow_glossexact.integer)
5581                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5582                         }
5583                 }
5584                 else if (r_glsl_deluxemapping.integer >= 2)
5585                 {
5586                         // fake deluxemapping (uniform light direction in tangentspace)
5587                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5588                         permutation |= SHADERPERMUTATION_DIFFUSE;
5589                         if (specularscale > 0)
5590                         {
5591                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5592                                 if (r_shadow_glossexact.integer)
5593                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5594                         }
5595                 }
5596                 else if (rsurface.uselightmaptexture)
5597                 {
5598                         // ordinary lightmapping (q1bsp, q3bsp)
5599                         mode = SHADERMODE_LIGHTMAP;
5600                 }
5601                 else
5602                 {
5603                         // ordinary vertex coloring (q3bsp)
5604                         mode = SHADERMODE_VERTEXCOLOR;
5605                 }
5606                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5607                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5608         }
5609         switch(vid.renderpath)
5610         {
5611         case RENDERPATH_D3D9:
5612 #ifdef SUPPORTD3D
5613                 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);
5614                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5615                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5616                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5617                 if (mode == SHADERMODE_LIGHTSOURCE)
5618                 {
5619                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5620                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5621                 }
5622                 else
5623                 {
5624                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5625                         {
5626                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5627                         }
5628                 }
5629                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5630                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5631                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5632                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5633                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5634
5635                 if (mode == SHADERMODE_LIGHTSOURCE)
5636                 {
5637                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5638                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5639                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5640                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5641                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5642
5643                         // additive passes are only darkened by fog, not tinted
5644                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5645                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5646                 }
5647                 else
5648                 {
5649                         if (mode == SHADERMODE_FLATCOLOR)
5650                         {
5651                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5652                         }
5653                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5654                         {
5655                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5656                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5657                                 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);
5658                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5659                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5660                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5661                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5662                         }
5663                         else
5664                         {
5665                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5666                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5667                                 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);
5668                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5669                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5670                         }
5671                         // additive passes are only darkened by fog, not tinted
5672                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5673                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5674                         else
5675                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5676                         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);
5677                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5678                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5679                         hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5680                         hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5681                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5682                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5683                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5684                 }
5685                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5686                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5687                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5688                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5689                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5690                 if (rsurface.texture->pantstexture)
5691                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5692                 else
5693                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5694                 if (rsurface.texture->shirttexture)
5695                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5696                 else
5697                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5698                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5699                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5700                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5701                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5702                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5703                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5704                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5705
5706                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5707                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5708                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5709                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5710                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5711                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5712                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5713                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5714                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5715                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5716                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5717                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5718                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5719                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5720                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5721                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5722                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5723                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5724                 {
5725                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5726                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5727                         R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5728                 }
5729                 else
5730                 {
5731                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5732                 }
5733 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5734 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5735                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5736                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5737                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5738                 {
5739                         R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5740                         if (rsurface.rtlight)
5741                         {
5742                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5743                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5744                         }
5745                 }
5746 #endif
5747                 break;
5748         case RENDERPATH_D3D10:
5749                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5750                 break;
5751         case RENDERPATH_D3D11:
5752                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5753                 break;
5754         case RENDERPATH_GL20:
5755                 if (gl_mesh_separatearrays.integer)
5756                 {
5757                         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);
5758                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5759                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5760                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5761                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5762                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5763                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5764                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5765                 }
5766                 else
5767                 {
5768                         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);
5769                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5770                 }
5771                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5772                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5773                 if (mode == SHADERMODE_LIGHTSOURCE)
5774                 {
5775                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5776                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5777                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5778                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5779                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5780                         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);
5781         
5782                         // additive passes are only darkened by fog, not tinted
5783                         if (r_glsl_permutation->loc_FogColor >= 0)
5784                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5785                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5786                 }
5787                 else
5788                 {
5789                         if (mode == SHADERMODE_FLATCOLOR)
5790                         {
5791                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5792                         }
5793                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5794                         {
5795                                 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) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5796                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5797                                 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);
5798                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5799                                 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);
5800                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5801                                 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]);
5802                         }
5803                         else
5804                         {
5805                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5806                                 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]);
5807                                 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);
5808                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5809                                 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);
5810                         }
5811                         // additive passes are only darkened by fog, not tinted
5812                         if (r_glsl_permutation->loc_FogColor >= 0)
5813                         {
5814                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5815                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5816                                 else
5817                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5818                         }
5819                         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);
5820                         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]);
5821                         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]);
5822                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5823                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5824                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5825                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5826                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5827                 }
5828                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5829                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5830                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5831                 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]);
5832                 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]);
5833
5834                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5835                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5836                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5837                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5838                 {
5839                         if (rsurface.texture->pantstexture)
5840                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5841                         else
5842                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5843                 }
5844                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5845                 {
5846                         if (rsurface.texture->shirttexture)
5847                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5848                         else
5849                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5850                 }
5851                 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]);
5852                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5853                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5854                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5855                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5856                 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]);
5857                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5858
5859         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5860         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5861         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5862                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5863                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5864                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5865                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5866                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5867                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5868                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5869                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5870                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5871                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5872                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5873                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5874                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5875                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5876                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5877                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5878                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5879                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5880                 {
5881                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5882                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5883                         R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5884                 }
5885                 else
5886                 {
5887                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5888                 }
5889 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5890 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5891                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5892                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5893                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5894                 {
5895                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5896                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5897                         if (rsurface.rtlight)
5898                         {
5899                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5900                                 if (r_shadow_usingshadowmapcube)
5901                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5902                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5903                         }
5904                 }
5905                 CHECKGLERROR
5906                 break;
5907         case RENDERPATH_CGGL:
5908 #ifdef SUPPORTCG
5909                 if (gl_mesh_separatearrays.integer)
5910                 {
5911                         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);
5912                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5913                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5914                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5915                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5916                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5917                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5918                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5919                 }
5920                 else
5921                 {
5922                         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);
5923                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5924                 }
5925                 R_SetupShader_SetPermutationCG(mode, permutation);
5926                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5927                 if (mode == SHADERMODE_LIGHTSOURCE)
5928                 {
5929                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5930                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5931                 }
5932                 else
5933                 {
5934                         if (mode == SHADERMODE_LIGHTDIRECTION)
5935                         {
5936                                 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
5937                         }
5938                 }
5939                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5940                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5941                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5942                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5943                 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
5944                 CHECKGLERROR
5945
5946                 if (mode == SHADERMODE_LIGHTSOURCE)
5947                 {
5948                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5949                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5950                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5951                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5952                         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
5953
5954                         // additive passes are only darkened by fog, not tinted
5955                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5956                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5957                 }
5958                 else
5959                 {
5960                         if (mode == SHADERMODE_FLATCOLOR)
5961                         {
5962                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5963                         }
5964                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5965                         {
5966                                 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) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5967                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5968                                 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
5969                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5970                                 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
5971                                 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
5972                                 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
5973                         }
5974                         else
5975                         {
5976                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5977                                 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
5978                                 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
5979                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5980                                 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
5981                         }
5982                         // additive passes are only darkened by fog, not tinted
5983                         if (r_cg_permutation->fp_FogColor)
5984                         {
5985                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5986                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5987                                 else
5988                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5989                                 CHECKCGERROR
5990                         }
5991                         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
5992                         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
5993                         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
5994                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5995                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5996                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5997                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5998                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5999                 }
6000                 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
6001                 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
6002                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6003                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6004                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6005                 if (r_cg_permutation->fp_Color_Pants)
6006                 {
6007                         if (rsurface.texture->pantstexture)
6008                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6009                         else
6010                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6011                         CHECKCGERROR
6012                 }
6013                 if (r_cg_permutation->fp_Color_Shirt)
6014                 {
6015                         if (rsurface.texture->shirttexture)
6016                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6017                         else
6018                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6019                         CHECKCGERROR
6020                 }
6021                 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
6022                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6023                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6024                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6025                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6026                 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
6027                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6028
6029         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
6030         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
6031         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
6032                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
6033                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
6034                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
6035                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
6036                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
6037                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
6038                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
6039                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
6040                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
6041                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
6042                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
6043                 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
6044                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
6045                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
6046                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6047                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6048                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6049                 if (rsurfacepass == RSURFPASS_BACKGROUND)
6050                 {
6051                         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
6052                         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
6053                         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
6054                 }
6055                 else
6056                 {
6057                         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
6058                 }
6059                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6060                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6061                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
6062                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
6063                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6064                 {
6065                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6066                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
6067                         if (rsurface.rtlight)
6068                         {
6069                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6070                                 if (r_shadow_usingshadowmapcube)
6071                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6072                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6073                         }
6074                 }
6075
6076                 CHECKGLERROR
6077 #endif
6078                 break;
6079         case RENDERPATH_GL13:
6080         case RENDERPATH_GL11:
6081                 break;
6082         }
6083 }
6084
6085 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6086 {
6087         // select a permutation of the lighting shader appropriate to this
6088         // combination of texture, entity, light source, and fogging, only use the
6089         // minimum features necessary to avoid wasting rendering time in the
6090         // fragment shader on features that are not being used
6091         unsigned int permutation = 0;
6092         unsigned int mode = 0;
6093         const float *lightcolorbase = rtlight->currentcolor;
6094         float ambientscale = rtlight->ambientscale;
6095         float diffusescale = rtlight->diffusescale;
6096         float specularscale = rtlight->specularscale;
6097         // this is the location of the light in view space
6098         vec3_t viewlightorigin;
6099         // this transforms from view space (camera) to light space (cubemap)
6100         matrix4x4_t viewtolight;
6101         matrix4x4_t lighttoview;
6102         float viewtolight16f[16];
6103         float range = 1.0f / r_shadow_deferred_8bitrange.value;
6104         // light source
6105         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6106         if (rtlight->currentcubemap != r_texture_whitecube)
6107                 permutation |= SHADERPERMUTATION_CUBEFILTER;
6108         if (diffusescale > 0)
6109                 permutation |= SHADERPERMUTATION_DIFFUSE;
6110         if (specularscale > 0)
6111         {
6112                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6113                 if (r_shadow_glossexact.integer)
6114                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6115         }
6116         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
6117         {
6118                 if (r_shadow_usingshadowmaprect)
6119                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
6120                 if (r_shadow_usingshadowmap2d)
6121                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6122                 if (r_shadow_usingshadowmapcube)
6123                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
6124                 else if(r_shadow_shadowmapvsdct)
6125                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6126
6127                 if (r_shadow_shadowmapsampler)
6128                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6129                 if (r_shadow_shadowmappcf > 1)
6130                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6131                 else if (r_shadow_shadowmappcf)
6132                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6133         }
6134         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6135         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6136         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6137         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6138         switch(vid.renderpath)
6139         {
6140         case RENDERPATH_D3D9:
6141 #ifdef SUPPORTD3D
6142                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6143                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6144                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6145                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6146                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6147                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6148                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6149                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6150                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6151                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6152                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6153
6154                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6155                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6156                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6157                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6158                 R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
6159                 if (r_shadow_usingshadowmapcube)
6160                         R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6161                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6162                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6163 #endif
6164                 break;
6165         case RENDERPATH_D3D10:
6166                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6167                 break;
6168         case RENDERPATH_D3D11:
6169                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6170                 break;
6171         case RENDERPATH_GL20:
6172                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6173                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6174                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6175                 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);
6176                 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);
6177                 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);
6178                 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]);
6179                 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]);
6180                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6181                 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]);
6182                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6183
6184                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6185                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6186                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6187                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6188                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
6189                 if (r_shadow_usingshadowmapcube)
6190                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6191                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6192                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6193                 break;
6194         case RENDERPATH_CGGL:
6195 #ifdef SUPPORTCG
6196                 R_SetupShader_SetPermutationCG(mode, permutation);
6197                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6198                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6199                 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
6200                 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
6201                 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
6202                 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
6203                 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
6204                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6205                 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
6206                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6207
6208                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6209                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6210                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6211                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6212                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
6213                 if (r_shadow_usingshadowmapcube)
6214                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6215                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6216                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6217 #endif
6218                 break;
6219         case RENDERPATH_GL13:
6220         case RENDERPATH_GL11:
6221                 break;
6222         }
6223 }
6224
6225 #define SKINFRAME_HASH 1024
6226
6227 typedef struct
6228 {
6229         int loadsequence; // incremented each level change
6230         memexpandablearray_t array;
6231         skinframe_t *hash[SKINFRAME_HASH];
6232 }
6233 r_skinframe_t;
6234 r_skinframe_t r_skinframe;
6235
6236 void R_SkinFrame_PrepareForPurge(void)
6237 {
6238         r_skinframe.loadsequence++;
6239         // wrap it without hitting zero
6240         if (r_skinframe.loadsequence >= 200)
6241                 r_skinframe.loadsequence = 1;
6242 }
6243
6244 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6245 {
6246         if (!skinframe)
6247                 return;
6248         // mark the skinframe as used for the purging code
6249         skinframe->loadsequence = r_skinframe.loadsequence;
6250 }
6251
6252 void R_SkinFrame_Purge(void)
6253 {
6254         int i;
6255         skinframe_t *s;
6256         for (i = 0;i < SKINFRAME_HASH;i++)
6257         {
6258                 for (s = r_skinframe.hash[i];s;s = s->next)
6259                 {
6260                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6261                         {
6262                                 if (s->merged == s->base)
6263                                         s->merged = NULL;
6264                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6265                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6266                                 R_PurgeTexture(s->merged);s->merged = NULL;
6267                                 R_PurgeTexture(s->base  );s->base   = NULL;
6268                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6269                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6270                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6271                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6272                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6273                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6274                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6275                                 s->loadsequence = 0;
6276                         }
6277                 }
6278         }
6279 }
6280
6281 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6282         skinframe_t *item;
6283         char basename[MAX_QPATH];
6284
6285         Image_StripImageExtension(name, basename, sizeof(basename));
6286
6287         if( last == NULL ) {
6288                 int hashindex;
6289                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6290                 item = r_skinframe.hash[hashindex];
6291         } else {
6292                 item = last->next;
6293         }
6294
6295         // linearly search through the hash bucket
6296         for( ; item ; item = item->next ) {
6297                 if( !strcmp( item->basename, basename ) ) {
6298                         return item;
6299                 }
6300         }
6301         return NULL;
6302 }
6303
6304 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6305 {
6306         skinframe_t *item;
6307         int hashindex;
6308         char basename[MAX_QPATH];
6309
6310         Image_StripImageExtension(name, basename, sizeof(basename));
6311
6312         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6313         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6314                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6315                         break;
6316
6317         if (!item) {
6318                 rtexture_t *dyntexture;
6319                 // check whether its a dynamic texture
6320                 dyntexture = CL_GetDynTexture( basename );
6321                 if (!add && !dyntexture)
6322                         return NULL;
6323                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6324                 memset(item, 0, sizeof(*item));
6325                 strlcpy(item->basename, basename, sizeof(item->basename));
6326                 item->base = dyntexture; // either NULL or dyntexture handle
6327                 item->textureflags = textureflags;
6328                 item->comparewidth = comparewidth;
6329                 item->compareheight = compareheight;
6330                 item->comparecrc = comparecrc;
6331                 item->next = r_skinframe.hash[hashindex];
6332                 r_skinframe.hash[hashindex] = item;
6333         }
6334         else if( item->base == NULL )
6335         {
6336                 rtexture_t *dyntexture;
6337                 // check whether its a dynamic texture
6338                 // 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]
6339                 dyntexture = CL_GetDynTexture( basename );
6340                 item->base = dyntexture; // either NULL or dyntexture handle
6341         }
6342
6343         R_SkinFrame_MarkUsed(item);
6344         return item;
6345 }
6346
6347 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6348         { \
6349                 unsigned long long avgcolor[5], wsum; \
6350                 int pix, comp, w; \
6351                 avgcolor[0] = 0; \
6352                 avgcolor[1] = 0; \
6353                 avgcolor[2] = 0; \
6354                 avgcolor[3] = 0; \
6355                 avgcolor[4] = 0; \
6356                 wsum = 0; \
6357                 for(pix = 0; pix < cnt; ++pix) \
6358                 { \
6359                         w = 0; \
6360                         for(comp = 0; comp < 3; ++comp) \
6361                                 w += getpixel; \
6362                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6363                         { \
6364                                 ++wsum; \
6365                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6366                                 w = getpixel; \
6367                                 for(comp = 0; comp < 3; ++comp) \
6368                                         avgcolor[comp] += getpixel * w; \
6369                                 avgcolor[3] += w; \
6370                         } \
6371                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6372                         avgcolor[4] += getpixel; \
6373                 } \
6374                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6375                         avgcolor[3] = 1; \
6376                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6377                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6378                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6379                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6380         }
6381
6382 extern cvar_t gl_picmip;
6383 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6384 {
6385         int j;
6386         unsigned char *pixels;
6387         unsigned char *bumppixels;
6388         unsigned char *basepixels = NULL;
6389         int basepixels_width = 0;
6390         int basepixels_height = 0;
6391         skinframe_t *skinframe;
6392         rtexture_t *ddsbase = NULL;
6393         qboolean ddshasalpha = false;
6394         float ddsavgcolor[4];
6395         char basename[MAX_QPATH];
6396         int miplevel = R_PicmipForFlags(textureflags);
6397         int savemiplevel = miplevel;
6398         int mymiplevel;
6399
6400         if (cls.state == ca_dedicated)
6401                 return NULL;
6402
6403         // return an existing skinframe if already loaded
6404         // if loading of the first image fails, don't make a new skinframe as it
6405         // would cause all future lookups of this to be missing
6406         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6407         if (skinframe && skinframe->base)
6408                 return skinframe;
6409
6410         Image_StripImageExtension(name, basename, sizeof(basename));
6411
6412         // check for DDS texture file first
6413         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6414         {
6415                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6416                 if (basepixels == NULL)
6417                         return NULL;
6418         }
6419
6420         // FIXME handle miplevel
6421
6422         if (developer_loading.integer)
6423                 Con_Printf("loading skin \"%s\"\n", name);
6424
6425         // we've got some pixels to store, so really allocate this new texture now
6426         if (!skinframe)
6427                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6428         skinframe->stain = NULL;
6429         skinframe->merged = NULL;
6430         skinframe->base = NULL;
6431         skinframe->pants = NULL;
6432         skinframe->shirt = NULL;
6433         skinframe->nmap = NULL;
6434         skinframe->gloss = NULL;
6435         skinframe->glow = NULL;
6436         skinframe->fog = NULL;
6437         skinframe->reflect = NULL;
6438         skinframe->hasalpha = false;
6439
6440         if (ddsbase)
6441         {
6442                 skinframe->base = ddsbase;
6443                 skinframe->hasalpha = ddshasalpha;
6444                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6445                 if (r_loadfog && skinframe->hasalpha)
6446                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6447                 //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]);
6448         }
6449         else
6450         {
6451                 basepixels_width = image_width;
6452                 basepixels_height = image_height;
6453                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6454                 if (textureflags & TEXF_ALPHA)
6455                 {
6456                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6457                         {
6458                                 if (basepixels[j] < 255)
6459                                 {
6460                                         skinframe->hasalpha = true;
6461                                         break;
6462                                 }
6463                         }
6464                         if (r_loadfog && skinframe->hasalpha)
6465                         {
6466                                 // has transparent pixels
6467                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6468                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6469                                 {
6470                                         pixels[j+0] = 255;
6471                                         pixels[j+1] = 255;
6472                                         pixels[j+2] = 255;
6473                                         pixels[j+3] = basepixels[j+3];
6474                                 }
6475                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6476                                 Mem_Free(pixels);
6477                         }
6478                 }
6479                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6480                 //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]);
6481                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6482                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
6483                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6484                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
6485         }
6486
6487         if (r_loaddds)
6488         {
6489                 mymiplevel = savemiplevel;
6490                 if (r_loadnormalmap)
6491                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
6492                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6493                 if (r_loadgloss)
6494                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6495                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6496                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6497                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6498         }
6499
6500         // _norm is the name used by tenebrae and has been adopted as standard
6501         if (r_loadnormalmap && skinframe->nmap == NULL)
6502         {
6503                 mymiplevel = savemiplevel;
6504                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6505                 {
6506                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6507                         Mem_Free(pixels);
6508                         pixels = NULL;
6509                 }
6510                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6511                 {
6512                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6513                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6514                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6515                         Mem_Free(pixels);
6516                         Mem_Free(bumppixels);
6517                 }
6518                 else if (r_shadow_bumpscale_basetexture.value > 0)
6519                 {
6520                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6521                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6522                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6523                         Mem_Free(pixels);
6524                 }
6525                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6526                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
6527         }
6528
6529         // _luma is supported only for tenebrae compatibility
6530         // _glow is the preferred name
6531         mymiplevel = savemiplevel;
6532         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))))
6533         {
6534                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6535                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6536                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
6537                 Mem_Free(pixels);pixels = NULL;
6538         }
6539
6540         mymiplevel = savemiplevel;
6541         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6542         {
6543                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6544                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6545                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
6546                 Mem_Free(pixels);
6547                 pixels = NULL;
6548         }
6549
6550         mymiplevel = savemiplevel;
6551         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6552         {
6553                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6554                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6555                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
6556                 Mem_Free(pixels);
6557                 pixels = NULL;
6558         }
6559
6560         mymiplevel = savemiplevel;
6561         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6562         {
6563                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6564                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6565                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
6566                 Mem_Free(pixels);
6567                 pixels = NULL;
6568         }
6569
6570         mymiplevel = savemiplevel;
6571         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6572         {
6573                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6574                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6575                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
6576                 Mem_Free(pixels);
6577                 pixels = NULL;
6578         }
6579
6580         if (basepixels)
6581                 Mem_Free(basepixels);
6582
6583         return skinframe;
6584 }
6585
6586 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6587 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6588 {
6589         int i;
6590         unsigned char *temp1, *temp2;
6591         skinframe_t *skinframe;
6592
6593         if (cls.state == ca_dedicated)
6594                 return NULL;
6595
6596         // if already loaded just return it, otherwise make a new skinframe
6597         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6598         if (skinframe && skinframe->base)
6599                 return skinframe;
6600
6601         skinframe->stain = NULL;
6602         skinframe->merged = NULL;
6603         skinframe->base = NULL;
6604         skinframe->pants = NULL;
6605         skinframe->shirt = NULL;
6606         skinframe->nmap = NULL;
6607         skinframe->gloss = NULL;
6608         skinframe->glow = NULL;
6609         skinframe->fog = NULL;
6610         skinframe->reflect = NULL;
6611         skinframe->hasalpha = false;
6612
6613         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6614         if (!skindata)
6615                 return NULL;
6616
6617         if (developer_loading.integer)
6618                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6619
6620         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6621         {
6622                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6623                 temp2 = temp1 + width * height * 4;
6624                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6625                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
6626                 Mem_Free(temp1);
6627         }
6628         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
6629         if (textureflags & TEXF_ALPHA)
6630         {
6631                 for (i = 3;i < width * height * 4;i += 4)
6632                 {
6633                         if (skindata[i] < 255)
6634                         {
6635                                 skinframe->hasalpha = true;
6636                                 break;
6637                         }
6638                 }
6639                 if (r_loadfog && skinframe->hasalpha)
6640                 {
6641                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6642                         memcpy(fogpixels, skindata, width * height * 4);
6643                         for (i = 0;i < width * height * 4;i += 4)
6644                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6645                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
6646                         Mem_Free(fogpixels);
6647                 }
6648         }
6649
6650         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6651         //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]);
6652
6653         return skinframe;
6654 }
6655
6656 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6657 {
6658         int i;
6659         int featuresmask;
6660         skinframe_t *skinframe;
6661
6662         if (cls.state == ca_dedicated)
6663                 return NULL;
6664
6665         // if already loaded just return it, otherwise make a new skinframe
6666         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6667         if (skinframe && skinframe->base)
6668                 return skinframe;
6669
6670         skinframe->stain = NULL;
6671         skinframe->merged = NULL;
6672         skinframe->base = NULL;
6673         skinframe->pants = NULL;
6674         skinframe->shirt = NULL;
6675         skinframe->nmap = NULL;
6676         skinframe->gloss = NULL;
6677         skinframe->glow = NULL;
6678         skinframe->fog = NULL;
6679         skinframe->reflect = NULL;
6680         skinframe->hasalpha = false;
6681
6682         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6683         if (!skindata)
6684                 return NULL;
6685
6686         if (developer_loading.integer)
6687                 Con_Printf("loading quake skin \"%s\"\n", name);
6688
6689         // 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)
6690         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6691         memcpy(skinframe->qpixels, skindata, width*height);
6692         skinframe->qwidth = width;
6693         skinframe->qheight = height;
6694
6695         featuresmask = 0;
6696         for (i = 0;i < width * height;i++)
6697                 featuresmask |= palette_featureflags[skindata[i]];
6698
6699         skinframe->hasalpha = false;
6700         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6701         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6702         skinframe->qgeneratemerged = true;
6703         skinframe->qgeneratebase = skinframe->qhascolormapping;
6704         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6705
6706         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6707         //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]);
6708
6709         return skinframe;
6710 }
6711
6712 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6713 {
6714         int width;
6715         int height;
6716         unsigned char *skindata;
6717
6718         if (!skinframe->qpixels)
6719                 return;
6720
6721         if (!skinframe->qhascolormapping)
6722                 colormapped = false;
6723
6724         if (colormapped)
6725         {
6726                 if (!skinframe->qgeneratebase)
6727                         return;
6728         }
6729         else
6730         {
6731                 if (!skinframe->qgeneratemerged)
6732                         return;
6733         }
6734
6735         width = skinframe->qwidth;
6736         height = skinframe->qheight;
6737         skindata = skinframe->qpixels;
6738
6739         if (skinframe->qgeneratenmap)
6740         {
6741                 unsigned char *temp1, *temp2;
6742                 skinframe->qgeneratenmap = false;
6743                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6744                 temp2 = temp1 + width * height * 4;
6745                 // use either a custom palette or the quake palette
6746                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6747                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6748                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
6749                 Mem_Free(temp1);
6750         }
6751
6752         if (skinframe->qgenerateglow)
6753         {
6754                 skinframe->qgenerateglow = false;
6755                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6756         }
6757
6758         if (colormapped)
6759         {
6760                 skinframe->qgeneratebase = false;
6761                 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);
6762                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6763                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6764         }
6765         else
6766         {
6767                 skinframe->qgeneratemerged = false;
6768                 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);
6769         }
6770
6771         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6772         {
6773                 Mem_Free(skinframe->qpixels);
6774                 skinframe->qpixels = NULL;
6775         }
6776 }
6777
6778 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)
6779 {
6780         int i;
6781         skinframe_t *skinframe;
6782
6783         if (cls.state == ca_dedicated)
6784                 return NULL;
6785
6786         // if already loaded just return it, otherwise make a new skinframe
6787         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6788         if (skinframe && skinframe->base)
6789                 return skinframe;
6790
6791         skinframe->stain = NULL;
6792         skinframe->merged = NULL;
6793         skinframe->base = NULL;
6794         skinframe->pants = NULL;
6795         skinframe->shirt = NULL;
6796         skinframe->nmap = NULL;
6797         skinframe->gloss = NULL;
6798         skinframe->glow = NULL;
6799         skinframe->fog = NULL;
6800         skinframe->reflect = NULL;
6801         skinframe->hasalpha = false;
6802
6803         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6804         if (!skindata)
6805                 return NULL;
6806
6807         if (developer_loading.integer)
6808                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6809
6810         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
6811         if (textureflags & TEXF_ALPHA)
6812         {
6813                 for (i = 0;i < width * height;i++)
6814                 {
6815                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6816                         {
6817                                 skinframe->hasalpha = true;
6818                                 break;
6819                         }
6820                 }
6821                 if (r_loadfog && skinframe->hasalpha)
6822                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
6823         }
6824
6825         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6826         //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]);
6827
6828         return skinframe;
6829 }
6830
6831 skinframe_t *R_SkinFrame_LoadMissing(void)
6832 {
6833         skinframe_t *skinframe;
6834
6835         if (cls.state == ca_dedicated)
6836                 return NULL;
6837
6838         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6839         skinframe->stain = NULL;
6840         skinframe->merged = NULL;
6841         skinframe->base = NULL;
6842         skinframe->pants = NULL;
6843         skinframe->shirt = NULL;
6844         skinframe->nmap = NULL;
6845         skinframe->gloss = NULL;
6846         skinframe->glow = NULL;
6847         skinframe->fog = NULL;
6848         skinframe->reflect = NULL;
6849         skinframe->hasalpha = false;
6850
6851         skinframe->avgcolor[0] = rand() / RAND_MAX;
6852         skinframe->avgcolor[1] = rand() / RAND_MAX;
6853         skinframe->avgcolor[2] = rand() / RAND_MAX;
6854         skinframe->avgcolor[3] = 1;
6855
6856         return skinframe;
6857 }
6858
6859 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6860 typedef struct suffixinfo_s
6861 {
6862         char *suffix;
6863         qboolean flipx, flipy, flipdiagonal;
6864 }
6865 suffixinfo_t;
6866 static suffixinfo_t suffix[3][6] =
6867 {
6868         {
6869                 {"px",   false, false, false},
6870                 {"nx",   false, false, false},
6871                 {"py",   false, false, false},
6872                 {"ny",   false, false, false},
6873                 {"pz",   false, false, false},
6874                 {"nz",   false, false, false}
6875         },
6876         {
6877                 {"posx", false, false, false},
6878                 {"negx", false, false, false},
6879                 {"posy", false, false, false},
6880                 {"negy", false, false, false},
6881                 {"posz", false, false, false},
6882                 {"negz", false, false, false}
6883         },
6884         {
6885                 {"rt",    true, false,  true},
6886                 {"lf",   false,  true,  true},
6887                 {"ft",    true,  true, false},
6888                 {"bk",   false, false, false},
6889                 {"up",    true, false,  true},
6890                 {"dn",    true, false,  true}
6891         }
6892 };
6893
6894 static int componentorder[4] = {0, 1, 2, 3};
6895
6896 rtexture_t *R_LoadCubemap(const char *basename)
6897 {
6898         int i, j, cubemapsize;
6899         unsigned char *cubemappixels, *image_buffer;
6900         rtexture_t *cubemaptexture;
6901         char name[256];
6902         // must start 0 so the first loadimagepixels has no requested width/height
6903         cubemapsize = 0;
6904         cubemappixels = NULL;
6905         cubemaptexture = NULL;
6906         // keep trying different suffix groups (posx, px, rt) until one loads
6907         for (j = 0;j < 3 && !cubemappixels;j++)
6908         {
6909                 // load the 6 images in the suffix group
6910                 for (i = 0;i < 6;i++)
6911                 {
6912                         // generate an image name based on the base and and suffix
6913                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6914                         // load it
6915                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6916                         {
6917                                 // an image loaded, make sure width and height are equal
6918                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6919                                 {
6920                                         // if this is the first image to load successfully, allocate the cubemap memory
6921                                         if (!cubemappixels && image_width >= 1)
6922                                         {
6923                                                 cubemapsize = image_width;
6924                                                 // note this clears to black, so unavailable sides are black
6925                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6926                                         }
6927                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6928                                         if (cubemappixels)
6929                                                 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);
6930                                 }
6931                                 else
6932                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6933                                 // free the image
6934                                 Mem_Free(image_buffer);
6935                         }
6936                 }
6937         }
6938         // if a cubemap loaded, upload it
6939         if (cubemappixels)
6940         {
6941                 if (developer_loading.integer)
6942                         Con_Printf("loading cubemap \"%s\"\n", basename);
6943
6944                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6945                 Mem_Free(cubemappixels);
6946         }
6947         else
6948         {
6949                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6950                 if (developer_loading.integer)
6951                 {
6952                         Con_Printf("(tried tried images ");
6953                         for (j = 0;j < 3;j++)
6954                                 for (i = 0;i < 6;i++)
6955                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6956                         Con_Print(" and was unable to find any of them).\n");
6957                 }
6958         }
6959         return cubemaptexture;
6960 }
6961
6962 rtexture_t *R_GetCubemap(const char *basename)
6963 {
6964         int i;
6965         for (i = 0;i < r_texture_numcubemaps;i++)
6966                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6967                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6968         if (i >= MAX_CUBEMAPS)
6969                 return r_texture_whitecube;
6970         r_texture_numcubemaps++;
6971         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6972         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6973         return r_texture_cubemaps[i].texture;
6974 }
6975
6976 void R_FreeCubemaps(void)
6977 {
6978         int i;
6979         for (i = 0;i < r_texture_numcubemaps;i++)
6980         {
6981                 if (developer_loading.integer)
6982                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6983                 if (r_texture_cubemaps[i].texture)
6984                         R_FreeTexture(r_texture_cubemaps[i].texture);
6985         }
6986         r_texture_numcubemaps = 0;
6987 }
6988
6989 void R_Main_FreeViewCache(void)
6990 {
6991         if (r_refdef.viewcache.entityvisible)
6992                 Mem_Free(r_refdef.viewcache.entityvisible);
6993         if (r_refdef.viewcache.world_pvsbits)
6994                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6995         if (r_refdef.viewcache.world_leafvisible)
6996                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6997         if (r_refdef.viewcache.world_surfacevisible)
6998                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6999         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7000 }
7001
7002 void R_Main_ResizeViewCache(void)
7003 {
7004         int numentities = r_refdef.scene.numentities;
7005         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7006         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7007         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7008         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7009         if (r_refdef.viewcache.maxentities < numentities)
7010         {
7011                 r_refdef.viewcache.maxentities = numentities;
7012                 if (r_refdef.viewcache.entityvisible)
7013                         Mem_Free(r_refdef.viewcache.entityvisible);
7014                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7015         }
7016         if (r_refdef.viewcache.world_numclusters != numclusters)
7017         {
7018                 r_refdef.viewcache.world_numclusters = numclusters;
7019                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7020                 if (r_refdef.viewcache.world_pvsbits)
7021                         Mem_Free(r_refdef.viewcache.world_pvsbits);
7022                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7023         }
7024         if (r_refdef.viewcache.world_numleafs != numleafs)
7025         {
7026                 r_refdef.viewcache.world_numleafs = numleafs;
7027                 if (r_refdef.viewcache.world_leafvisible)
7028                         Mem_Free(r_refdef.viewcache.world_leafvisible);
7029                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7030         }
7031         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7032         {
7033                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7034                 if (r_refdef.viewcache.world_surfacevisible)
7035                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
7036                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7037         }
7038 }
7039
7040 extern rtexture_t *loadingscreentexture;
7041 void gl_main_start(void)
7042 {
7043         loadingscreentexture = NULL;
7044         r_texture_blanknormalmap = NULL;
7045         r_texture_white = NULL;
7046         r_texture_grey128 = NULL;
7047         r_texture_black = NULL;
7048         r_texture_whitecube = NULL;
7049         r_texture_normalizationcube = NULL;
7050         r_texture_fogattenuation = NULL;
7051         r_texture_fogheighttexture = NULL;
7052         r_texture_gammaramps = NULL;
7053         r_texture_numcubemaps = 0;
7054
7055         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7056         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7057
7058         switch(vid.renderpath)
7059         {
7060         case RENDERPATH_GL20:
7061         case RENDERPATH_CGGL:
7062         case RENDERPATH_D3D9:
7063         case RENDERPATH_D3D10:
7064         case RENDERPATH_D3D11:
7065                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7066                 Cvar_SetValueQuick(&gl_combine, 1);
7067                 Cvar_SetValueQuick(&r_glsl, 1);
7068                 r_loadnormalmap = true;
7069                 r_loadgloss = true;
7070                 r_loadfog = false;
7071                 break;
7072         case RENDERPATH_GL13:
7073                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7074                 Cvar_SetValueQuick(&gl_combine, 1);
7075                 Cvar_SetValueQuick(&r_glsl, 0);
7076                 r_loadnormalmap = false;
7077                 r_loadgloss = false;
7078                 r_loadfog = true;
7079                 break;
7080         case RENDERPATH_GL11:
7081                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7082                 Cvar_SetValueQuick(&gl_combine, 0);
7083                 Cvar_SetValueQuick(&r_glsl, 0);
7084                 r_loadnormalmap = false;
7085                 r_loadgloss = false;
7086                 r_loadfog = true;
7087                 break;
7088         }
7089
7090         R_AnimCache_Free();
7091         R_FrameData_Reset();
7092
7093         r_numqueries = 0;
7094         r_maxqueries = 0;
7095         memset(r_queries, 0, sizeof(r_queries));
7096
7097         r_qwskincache = NULL;
7098         r_qwskincache_size = 0;
7099
7100         // set up r_skinframe loading system for textures
7101         memset(&r_skinframe, 0, sizeof(r_skinframe));
7102         r_skinframe.loadsequence = 1;
7103         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7104
7105         r_main_texturepool = R_AllocTexturePool();
7106         R_BuildBlankTextures();
7107         R_BuildNoTexture();
7108         if (vid.support.arb_texture_cube_map)
7109         {
7110                 R_BuildWhiteCube();
7111                 R_BuildNormalizationCube();
7112         }
7113         r_texture_fogattenuation = NULL;
7114         r_texture_fogheighttexture = NULL;
7115         r_texture_gammaramps = NULL;
7116         //r_texture_fogintensity = NULL;
7117         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7118         memset(&r_waterstate, 0, sizeof(r_waterstate));
7119         r_glsl_permutation = NULL;
7120         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7121         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7122         glslshaderstring = NULL;
7123 #ifdef SUPPORTCG
7124         r_cg_permutation = NULL;
7125         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7126         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7127         cgshaderstring = NULL;
7128 #endif
7129 #ifdef SUPPORTD3D
7130         r_hlsl_permutation = NULL;
7131         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7132         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7133         hlslshaderstring = NULL;
7134 #endif
7135         memset(&r_svbsp, 0, sizeof (r_svbsp));
7136
7137         r_refdef.fogmasktable_density = 0;
7138 }
7139
7140 void gl_main_shutdown(void)
7141 {
7142         R_AnimCache_Free();
7143         R_FrameData_Reset();
7144
7145         R_Main_FreeViewCache();
7146
7147         switch(vid.renderpath)
7148         {
7149         case RENDERPATH_GL11:
7150         case RENDERPATH_GL13:
7151         case RENDERPATH_GL20:
7152         case RENDERPATH_CGGL:
7153                 if (r_maxqueries)
7154                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7155                 break;
7156         case RENDERPATH_D3D9:
7157                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7158                 break;
7159         case RENDERPATH_D3D10:
7160                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7161                 break;
7162         case RENDERPATH_D3D11:
7163                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7164                 break;
7165         }
7166
7167         r_numqueries = 0;
7168         r_maxqueries = 0;
7169         memset(r_queries, 0, sizeof(r_queries));
7170
7171         r_qwskincache = NULL;
7172         r_qwskincache_size = 0;
7173
7174         // clear out the r_skinframe state
7175         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7176         memset(&r_skinframe, 0, sizeof(r_skinframe));
7177
7178         if (r_svbsp.nodes)
7179                 Mem_Free(r_svbsp.nodes);
7180         memset(&r_svbsp, 0, sizeof (r_svbsp));
7181         R_FreeTexturePool(&r_main_texturepool);
7182         loadingscreentexture = NULL;
7183         r_texture_blanknormalmap = NULL;
7184         r_texture_white = NULL;
7185         r_texture_grey128 = NULL;
7186         r_texture_black = NULL;
7187         r_texture_whitecube = NULL;
7188         r_texture_normalizationcube = NULL;
7189         r_texture_fogattenuation = NULL;
7190         r_texture_fogheighttexture = NULL;
7191         r_texture_gammaramps = NULL;
7192         r_texture_numcubemaps = 0;
7193         //r_texture_fogintensity = NULL;
7194         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7195         memset(&r_waterstate, 0, sizeof(r_waterstate));
7196         R_GLSL_Restart_f();
7197 }
7198
7199 extern void CL_ParseEntityLump(char *entitystring);
7200 void gl_main_newmap(void)
7201 {
7202         // FIXME: move this code to client
7203         char *entities, entname[MAX_QPATH];
7204         if (r_qwskincache)
7205                 Mem_Free(r_qwskincache);
7206         r_qwskincache = NULL;
7207         r_qwskincache_size = 0;
7208         if (cl.worldmodel)
7209         {
7210                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7211                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7212                 {
7213                         CL_ParseEntityLump(entities);
7214                         Mem_Free(entities);
7215                         return;
7216                 }
7217                 if (cl.worldmodel->brush.entities)
7218                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7219         }
7220         R_Main_FreeViewCache();
7221
7222         R_FrameData_Reset();
7223 }
7224
7225 void GL_Main_Init(void)
7226 {
7227         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7228
7229         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7230         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7231         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7232         if (gamemode == GAME_NEHAHRA)
7233         {
7234                 Cvar_RegisterVariable (&gl_fogenable);
7235                 Cvar_RegisterVariable (&gl_fogdensity);
7236                 Cvar_RegisterVariable (&gl_fogred);
7237                 Cvar_RegisterVariable (&gl_foggreen);
7238                 Cvar_RegisterVariable (&gl_fogblue);
7239                 Cvar_RegisterVariable (&gl_fogstart);
7240                 Cvar_RegisterVariable (&gl_fogend);
7241                 Cvar_RegisterVariable (&gl_skyclip);
7242         }
7243         Cvar_RegisterVariable(&r_motionblur);
7244         Cvar_RegisterVariable(&r_motionblur_maxblur);
7245         Cvar_RegisterVariable(&r_motionblur_bmin);
7246         Cvar_RegisterVariable(&r_motionblur_vmin);
7247         Cvar_RegisterVariable(&r_motionblur_vmax);
7248         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7249         Cvar_RegisterVariable(&r_motionblur_randomize);
7250         Cvar_RegisterVariable(&r_damageblur);
7251         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7252         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7253         Cvar_RegisterVariable(&r_equalize_entities_by);
7254         Cvar_RegisterVariable(&r_equalize_entities_to);
7255         Cvar_RegisterVariable(&r_depthfirst);
7256         Cvar_RegisterVariable(&r_useinfinitefarclip);
7257         Cvar_RegisterVariable(&r_farclip_base);
7258         Cvar_RegisterVariable(&r_farclip_world);
7259         Cvar_RegisterVariable(&r_nearclip);
7260         Cvar_RegisterVariable(&r_showbboxes);
7261         Cvar_RegisterVariable(&r_showsurfaces);
7262         Cvar_RegisterVariable(&r_showtris);
7263         Cvar_RegisterVariable(&r_shownormals);
7264         Cvar_RegisterVariable(&r_showlighting);
7265         Cvar_RegisterVariable(&r_showshadowvolumes);
7266         Cvar_RegisterVariable(&r_showcollisionbrushes);
7267         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7268         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7269         Cvar_RegisterVariable(&r_showdisabledepthtest);
7270         Cvar_RegisterVariable(&r_drawportals);
7271         Cvar_RegisterVariable(&r_drawentities);
7272         Cvar_RegisterVariable(&r_draw2d);
7273         Cvar_RegisterVariable(&r_drawworld);
7274         Cvar_RegisterVariable(&r_cullentities_trace);
7275         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7276         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7277         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7278         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7279         Cvar_RegisterVariable(&r_drawviewmodel);
7280         Cvar_RegisterVariable(&r_drawexteriormodel);
7281         Cvar_RegisterVariable(&r_speeds);
7282         Cvar_RegisterVariable(&r_fullbrights);
7283         Cvar_RegisterVariable(&r_wateralpha);
7284         Cvar_RegisterVariable(&r_dynamic);
7285         Cvar_RegisterVariable(&r_fullbright);
7286         Cvar_RegisterVariable(&r_shadows);
7287         Cvar_RegisterVariable(&r_shadows_darken);
7288         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7289         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7290         Cvar_RegisterVariable(&r_shadows_throwdistance);
7291         Cvar_RegisterVariable(&r_shadows_throwdirection);
7292         Cvar_RegisterVariable(&r_shadows_focus);
7293         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7294         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7295         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7296         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7297         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7298         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7299         Cvar_RegisterVariable(&r_fog_exp2);
7300         Cvar_RegisterVariable(&r_drawfog);
7301         Cvar_RegisterVariable(&r_transparentdepthmasking);
7302         Cvar_RegisterVariable(&r_texture_dds_load);
7303         Cvar_RegisterVariable(&r_texture_dds_save);
7304         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7305         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7306         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7307         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7308         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7309         Cvar_RegisterVariable(&r_textureunits);
7310         Cvar_RegisterVariable(&gl_combine);
7311         Cvar_RegisterVariable(&r_glsl);
7312         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7313         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7314         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7315         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7316         Cvar_RegisterVariable(&r_glsl_postprocess);
7317         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7318         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7321         Cvar_RegisterVariable(&r_water);
7322         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7323         Cvar_RegisterVariable(&r_water_clippingplanebias);
7324         Cvar_RegisterVariable(&r_water_refractdistort);
7325         Cvar_RegisterVariable(&r_water_reflectdistort);
7326         Cvar_RegisterVariable(&r_lerpsprites);
7327         Cvar_RegisterVariable(&r_lerpmodels);
7328         Cvar_RegisterVariable(&r_lerplightstyles);
7329         Cvar_RegisterVariable(&r_waterscroll);
7330         Cvar_RegisterVariable(&r_bloom);
7331         Cvar_RegisterVariable(&r_bloom_colorscale);
7332         Cvar_RegisterVariable(&r_bloom_brighten);
7333         Cvar_RegisterVariable(&r_bloom_blur);
7334         Cvar_RegisterVariable(&r_bloom_resolution);
7335         Cvar_RegisterVariable(&r_bloom_colorexponent);
7336         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7337         Cvar_RegisterVariable(&r_hdr);
7338         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7339         Cvar_RegisterVariable(&r_hdr_glowintensity);
7340         Cvar_RegisterVariable(&r_hdr_range);
7341         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7342         Cvar_RegisterVariable(&developer_texturelogging);
7343         Cvar_RegisterVariable(&gl_lightmaps);
7344         Cvar_RegisterVariable(&r_test);
7345         Cvar_RegisterVariable(&r_glsl_saturation);
7346         Cvar_RegisterVariable(&r_framedatasize);
7347         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7348                 Cvar_SetValue("r_fullbrights", 0);
7349         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7350
7351         Cvar_RegisterVariable(&r_track_sprites);
7352         Cvar_RegisterVariable(&r_track_sprites_flags);
7353         Cvar_RegisterVariable(&r_track_sprites_scalew);
7354         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7355         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7356         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7357 }
7358
7359 extern void R_Textures_Init(void);
7360 extern void GL_Draw_Init(void);
7361 extern void GL_Main_Init(void);
7362 extern void R_Shadow_Init(void);
7363 extern void R_Sky_Init(void);
7364 extern void GL_Surf_Init(void);
7365 extern void R_Particles_Init(void);
7366 extern void R_Explosion_Init(void);
7367 extern void gl_backend_init(void);
7368 extern void Sbar_Init(void);
7369 extern void R_LightningBeams_Init(void);
7370 extern void Mod_RenderInit(void);
7371 extern void Font_Init(void);
7372
7373 void Render_Init(void)
7374 {
7375         gl_backend_init();
7376         R_Textures_Init();
7377         GL_Main_Init();
7378         Font_Init();
7379         GL_Draw_Init();
7380         R_Shadow_Init();
7381         R_Sky_Init();
7382         GL_Surf_Init();
7383         Sbar_Init();
7384         R_Particles_Init();
7385         R_Explosion_Init();
7386         R_LightningBeams_Init();
7387         Mod_RenderInit();
7388 }
7389
7390 /*
7391 ===============
7392 GL_Init
7393 ===============
7394 */
7395 extern char *ENGINE_EXTENSIONS;
7396 void GL_Init (void)
7397 {
7398         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7399         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7400         gl_version = (const char *)qglGetString(GL_VERSION);
7401         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7402
7403         if (!gl_extensions)
7404                 gl_extensions = "";
7405         if (!gl_platformextensions)
7406                 gl_platformextensions = "";
7407
7408         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7409         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7410         Con_Printf("GL_VERSION: %s\n", gl_version);
7411         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7412         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7413
7414         VID_CheckExtensions();
7415
7416         // LordHavoc: report supported extensions
7417         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7418
7419         // clear to black (loading plaque will be seen over this)
7420         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7421 }
7422
7423 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7424 {
7425         int i;
7426         mplane_t *p;
7427         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7428         {
7429                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7430                 if (i == 4)
7431                         continue;
7432                 p = r_refdef.view.frustum + i;
7433                 switch(p->signbits)
7434                 {
7435                 default:
7436                 case 0:
7437                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7438                                 return true;
7439                         break;
7440                 case 1:
7441                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7442                                 return true;
7443                         break;
7444                 case 2:
7445                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7446                                 return true;
7447                         break;
7448                 case 3:
7449                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7450                                 return true;
7451                         break;
7452                 case 4:
7453                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7454                                 return true;
7455                         break;
7456                 case 5:
7457                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7458                                 return true;
7459                         break;
7460                 case 6:
7461                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7462                                 return true;
7463                         break;
7464                 case 7:
7465                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7466                                 return true;
7467                         break;
7468                 }
7469         }
7470         return false;
7471 }
7472
7473 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7474 {
7475         int i;
7476         const mplane_t *p;
7477         for (i = 0;i < numplanes;i++)
7478         {
7479                 p = planes + i;
7480                 switch(p->signbits)
7481                 {
7482                 default:
7483                 case 0:
7484                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7485                                 return true;
7486                         break;
7487                 case 1:
7488                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7489                                 return true;
7490                         break;
7491                 case 2:
7492                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7493                                 return true;
7494                         break;
7495                 case 3:
7496                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7497                                 return true;
7498                         break;
7499                 case 4:
7500                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7501                                 return true;
7502                         break;
7503                 case 5:
7504                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7505                                 return true;
7506                         break;
7507                 case 6:
7508                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7509                                 return true;
7510                         break;
7511                 case 7:
7512                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7513                                 return true;
7514                         break;
7515                 }
7516         }
7517         return false;
7518 }
7519
7520 //==================================================================================
7521
7522 // LordHavoc: this stores temporary data used within the same frame
7523
7524 qboolean r_framedata_failed;
7525 static size_t r_framedata_size;
7526 static size_t r_framedata_current;
7527 static void *r_framedata_base;
7528
7529 void R_FrameData_Reset(void)
7530 {
7531         if (r_framedata_base)
7532                 Mem_Free(r_framedata_base);
7533         r_framedata_base = NULL;
7534         r_framedata_size = 0;
7535         r_framedata_current = 0;
7536         r_framedata_failed = false;
7537 }
7538
7539 void R_FrameData_NewFrame(void)
7540 {
7541         size_t wantedsize;
7542         if (r_framedata_failed)
7543                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7544         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7545         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7546         if (r_framedata_size != wantedsize)
7547         {
7548                 r_framedata_size = wantedsize;
7549                 if (r_framedata_base)
7550                         Mem_Free(r_framedata_base);
7551                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7552         }
7553         r_framedata_current = 0;
7554         r_framedata_failed = false;
7555 }
7556
7557 void *R_FrameData_Alloc(size_t size)
7558 {
7559         void *data;
7560
7561         // align to 16 byte boundary
7562         size = (size + 15) & ~15;
7563         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7564         r_framedata_current += size;
7565
7566         // check overflow
7567         if (r_framedata_current > r_framedata_size)
7568                 r_framedata_failed = true;
7569
7570         // return NULL on everything after a failure
7571         if (r_framedata_failed)
7572                 return NULL;
7573
7574         return data;
7575 }
7576
7577 void *R_FrameData_Store(size_t size, void *data)
7578 {
7579         void *d = R_FrameData_Alloc(size);
7580         if (d)
7581                 memcpy(d, data, size);
7582         return d;
7583 }
7584
7585 //==================================================================================
7586
7587 // LordHavoc: animcache originally written by Echon, rewritten since then
7588
7589 /**
7590  * Animation cache prevents re-generating mesh data for an animated model
7591  * multiple times in one frame for lighting, shadowing, reflections, etc.
7592  */
7593
7594 void R_AnimCache_Free(void)
7595 {
7596 }
7597
7598 void R_AnimCache_ClearCache(void)
7599 {
7600         int i;
7601         entity_render_t *ent;
7602
7603         for (i = 0;i < r_refdef.scene.numentities;i++)
7604         {
7605                 ent = r_refdef.scene.entities[i];
7606                 ent->animcache_vertex3f = NULL;
7607                 ent->animcache_normal3f = NULL;
7608                 ent->animcache_svector3f = NULL;
7609                 ent->animcache_tvector3f = NULL;
7610                 ent->animcache_vertexposition = NULL;
7611                 ent->animcache_vertexmesh = NULL;
7612                 ent->animcache_vertexpositionbuffer = NULL;
7613                 ent->animcache_vertexmeshbuffer = NULL;
7614         }
7615 }
7616
7617 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7618 {
7619         int i;
7620         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7621                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7622         if (!ent->animcache_vertexposition)
7623                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7624         if (ent->animcache_vertexposition)
7625         {
7626                 for (i = 0;i < numvertices;i++)
7627                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
7628                 // TODO: upload vertex buffer?
7629         }
7630         if (ent->animcache_vertexmesh)
7631         {
7632                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7633                 for (i = 0;i < numvertices;i++)
7634                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
7635                 if (ent->animcache_svector3f)
7636                         for (i = 0;i < numvertices;i++)
7637                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
7638                 if (ent->animcache_tvector3f)
7639                         for (i = 0;i < numvertices;i++)
7640                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
7641                 if (ent->animcache_normal3f)
7642                         for (i = 0;i < numvertices;i++)
7643                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
7644                 // TODO: upload vertex buffer?
7645         }
7646 }
7647
7648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7649 {
7650         dp_model_t *model = ent->model;
7651         int numvertices;
7652         // see if it's already cached this frame
7653         if (ent->animcache_vertex3f)
7654         {
7655                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7656                 if (wantnormals || wanttangents)
7657                 {
7658                         if (ent->animcache_normal3f)
7659                                 wantnormals = false;
7660                         if (ent->animcache_svector3f)
7661                                 wanttangents = false;
7662                         if (wantnormals || wanttangents)
7663                         {
7664                                 numvertices = model->surfmesh.num_vertices;
7665                                 if (wantnormals)
7666                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7667                                 if (wanttangents)
7668                                 {
7669                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7670                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7671                                 }
7672                                 if (!r_framedata_failed)
7673                                 {
7674                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7675                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7676                                 }
7677                         }
7678                 }
7679         }
7680         else
7681         {
7682                 // see if this ent is worth caching
7683                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7684                         return false;
7685                 // get some memory for this entity and generate mesh data
7686                 numvertices = model->surfmesh.num_vertices;
7687                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7688                 if (wantnormals)
7689                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7690                 if (wanttangents)
7691                 {
7692                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7693                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7694                 }
7695                 if (!r_framedata_failed)
7696                 {
7697                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7698                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7699                 }
7700         }
7701         return !r_framedata_failed;
7702 }
7703
7704 void R_AnimCache_CacheVisibleEntities(void)
7705 {
7706         int i;
7707         qboolean wantnormals = true;
7708         qboolean wanttangents = !r_showsurfaces.integer;
7709
7710         switch(vid.renderpath)
7711         {
7712         case RENDERPATH_GL20:
7713         case RENDERPATH_CGGL:
7714         case RENDERPATH_D3D9:
7715         case RENDERPATH_D3D10:
7716         case RENDERPATH_D3D11:
7717                 break;
7718         case RENDERPATH_GL13:
7719         case RENDERPATH_GL11:
7720                 wanttangents = false;
7721                 break;
7722         }
7723
7724         if (r_shownormals.integer)
7725                 wanttangents = wantnormals = true;
7726
7727         // TODO: thread this
7728         // NOTE: R_PrepareRTLights() also caches entities
7729
7730         for (i = 0;i < r_refdef.scene.numentities;i++)
7731                 if (r_refdef.viewcache.entityvisible[i])
7732                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7733 }
7734
7735 //==================================================================================
7736
7737 static void R_View_UpdateEntityLighting (void)
7738 {
7739         int i;
7740         entity_render_t *ent;
7741         vec3_t tempdiffusenormal, avg;
7742         vec_t f, fa, fd, fdd;
7743         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7744
7745         for (i = 0;i < r_refdef.scene.numentities;i++)
7746         {
7747                 ent = r_refdef.scene.entities[i];
7748
7749                 // skip unseen models
7750                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7751                         continue;
7752
7753                 // skip bsp models
7754                 if (ent->model && ent->model->brush.num_leafs)
7755                 {
7756                         // TODO: use modellight for r_ambient settings on world?
7757                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7758                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7759                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7760                         continue;
7761                 }
7762
7763                 // fetch the lighting from the worldmodel data
7764                 VectorClear(ent->modellight_ambient);
7765                 VectorClear(ent->modellight_diffuse);
7766                 VectorClear(tempdiffusenormal);
7767                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7768                 {
7769                         vec3_t org;
7770                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7771                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7772                         if(ent->flags & RENDER_EQUALIZE)
7773                         {
7774                                 // first fix up ambient lighting...
7775                                 if(r_equalize_entities_minambient.value > 0)
7776                                 {
7777                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7778                                         if(fd > 0)
7779                                         {
7780                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7781                                                 if(fa < r_equalize_entities_minambient.value * fd)
7782                                                 {
7783                                                         // solve:
7784                                                         //   fa'/fd' = minambient
7785                                                         //   fa'+0.25*fd' = fa+0.25*fd
7786                                                         //   ...
7787                                                         //   fa' = fd' * minambient
7788                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7789                                                         //   ...
7790                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7791                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7792                                                         //   ...
7793                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7794                                                         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
7795                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7796                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7797                                                 }
7798                                         }
7799                                 }
7800
7801                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7802                                 {
7803                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7804                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7805                                         if(f > 0)
7806                                         {
7807                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7808                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7809                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7810                                         }
7811                                 }
7812                         }
7813                 }
7814                 else // highly rare
7815                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7816
7817                 // move the light direction into modelspace coordinates for lighting code
7818                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7819                 if(VectorLength2(ent->modellight_lightdir) == 0)
7820                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7821                 VectorNormalize(ent->modellight_lightdir);
7822         }
7823 }
7824
7825 #define MAX_LINEOFSIGHTTRACES 64
7826
7827 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7828 {
7829         int i;
7830         vec3_t boxmins, boxmaxs;
7831         vec3_t start;
7832         vec3_t end;
7833         dp_model_t *model = r_refdef.scene.worldmodel;
7834
7835         if (!model || !model->brush.TraceLineOfSight)
7836                 return true;
7837
7838         // expand the box a little
7839         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7840         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7841         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7842         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7843         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7844         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7845
7846         // return true if eye is inside enlarged box
7847         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7848                 return true;
7849
7850         // try center
7851         VectorCopy(eye, start);
7852         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7853         if (model->brush.TraceLineOfSight(model, start, end))
7854                 return true;
7855
7856         // try various random positions
7857         for (i = 0;i < numsamples;i++)
7858         {
7859                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7860                 if (model->brush.TraceLineOfSight(model, start, end))
7861                         return true;
7862         }
7863
7864         return false;
7865 }
7866
7867
7868 static void R_View_UpdateEntityVisible (void)
7869 {
7870         int i;
7871         int renderimask;
7872         int samples;
7873         entity_render_t *ent;
7874
7875         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7876                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7877                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7878                 :                                                          RENDER_EXTERIORMODEL;
7879         if (!r_drawviewmodel.integer)
7880                 renderimask |= RENDER_VIEWMODEL;
7881         if (!r_drawexteriormodel.integer)
7882                 renderimask |= RENDER_EXTERIORMODEL;
7883         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7884         {
7885                 // worldmodel can check visibility
7886                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7887                 for (i = 0;i < r_refdef.scene.numentities;i++)
7888                 {
7889                         ent = r_refdef.scene.entities[i];
7890                         if (!(ent->flags & renderimask))
7891                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7892                         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))
7893                                 r_refdef.viewcache.entityvisible[i] = true;
7894                 }
7895                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7896                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7897                 {
7898                         for (i = 0;i < r_refdef.scene.numentities;i++)
7899                         {
7900                                 ent = r_refdef.scene.entities[i];
7901                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7902                                 {
7903                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7904                                         if (samples < 0)
7905                                                 continue; // temp entities do pvs only
7906                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7907                                                 ent->last_trace_visibility = realtime;
7908                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7909                                                 r_refdef.viewcache.entityvisible[i] = 0;
7910                                 }
7911                         }
7912                 }
7913         }
7914         else
7915         {
7916                 // no worldmodel or it can't check visibility
7917                 for (i = 0;i < r_refdef.scene.numentities;i++)
7918                 {
7919                         ent = r_refdef.scene.entities[i];
7920                         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));
7921                 }
7922         }
7923 }
7924
7925 /// only used if skyrendermasked, and normally returns false
7926 int R_DrawBrushModelsSky (void)
7927 {
7928         int i, sky;
7929         entity_render_t *ent;
7930
7931         sky = false;
7932         for (i = 0;i < r_refdef.scene.numentities;i++)
7933         {
7934                 if (!r_refdef.viewcache.entityvisible[i])
7935                         continue;
7936                 ent = r_refdef.scene.entities[i];
7937                 if (!ent->model || !ent->model->DrawSky)
7938                         continue;
7939                 ent->model->DrawSky(ent);
7940                 sky = true;
7941         }
7942         return sky;
7943 }
7944
7945 static void R_DrawNoModel(entity_render_t *ent);
7946 static void R_DrawModels(void)
7947 {
7948         int i;
7949         entity_render_t *ent;
7950
7951         for (i = 0;i < r_refdef.scene.numentities;i++)
7952         {
7953                 if (!r_refdef.viewcache.entityvisible[i])
7954                         continue;
7955                 ent = r_refdef.scene.entities[i];
7956                 r_refdef.stats.entities++;
7957                 if (ent->model && ent->model->Draw != NULL)
7958                         ent->model->Draw(ent);
7959                 else
7960                         R_DrawNoModel(ent);
7961         }
7962 }
7963
7964 static void R_DrawModelsDepth(void)
7965 {
7966         int i;
7967         entity_render_t *ent;
7968
7969         for (i = 0;i < r_refdef.scene.numentities;i++)
7970         {
7971                 if (!r_refdef.viewcache.entityvisible[i])
7972                         continue;
7973                 ent = r_refdef.scene.entities[i];
7974                 if (ent->model && ent->model->DrawDepth != NULL)
7975                         ent->model->DrawDepth(ent);
7976         }
7977 }
7978
7979 static void R_DrawModelsDebug(void)
7980 {
7981         int i;
7982         entity_render_t *ent;
7983
7984         for (i = 0;i < r_refdef.scene.numentities;i++)
7985         {
7986                 if (!r_refdef.viewcache.entityvisible[i])
7987                         continue;
7988                 ent = r_refdef.scene.entities[i];
7989                 if (ent->model && ent->model->DrawDebug != NULL)
7990                         ent->model->DrawDebug(ent);
7991         }
7992 }
7993
7994 static void R_DrawModelsAddWaterPlanes(void)
7995 {
7996         int i;
7997         entity_render_t *ent;
7998
7999         for (i = 0;i < r_refdef.scene.numentities;i++)
8000         {
8001                 if (!r_refdef.viewcache.entityvisible[i])
8002                         continue;
8003                 ent = r_refdef.scene.entities[i];
8004                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8005                         ent->model->DrawAddWaterPlanes(ent);
8006         }
8007 }
8008
8009 static void R_View_SetFrustum(void)
8010 {
8011         int i;
8012         double slopex, slopey;
8013         vec3_t forward, left, up, origin;
8014
8015         // we can't trust r_refdef.view.forward and friends in reflected scenes
8016         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8017
8018 #if 0
8019         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8020         r_refdef.view.frustum[0].normal[1] = 0 - 0;
8021         r_refdef.view.frustum[0].normal[2] = -1 - 0;
8022         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8023         r_refdef.view.frustum[1].normal[1] = 0 + 0;
8024         r_refdef.view.frustum[1].normal[2] = -1 + 0;
8025         r_refdef.view.frustum[2].normal[0] = 0 - 0;
8026         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8027         r_refdef.view.frustum[2].normal[2] = -1 - 0;
8028         r_refdef.view.frustum[3].normal[0] = 0 + 0;
8029         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8030         r_refdef.view.frustum[3].normal[2] = -1 + 0;
8031 #endif
8032
8033 #if 0
8034         zNear = r_refdef.nearclip;
8035         nudge = 1.0 - 1.0 / (1<<23);
8036         r_refdef.view.frustum[4].normal[0] = 0 - 0;
8037         r_refdef.view.frustum[4].normal[1] = 0 - 0;
8038         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8039         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8040         r_refdef.view.frustum[5].normal[0] = 0 + 0;
8041         r_refdef.view.frustum[5].normal[1] = 0 + 0;
8042         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8043         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8044 #endif
8045
8046
8047
8048 #if 0
8049         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8050         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8051         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8052         r_refdef.view.frustum[0].dist = m[15] - m[12];
8053
8054         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8055         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8056         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8057         r_refdef.view.frustum[1].dist = m[15] + m[12];
8058
8059         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8060         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8061         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8062         r_refdef.view.frustum[2].dist = m[15] - m[13];
8063
8064         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8065         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8066         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8067         r_refdef.view.frustum[3].dist = m[15] + m[13];
8068
8069         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8070         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8071         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8072         r_refdef.view.frustum[4].dist = m[15] - m[14];
8073
8074         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8075         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8076         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8077         r_refdef.view.frustum[5].dist = m[15] + m[14];
8078 #endif
8079
8080         if (r_refdef.view.useperspective)
8081         {
8082                 slopex = 1.0 / r_refdef.view.frustum_x;
8083                 slopey = 1.0 / r_refdef.view.frustum_y;
8084                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8085                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
8086                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
8087                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
8088                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8089
8090                 // Leaving those out was a mistake, those were in the old code, and they
8091                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8092                 // I couldn't reproduce it after adding those normalizations. --blub
8093                 VectorNormalize(r_refdef.view.frustum[0].normal);
8094                 VectorNormalize(r_refdef.view.frustum[1].normal);
8095                 VectorNormalize(r_refdef.view.frustum[2].normal);
8096                 VectorNormalize(r_refdef.view.frustum[3].normal);
8097
8098                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8099                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8100                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8101                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8102                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8103
8104                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8105                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8106                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8107                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8108                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8109         }
8110         else
8111         {
8112                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8113                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8114                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8115                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8116                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8117                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8118                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8119                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8120                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8121                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8122         }
8123         r_refdef.view.numfrustumplanes = 5;
8124
8125         if (r_refdef.view.useclipplane)
8126         {
8127                 r_refdef.view.numfrustumplanes = 6;
8128                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8129         }
8130
8131         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8132                 PlaneClassify(r_refdef.view.frustum + i);
8133
8134         // LordHavoc: note to all quake engine coders, Quake had a special case
8135         // for 90 degrees which assumed a square view (wrong), so I removed it,
8136         // Quake2 has it disabled as well.
8137
8138         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8139         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8140         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8141         //PlaneClassify(&frustum[0]);
8142
8143         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8144         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8145         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8146         //PlaneClassify(&frustum[1]);
8147
8148         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8149         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8150         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8151         //PlaneClassify(&frustum[2]);
8152
8153         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8154         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8155         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8156         //PlaneClassify(&frustum[3]);
8157
8158         // nearclip plane
8159         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8160         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8161         //PlaneClassify(&frustum[4]);
8162 }
8163
8164 void R_View_Update(void)
8165 {
8166         R_Main_ResizeViewCache();
8167         R_View_SetFrustum();
8168         R_View_WorldVisibility(r_refdef.view.useclipplane);
8169         R_View_UpdateEntityVisible();
8170         R_View_UpdateEntityLighting();
8171 }
8172
8173 void R_SetupView(qboolean allowwaterclippingplane)
8174 {
8175         const float *customclipplane = NULL;
8176         float plane[4];
8177         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8178         {
8179                 // LordHavoc: couldn't figure out how to make this approach the
8180                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8181                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8182                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8183                         dist = r_refdef.view.clipplane.dist;
8184                 plane[0] = r_refdef.view.clipplane.normal[0];
8185                 plane[1] = r_refdef.view.clipplane.normal[1];
8186                 plane[2] = r_refdef.view.clipplane.normal[2];
8187                 plane[3] = dist;
8188                 customclipplane = plane;
8189         }
8190
8191         if (!r_refdef.view.useperspective)
8192                 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);
8193         else if (vid.stencil && r_useinfinitefarclip.integer)
8194                 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);
8195         else
8196                 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);
8197         R_SetViewport(&r_refdef.view.viewport);
8198 }
8199
8200 void R_EntityMatrix(const matrix4x4_t *matrix)
8201 {
8202         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8203         {
8204                 gl_modelmatrixchanged = false;
8205                 gl_modelmatrix = *matrix;
8206                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8207                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8208                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8209                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8210                 CHECKGLERROR
8211                 switch(vid.renderpath)
8212                 {
8213                 case RENDERPATH_D3D9:
8214 #ifdef SUPPORTD3D
8215                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8216                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8217 #endif
8218                         break;
8219                 case RENDERPATH_D3D10:
8220                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8221                         break;
8222                 case RENDERPATH_D3D11:
8223                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8224                         break;
8225                 case RENDERPATH_GL20:
8226                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8227                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8228                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8229                         break;
8230                 case RENDERPATH_CGGL:
8231 #ifdef SUPPORTCG
8232                         CHECKCGERROR
8233                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8234                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8235                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8236 #endif
8237                         break;
8238                 case RENDERPATH_GL13:
8239                 case RENDERPATH_GL11:
8240                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8241                         break;
8242                 }
8243         }
8244 }
8245
8246 void R_ResetViewRendering2D(void)
8247 {
8248         r_viewport_t viewport;
8249         DrawQ_Finish();
8250
8251         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8252         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);
8253         R_SetViewport(&viewport);
8254         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8255         GL_Color(1, 1, 1, 1);
8256         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8257         GL_BlendFunc(GL_ONE, GL_ZERO);
8258         GL_AlphaTest(false);
8259         GL_ScissorTest(false);
8260         GL_DepthMask(false);
8261         GL_DepthRange(0, 1);
8262         GL_DepthTest(false);
8263         GL_DepthFunc(GL_LEQUAL);
8264         R_EntityMatrix(&identitymatrix);
8265         R_Mesh_ResetTextureState();
8266         GL_PolygonOffset(0, 0);
8267         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8268         switch(vid.renderpath)
8269         {
8270         case RENDERPATH_GL11:
8271         case RENDERPATH_GL13:
8272         case RENDERPATH_GL20:
8273         case RENDERPATH_CGGL:
8274                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8275                 break;
8276         case RENDERPATH_D3D9:
8277         case RENDERPATH_D3D10:
8278         case RENDERPATH_D3D11:
8279                 break;
8280         }
8281         GL_CullFace(GL_NONE);
8282 }
8283
8284 void R_ResetViewRendering3D(void)
8285 {
8286         DrawQ_Finish();
8287
8288         R_SetupView(true);
8289         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8290         GL_Color(1, 1, 1, 1);
8291         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8292         GL_BlendFunc(GL_ONE, GL_ZERO);
8293         GL_AlphaTest(false);
8294         GL_ScissorTest(true);
8295         GL_DepthMask(true);
8296         GL_DepthRange(0, 1);
8297         GL_DepthTest(true);
8298         GL_DepthFunc(GL_LEQUAL);
8299         R_EntityMatrix(&identitymatrix);
8300         R_Mesh_ResetTextureState();
8301         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8302         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8303         switch(vid.renderpath)
8304         {
8305         case RENDERPATH_GL11:
8306         case RENDERPATH_GL13:
8307         case RENDERPATH_GL20:
8308         case RENDERPATH_CGGL:
8309                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8310                 break;
8311         case RENDERPATH_D3D9:
8312         case RENDERPATH_D3D10:
8313         case RENDERPATH_D3D11:
8314                 break;
8315         }
8316         GL_CullFace(r_refdef.view.cullface_back);
8317 }
8318
8319 /*
8320 ================
8321 R_RenderView_UpdateViewVectors
8322 ================
8323 */
8324 static void R_RenderView_UpdateViewVectors(void)
8325 {
8326         // break apart the view matrix into vectors for various purposes
8327         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8328         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8329         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8330         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8331         // make an inverted copy of the view matrix for tracking sprites
8332         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8333 }
8334
8335 void R_RenderScene(void);
8336 void R_RenderWaterPlanes(void);
8337
8338 static void R_Water_StartFrame(void)
8339 {
8340         int i;
8341         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8342         r_waterstate_waterplane_t *p;
8343
8344         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8345                 return;
8346
8347         switch(vid.renderpath)
8348         {
8349         case RENDERPATH_GL20:
8350         case RENDERPATH_CGGL:
8351         case RENDERPATH_D3D9:
8352         case RENDERPATH_D3D10:
8353         case RENDERPATH_D3D11:
8354                 break;
8355         case RENDERPATH_GL13:
8356         case RENDERPATH_GL11:
8357                 return;
8358         }
8359
8360         // set waterwidth and waterheight to the water resolution that will be
8361         // used (often less than the screen resolution for faster rendering)
8362         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8363         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8364
8365         // calculate desired texture sizes
8366         // can't use water if the card does not support the texture size
8367         if (!r_water.integer || r_showsurfaces.integer)
8368                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8369         else if (vid.support.arb_texture_non_power_of_two)
8370         {
8371                 texturewidth = waterwidth;
8372                 textureheight = waterheight;
8373                 camerawidth = waterwidth;
8374                 cameraheight = waterheight;
8375         }
8376         else
8377         {
8378                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8379                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8380                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8381                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8382         }
8383
8384         // allocate textures as needed
8385         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8386         {
8387                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8388                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8389                 {
8390                         if (p->texture_refraction)
8391                                 R_FreeTexture(p->texture_refraction);
8392                         p->texture_refraction = NULL;
8393                         if (p->texture_reflection)
8394                                 R_FreeTexture(p->texture_reflection);
8395                         p->texture_reflection = NULL;
8396                         if (p->texture_camera)
8397                                 R_FreeTexture(p->texture_camera);
8398                         p->texture_camera = NULL;
8399                 }
8400                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8401                 r_waterstate.texturewidth = texturewidth;
8402                 r_waterstate.textureheight = textureheight;
8403                 r_waterstate.camerawidth = camerawidth;
8404                 r_waterstate.cameraheight = cameraheight;
8405         }
8406
8407         if (r_waterstate.texturewidth)
8408         {
8409                 r_waterstate.enabled = true;
8410
8411                 // when doing a reduced render (HDR) we want to use a smaller area
8412                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8413                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8414
8415                 // set up variables that will be used in shader setup
8416                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8417                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8418                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8419                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8420         }
8421
8422         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8423         r_waterstate.numwaterplanes = 0;
8424 }
8425
8426 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8427 {
8428         int triangleindex, planeindex;
8429         const int *e;
8430         vec3_t vert[3];
8431         vec3_t normal;
8432         vec3_t center;
8433         mplane_t plane;
8434         int cam_ent;
8435         r_waterstate_waterplane_t *p;
8436         texture_t *t = R_GetCurrentTexture(surface->texture);
8437         cam_ent = t->camera_entity;
8438         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8439                 cam_ent = 0;
8440
8441         // just use the first triangle with a valid normal for any decisions
8442         VectorClear(normal);
8443         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8444         {
8445                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8446                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8447                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8448                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8449                 if (VectorLength2(normal) >= 0.001)
8450                         break;
8451         }
8452
8453         VectorCopy(normal, plane.normal);
8454         VectorNormalize(plane.normal);
8455         plane.dist = DotProduct(vert[0], plane.normal);
8456         PlaneClassify(&plane);
8457         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8458         {
8459                 // skip backfaces (except if nocullface is set)
8460                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8461                         return;
8462                 VectorNegate(plane.normal, plane.normal);
8463                 plane.dist *= -1;
8464                 PlaneClassify(&plane);
8465         }
8466
8467
8468         // find a matching plane if there is one
8469         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8470                 if(p->camera_entity == t->camera_entity)
8471                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8472                                 break;
8473         if (planeindex >= r_waterstate.maxwaterplanes)
8474                 return; // nothing we can do, out of planes
8475
8476         // if this triangle does not fit any known plane rendered this frame, add one
8477         if (planeindex >= r_waterstate.numwaterplanes)
8478         {
8479                 // store the new plane
8480                 r_waterstate.numwaterplanes++;
8481                 p->plane = plane;
8482                 // clear materialflags and pvs
8483                 p->materialflags = 0;
8484                 p->pvsvalid = false;
8485                 p->camera_entity = t->camera_entity;
8486         }
8487         // merge this surface's materialflags into the waterplane
8488         p->materialflags |= t->currentmaterialflags;
8489         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8490         {
8491                 // merge this surface's PVS into the waterplane
8492                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8493                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8494                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8495                 {
8496                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8497                         p->pvsvalid = true;
8498                 }
8499         }
8500 }
8501
8502 static void R_Water_ProcessPlanes(void)
8503 {
8504         r_refdef_view_t originalview;
8505         r_refdef_view_t myview;
8506         int planeindex;
8507         r_waterstate_waterplane_t *p;
8508         vec3_t visorigin;
8509
8510         originalview = r_refdef.view;
8511
8512         // make sure enough textures are allocated
8513         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8514         {
8515                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8516                 {
8517                         if (!p->texture_refraction)
8518                                 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);
8519                         if (!p->texture_refraction)
8520                                 goto error;
8521                 }
8522                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8523                 {
8524                         if (!p->texture_camera)
8525                                 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);
8526                         if (!p->texture_camera)
8527                                 goto error;
8528                 }
8529
8530                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8531                 {
8532                         if (!p->texture_reflection)
8533                                 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);
8534                         if (!p->texture_reflection)
8535                                 goto error;
8536                 }
8537         }
8538
8539         // render views
8540         r_refdef.view = originalview;
8541         r_refdef.view.showdebug = false;
8542         r_refdef.view.width = r_waterstate.waterwidth;
8543         r_refdef.view.height = r_waterstate.waterheight;
8544         r_refdef.view.useclipplane = true;
8545         myview = r_refdef.view;
8546         r_waterstate.renderingscene = true;
8547         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8548         {
8549                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8550                 {
8551                         r_refdef.view = myview;
8552                         // render reflected scene and copy into texture
8553                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8554                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8555                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8556                         r_refdef.view.clipplane = p->plane;
8557                         // reverse the cullface settings for this render
8558                         r_refdef.view.cullface_front = GL_FRONT;
8559                         r_refdef.view.cullface_back = GL_BACK;
8560                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8561                         {
8562                                 r_refdef.view.usecustompvs = true;
8563                                 if (p->pvsvalid)
8564                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8565                                 else
8566                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8567                         }
8568
8569                         R_ResetViewRendering3D();
8570                         R_ClearScreen(r_refdef.fogenabled);
8571                         R_View_Update();
8572                         R_RenderScene();
8573
8574                         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);
8575                 }
8576
8577                 // render the normal view scene and copy into texture
8578                 // (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)
8579                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8580                 {
8581                         r_waterstate.renderingrefraction = true;
8582                         r_refdef.view = myview;
8583
8584                         r_refdef.view.clipplane = p->plane;
8585                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8586                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8587
8588                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8589                         {
8590                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8591                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8592                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8593                                 R_RenderView_UpdateViewVectors();
8594                                 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);
8595                         }
8596
8597                         PlaneClassify(&r_refdef.view.clipplane);
8598
8599                         R_ResetViewRendering3D();
8600                         R_ClearScreen(r_refdef.fogenabled);
8601                         R_View_Update();
8602                         R_RenderScene();
8603
8604                         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);
8605                         r_waterstate.renderingrefraction = false;
8606                 }
8607                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8608                 {
8609                         r_refdef.view = myview;
8610
8611                         r_refdef.view.clipplane = p->plane;
8612                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8613                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8614
8615                         r_refdef.view.width = r_waterstate.camerawidth;
8616                         r_refdef.view.height = r_waterstate.cameraheight;
8617                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8618                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8619
8620                         if(p->camera_entity)
8621                         {
8622                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8623                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8624                         }
8625
8626                         // reverse the cullface settings for this render
8627                         r_refdef.view.cullface_front = GL_FRONT;
8628                         r_refdef.view.cullface_back = GL_BACK;
8629                         // also reverse the view matrix
8630                         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
8631                         R_RenderView_UpdateViewVectors();
8632                         if(p->camera_entity)
8633                                 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);
8634                         
8635                         // camera needs no clipplane
8636                         r_refdef.view.useclipplane = false;
8637
8638                         PlaneClassify(&r_refdef.view.clipplane);
8639
8640                         R_ResetViewRendering3D();
8641                         R_ClearScreen(r_refdef.fogenabled);
8642                         R_View_Update();
8643                         R_RenderScene();
8644
8645                         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);
8646                         r_waterstate.renderingrefraction = false;
8647                 }
8648
8649         }
8650         r_waterstate.renderingscene = false;
8651         r_refdef.view = originalview;
8652         R_ResetViewRendering3D();
8653         R_ClearScreen(r_refdef.fogenabled);
8654         R_View_Update();
8655         return;
8656 error:
8657         r_refdef.view = originalview;
8658         r_waterstate.renderingscene = false;
8659         Cvar_SetValueQuick(&r_water, 0);
8660         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8661         return;
8662 }
8663
8664 void R_Bloom_StartFrame(void)
8665 {
8666         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8667
8668         switch(vid.renderpath)
8669         {
8670         case RENDERPATH_GL20:
8671         case RENDERPATH_CGGL:
8672         case RENDERPATH_D3D9:
8673         case RENDERPATH_D3D10:
8674         case RENDERPATH_D3D11:
8675                 break;
8676         case RENDERPATH_GL13:
8677         case RENDERPATH_GL11:
8678                 return;
8679         }
8680
8681         // set bloomwidth and bloomheight to the bloom resolution that will be
8682         // used (often less than the screen resolution for faster rendering)
8683         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8684         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8685         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8686         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8687         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8688
8689         // calculate desired texture sizes
8690         if (vid.support.arb_texture_non_power_of_two)
8691         {
8692                 screentexturewidth = r_refdef.view.width;
8693                 screentextureheight = r_refdef.view.height;
8694                 bloomtexturewidth = r_bloomstate.bloomwidth;
8695                 bloomtextureheight = r_bloomstate.bloomheight;
8696         }
8697         else
8698         {
8699                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8700                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8701                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8702                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8703         }
8704
8705         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))
8706         {
8707                 Cvar_SetValueQuick(&r_hdr, 0);
8708                 Cvar_SetValueQuick(&r_bloom, 0);
8709                 Cvar_SetValueQuick(&r_motionblur, 0);
8710                 Cvar_SetValueQuick(&r_damageblur, 0);
8711         }
8712
8713         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)))
8714                 screentexturewidth = screentextureheight = 0;
8715         if (!r_hdr.integer && !r_bloom.integer)
8716                 bloomtexturewidth = bloomtextureheight = 0;
8717
8718         // allocate textures as needed
8719         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8720         {
8721                 if (r_bloomstate.texture_screen)
8722                         R_FreeTexture(r_bloomstate.texture_screen);
8723                 r_bloomstate.texture_screen = NULL;
8724                 r_bloomstate.screentexturewidth = screentexturewidth;
8725                 r_bloomstate.screentextureheight = screentextureheight;
8726                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8727                         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);
8728         }
8729         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8730         {
8731                 if (r_bloomstate.texture_bloom)
8732                         R_FreeTexture(r_bloomstate.texture_bloom);
8733                 r_bloomstate.texture_bloom = NULL;
8734                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8735                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8736                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8737                         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);
8738         }
8739
8740         // when doing a reduced render (HDR) we want to use a smaller area
8741         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8742         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8743         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8744         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8745         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8746
8747         // set up a texcoord array for the full resolution screen image
8748         // (we have to keep this around to copy back during final render)
8749         r_bloomstate.screentexcoord2f[0] = 0;
8750         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8751         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8752         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8753         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8754         r_bloomstate.screentexcoord2f[5] = 0;
8755         r_bloomstate.screentexcoord2f[6] = 0;
8756         r_bloomstate.screentexcoord2f[7] = 0;
8757
8758         // set up a texcoord array for the reduced resolution bloom image
8759         // (which will be additive blended over the screen image)
8760         r_bloomstate.bloomtexcoord2f[0] = 0;
8761         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8762         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8763         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8764         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8765         r_bloomstate.bloomtexcoord2f[5] = 0;
8766         r_bloomstate.bloomtexcoord2f[6] = 0;
8767         r_bloomstate.bloomtexcoord2f[7] = 0;
8768
8769         switch(vid.renderpath)
8770         {
8771         case RENDERPATH_D3D9:
8772         case RENDERPATH_D3D10:
8773         case RENDERPATH_D3D11:
8774                 {
8775                         int i;
8776                         for (i = 0;i < 4;i++)
8777                         {
8778                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8779                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8780                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8781                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8782                         }
8783                 }
8784                 break;
8785         }
8786
8787         if (r_hdr.integer || r_bloom.integer)
8788         {
8789                 r_bloomstate.enabled = true;
8790                 r_bloomstate.hdr = r_hdr.integer != 0;
8791         }
8792
8793         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);
8794 }
8795
8796 void R_Bloom_CopyBloomTexture(float colorscale)
8797 {
8798         r_refdef.stats.bloom++;
8799
8800         // scale down screen texture to the bloom texture size
8801         CHECKGLERROR
8802         R_SetViewport(&r_bloomstate.viewport);
8803         GL_BlendFunc(GL_ONE, GL_ZERO);
8804         GL_Color(colorscale, colorscale, colorscale, 1);
8805         // 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...
8806         switch(vid.renderpath)
8807         {
8808         case RENDERPATH_GL11:
8809         case RENDERPATH_GL13:
8810         case RENDERPATH_GL20:
8811         case RENDERPATH_CGGL:
8812                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8813                 break;
8814         case RENDERPATH_D3D9:
8815         case RENDERPATH_D3D10:
8816         case RENDERPATH_D3D11:
8817                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8818                 break;
8819         }
8820         // TODO: do boxfilter scale-down in shader?
8821         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8822         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8823         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8824
8825         // we now have a bloom image in the framebuffer
8826         // copy it into the bloom image texture for later processing
8827         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);
8828         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8829 }
8830
8831 void R_Bloom_CopyHDRTexture(void)
8832 {
8833         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);
8834         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8835 }
8836
8837 void R_Bloom_MakeTexture(void)
8838 {
8839         int x, range, dir;
8840         float xoffset, yoffset, r, brighten;
8841
8842         r_refdef.stats.bloom++;
8843
8844         R_ResetViewRendering2D();
8845
8846         // we have a bloom image in the framebuffer
8847         CHECKGLERROR
8848         R_SetViewport(&r_bloomstate.viewport);
8849
8850         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8851         {
8852                 x *= 2;
8853                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8854                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8855                 GL_Color(r,r,r,1);
8856                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8857                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8858                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8859                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8860
8861                 // copy the vertically blurred bloom view to a texture
8862                 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);
8863                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8864         }
8865
8866         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8867         brighten = r_bloom_brighten.value;
8868         if (r_hdr.integer)
8869                 brighten *= r_hdr_range.value;
8870         brighten = sqrt(brighten);
8871         if(range >= 1)
8872                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8873         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8874
8875         for (dir = 0;dir < 2;dir++)
8876         {
8877                 // blend on at multiple vertical offsets to achieve a vertical blur
8878                 // TODO: do offset blends using GLSL
8879                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8880                 GL_BlendFunc(GL_ONE, GL_ZERO);
8881                 for (x = -range;x <= range;x++)
8882                 {
8883                         if (!dir){xoffset = 0;yoffset = x;}
8884                         else {xoffset = x;yoffset = 0;}
8885                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8886                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8887                         // compute a texcoord array with the specified x and y offset
8888                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8889                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8890                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8891                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8892                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8893                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8894                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8895                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8896                         // this r value looks like a 'dot' particle, fading sharply to
8897                         // black at the edges
8898                         // (probably not realistic but looks good enough)
8899                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8900                         //r = brighten/(range*2+1);
8901                         r = brighten / (range * 2 + 1);
8902                         if(range >= 1)
8903                                 r *= (1 - x*x/(float)(range*range));
8904                         GL_Color(r, r, r, 1);
8905                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8906                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8907                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8908                         GL_BlendFunc(GL_ONE, GL_ONE);
8909                 }
8910
8911                 // copy the vertically blurred bloom view to a texture
8912                 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);
8913                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8914         }
8915 }
8916
8917 void R_HDR_RenderBloomTexture(void)
8918 {
8919         int oldwidth, oldheight;
8920         float oldcolorscale;
8921
8922         oldcolorscale = r_refdef.view.colorscale;
8923         oldwidth = r_refdef.view.width;
8924         oldheight = r_refdef.view.height;
8925         r_refdef.view.width = r_bloomstate.bloomwidth;
8926         r_refdef.view.height = r_bloomstate.bloomheight;
8927
8928         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8929         // TODO: add exposure compensation features
8930         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8931
8932         r_refdef.view.showdebug = false;
8933         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8934
8935         R_ResetViewRendering3D();
8936
8937         R_ClearScreen(r_refdef.fogenabled);
8938         if (r_timereport_active)
8939                 R_TimeReport("HDRclear");
8940
8941         R_View_Update();
8942         if (r_timereport_active)
8943                 R_TimeReport("visibility");
8944
8945         // only do secondary renders with HDR if r_hdr is 2 or higher
8946         r_waterstate.numwaterplanes = 0;
8947         if (r_waterstate.enabled && r_hdr.integer >= 2)
8948                 R_RenderWaterPlanes();
8949
8950         r_refdef.view.showdebug = true;
8951         R_RenderScene();
8952         r_waterstate.numwaterplanes = 0;
8953
8954         R_ResetViewRendering2D();
8955
8956         R_Bloom_CopyHDRTexture();
8957         R_Bloom_MakeTexture();
8958
8959         // restore the view settings
8960         r_refdef.view.width = oldwidth;
8961         r_refdef.view.height = oldheight;
8962         r_refdef.view.colorscale = oldcolorscale;
8963
8964         R_ResetViewRendering3D();
8965
8966         R_ClearScreen(r_refdef.fogenabled);
8967         if (r_timereport_active)
8968                 R_TimeReport("viewclear");
8969 }
8970
8971 static void R_BlendView(void)
8972 {
8973         unsigned int permutation;
8974         float uservecs[4][4];
8975
8976         switch (vid.renderpath)
8977         {
8978         case RENDERPATH_GL20:
8979         case RENDERPATH_CGGL:
8980         case RENDERPATH_D3D9:
8981         case RENDERPATH_D3D10:
8982         case RENDERPATH_D3D11:
8983                 permutation =
8984                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8985                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8986                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8987                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8988                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8989
8990                 if (r_bloomstate.texture_screen)
8991                 {
8992                         // make sure the buffer is available
8993                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8994
8995                         R_ResetViewRendering2D();
8996
8997                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8998                         {
8999                                 // declare variables
9000                                 float speed;
9001                                 static float avgspeed;
9002
9003                                 speed = VectorLength(cl.movement_velocity);
9004
9005                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9006                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9007
9008                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9009                                 speed = bound(0, speed, 1);
9010                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9011
9012                                 // calculate values into a standard alpha
9013                                 cl.motionbluralpha = 1 - exp(-
9014                                                 (
9015                                                  (r_motionblur.value * speed / 80)
9016                                                  +
9017                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9018                                                 )
9019                                                 /
9020                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9021                                            );
9022
9023                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9024                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9025                                 // apply the blur
9026                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9027                                 {
9028                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9029                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9030                                         switch(vid.renderpath)
9031                                         {
9032                                         case RENDERPATH_GL11:
9033                                         case RENDERPATH_GL13:
9034                                         case RENDERPATH_GL20:
9035                                         case RENDERPATH_CGGL:
9036                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9037                                                 break;
9038                                         case RENDERPATH_D3D9:
9039                                         case RENDERPATH_D3D10:
9040                                         case RENDERPATH_D3D11:
9041                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9042                                                 break;
9043                                         }
9044                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9045                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9046                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9047                                 }
9048                         }
9049
9050                         // copy view into the screen texture
9051                         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);
9052                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9053                 }
9054                 else if (!r_bloomstate.texture_bloom)
9055                 {
9056                         // we may still have to do view tint...
9057                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9058                         {
9059                                 // apply a color tint to the whole view
9060                                 R_ResetViewRendering2D();
9061                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9062                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9063                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9064                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9065                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9066                         }
9067                         break; // no screen processing, no bloom, skip it
9068                 }
9069
9070                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9071                 {
9072                         // render simple bloom effect
9073                         // copy the screen and shrink it and darken it for the bloom process
9074                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9075                         // make the bloom texture
9076                         R_Bloom_MakeTexture();
9077                 }
9078
9079 #if _MSC_VER >= 1400
9080 #define sscanf sscanf_s
9081 #endif
9082                 memset(uservecs, 0, sizeof(uservecs));
9083                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9084                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9085                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9086                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9087
9088                 R_ResetViewRendering2D();
9089                 GL_Color(1, 1, 1, 1);
9090                 GL_BlendFunc(GL_ONE, GL_ZERO);
9091
9092                 switch(vid.renderpath)
9093                 {
9094                 case RENDERPATH_GL20:
9095                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9096                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9097                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9098                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9099                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9100                         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]);
9101                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9102                         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]);
9103                         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]);
9104                         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]);
9105                         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]);
9106                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9107                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9108                         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);
9109                         break;
9110                 case RENDERPATH_CGGL:
9111 #ifdef SUPPORTCG
9112                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9113                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9114                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9115                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9116                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9117                         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
9118                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9119                         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
9120                         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
9121                         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
9122                         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
9123                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9124                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9125                         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);
9126 #endif
9127                         break;
9128                 case RENDERPATH_D3D9:
9129 #ifdef SUPPORTD3D
9130                         // 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...
9131                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9132                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9133                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9134                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9135                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9136                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9137                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9138                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9139                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9140                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9141                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9142                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9143                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9144                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9145 #endif
9146                         break;
9147                 case RENDERPATH_D3D10:
9148                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9149                         break;
9150                 case RENDERPATH_D3D11:
9151                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9152                         break;
9153                 default:
9154                         break;
9155                 }
9156                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9157                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9158                 break;
9159         case RENDERPATH_GL13:
9160         case RENDERPATH_GL11:
9161                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9162                 {
9163                         // apply a color tint to the whole view
9164                         R_ResetViewRendering2D();
9165                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9166                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9167                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9168                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9169                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9170                 }
9171                 break;
9172         }
9173 }
9174
9175 matrix4x4_t r_waterscrollmatrix;
9176
9177 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9178 {
9179         if (r_refdef.fog_density)
9180         {
9181                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9182                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9183                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9184
9185                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9186                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9187                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9188                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9189
9190                 {
9191                         vec3_t fogvec;
9192                         VectorCopy(r_refdef.fogcolor, fogvec);
9193                         //   color.rgb *= ContrastBoost * SceneBrightness;
9194                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9195                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9196                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9197                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9198                 }
9199         }
9200 }
9201
9202 void R_UpdateVariables(void)
9203 {
9204         R_Textures_Frame();
9205
9206         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9207
9208         r_refdef.farclip = r_farclip_base.value;
9209         if (r_refdef.scene.worldmodel)
9210                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9211         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9212
9213         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9214                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9215         r_refdef.polygonfactor = 0;
9216         r_refdef.polygonoffset = 0;
9217         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9218         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9219
9220         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9221         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9222         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9223         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9224         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9225         if (r_showsurfaces.integer)
9226         {
9227                 r_refdef.scene.rtworld = false;
9228                 r_refdef.scene.rtworldshadows = false;
9229                 r_refdef.scene.rtdlight = false;
9230                 r_refdef.scene.rtdlightshadows = false;
9231                 r_refdef.lightmapintensity = 0;
9232         }
9233
9234         if (gamemode == GAME_NEHAHRA)
9235         {
9236                 if (gl_fogenable.integer)
9237                 {
9238                         r_refdef.oldgl_fogenable = true;
9239                         r_refdef.fog_density = gl_fogdensity.value;
9240                         r_refdef.fog_red = gl_fogred.value;
9241                         r_refdef.fog_green = gl_foggreen.value;
9242                         r_refdef.fog_blue = gl_fogblue.value;
9243                         r_refdef.fog_alpha = 1;
9244                         r_refdef.fog_start = 0;
9245                         r_refdef.fog_end = gl_skyclip.value;
9246                         r_refdef.fog_height = 1<<30;
9247                         r_refdef.fog_fadedepth = 128;
9248                 }
9249                 else if (r_refdef.oldgl_fogenable)
9250                 {
9251                         r_refdef.oldgl_fogenable = false;
9252                         r_refdef.fog_density = 0;
9253                         r_refdef.fog_red = 0;
9254                         r_refdef.fog_green = 0;
9255                         r_refdef.fog_blue = 0;
9256                         r_refdef.fog_alpha = 0;
9257                         r_refdef.fog_start = 0;
9258                         r_refdef.fog_end = 0;
9259                         r_refdef.fog_height = 1<<30;
9260                         r_refdef.fog_fadedepth = 128;
9261                 }
9262         }
9263
9264         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9265         r_refdef.fog_start = max(0, r_refdef.fog_start);
9266         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9267
9268         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9269
9270         if (r_refdef.fog_density && r_drawfog.integer)
9271         {
9272                 r_refdef.fogenabled = true;
9273                 // this is the point where the fog reaches 0.9986 alpha, which we
9274                 // consider a good enough cutoff point for the texture
9275                 // (0.9986 * 256 == 255.6)
9276                 if (r_fog_exp2.integer)
9277                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9278                 else
9279                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9280                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9281                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9282                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9283                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9284                         R_BuildFogHeightTexture();
9285                 // fog color was already set
9286                 // update the fog texture
9287                 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)
9288                         R_BuildFogTexture();
9289                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9290                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9291         }
9292         else
9293                 r_refdef.fogenabled = false;
9294
9295         switch(vid.renderpath)
9296         {
9297         case RENDERPATH_GL20:
9298         case RENDERPATH_CGGL:
9299         case RENDERPATH_D3D9:
9300         case RENDERPATH_D3D10:
9301         case RENDERPATH_D3D11:
9302                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9303                 {
9304                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9305                         {
9306                                 // build GLSL gamma texture
9307 #define RAMPWIDTH 256
9308                                 unsigned short ramp[RAMPWIDTH * 3];
9309                                 unsigned char rampbgr[RAMPWIDTH][4];
9310                                 int i;
9311
9312                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9313
9314                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9315                                 for(i = 0; i < RAMPWIDTH; ++i)
9316                                 {
9317                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9318                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9319                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9320                                         rampbgr[i][3] = 0;
9321                                 }
9322                                 if (r_texture_gammaramps)
9323                                 {
9324                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9325                                 }
9326                                 else
9327                                 {
9328                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
9329                                 }
9330                         }
9331                 }
9332                 else
9333                 {
9334                         // remove GLSL gamma texture
9335                 }
9336                 break;
9337         case RENDERPATH_GL13:
9338         case RENDERPATH_GL11:
9339                 break;
9340         }
9341 }
9342
9343 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9344 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9345 /*
9346 ================
9347 R_SelectScene
9348 ================
9349 */
9350 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9351         if( scenetype != r_currentscenetype ) {
9352                 // store the old scenetype
9353                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9354                 r_currentscenetype = scenetype;
9355                 // move in the new scene
9356                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9357         }
9358 }
9359
9360 /*
9361 ================
9362 R_GetScenePointer
9363 ================
9364 */
9365 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9366 {
9367         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9368         if( scenetype == r_currentscenetype ) {
9369                 return &r_refdef.scene;
9370         } else {
9371                 return &r_scenes_store[ scenetype ];
9372         }
9373 }
9374
9375 /*
9376 ================
9377 R_RenderView
9378 ================
9379 */
9380 void R_RenderView(void)
9381 {
9382         if (r_timereport_active)
9383                 R_TimeReport("start");
9384         r_textureframe++; // used only by R_GetCurrentTexture
9385         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9386
9387         if (!r_drawentities.integer)
9388                 r_refdef.scene.numentities = 0;
9389
9390         R_AnimCache_ClearCache();
9391         R_FrameData_NewFrame();
9392
9393         if (r_refdef.view.isoverlay)
9394         {
9395                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9396                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9397                 R_TimeReport("depthclear");
9398
9399                 r_refdef.view.showdebug = false;
9400
9401                 r_waterstate.enabled = false;
9402                 r_waterstate.numwaterplanes = 0;
9403
9404                 R_RenderScene();
9405
9406                 CHECKGLERROR
9407                 return;
9408         }
9409
9410         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9411                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9412
9413         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9414
9415         R_RenderView_UpdateViewVectors();
9416
9417         R_Shadow_UpdateWorldLightSelection();
9418
9419         R_Bloom_StartFrame();
9420         R_Water_StartFrame();
9421
9422         CHECKGLERROR
9423         if (r_timereport_active)
9424                 R_TimeReport("viewsetup");
9425
9426         R_ResetViewRendering3D();
9427
9428         if (r_refdef.view.clear || r_refdef.fogenabled)
9429         {
9430                 R_ClearScreen(r_refdef.fogenabled);
9431                 if (r_timereport_active)
9432                         R_TimeReport("viewclear");
9433         }
9434         r_refdef.view.clear = true;
9435
9436         // this produces a bloom texture to be used in R_BlendView() later
9437         if (r_hdr.integer && r_bloomstate.bloomwidth)
9438         {
9439                 R_HDR_RenderBloomTexture();
9440                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9441                 r_textureframe++; // used only by R_GetCurrentTexture
9442         }
9443
9444         r_refdef.view.showdebug = true;
9445
9446         R_View_Update();
9447         if (r_timereport_active)
9448                 R_TimeReport("visibility");
9449
9450         r_waterstate.numwaterplanes = 0;
9451         if (r_waterstate.enabled)
9452                 R_RenderWaterPlanes();
9453
9454         R_RenderScene();
9455         r_waterstate.numwaterplanes = 0;
9456
9457         R_BlendView();
9458         if (r_timereport_active)
9459                 R_TimeReport("blendview");
9460
9461         GL_Scissor(0, 0, vid.width, vid.height);
9462         GL_ScissorTest(false);
9463         CHECKGLERROR
9464 }
9465
9466 void R_RenderWaterPlanes(void)
9467 {
9468         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9469         {
9470                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9471                 if (r_timereport_active)
9472                         R_TimeReport("waterworld");
9473         }
9474
9475         // don't let sound skip if going slow
9476         if (r_refdef.scene.extraupdate)
9477                 S_ExtraUpdate ();
9478
9479         R_DrawModelsAddWaterPlanes();
9480         if (r_timereport_active)
9481                 R_TimeReport("watermodels");
9482
9483         if (r_waterstate.numwaterplanes)
9484         {
9485                 R_Water_ProcessPlanes();
9486                 if (r_timereport_active)
9487                         R_TimeReport("waterscenes");
9488         }
9489 }
9490
9491 extern void R_DrawLightningBeams (void);
9492 extern void VM_CL_AddPolygonsToMeshQueue (void);
9493 extern void R_DrawPortals (void);
9494 extern cvar_t cl_locs_show;
9495 static void R_DrawLocs(void);
9496 static void R_DrawEntityBBoxes(void);
9497 static void R_DrawModelDecals(void);
9498 extern void R_DrawModelShadows(void);
9499 extern void R_DrawModelShadowMaps(void);
9500 extern cvar_t cl_decals_newsystem;
9501 extern qboolean r_shadow_usingdeferredprepass;
9502 void R_RenderScene(void)
9503 {
9504         qboolean shadowmapping = false;
9505
9506         if (r_timereport_active)
9507                 R_TimeReport("beginscene");
9508
9509         r_refdef.stats.renders++;
9510
9511         R_UpdateFogColor();
9512
9513         // don't let sound skip if going slow
9514         if (r_refdef.scene.extraupdate)
9515                 S_ExtraUpdate ();
9516
9517         R_MeshQueue_BeginScene();
9518
9519         R_SkyStartFrame();
9520
9521         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);
9522
9523         if (r_timereport_active)
9524                 R_TimeReport("skystartframe");
9525
9526         if (cl.csqc_vidvars.drawworld)
9527         {
9528                 // don't let sound skip if going slow
9529                 if (r_refdef.scene.extraupdate)
9530                         S_ExtraUpdate ();
9531
9532                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9533                 {
9534                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9535                         if (r_timereport_active)
9536                                 R_TimeReport("worldsky");
9537                 }
9538
9539                 if (R_DrawBrushModelsSky() && r_timereport_active)
9540                         R_TimeReport("bmodelsky");
9541
9542                 if (skyrendermasked && skyrenderlater)
9543                 {
9544                         // we have to force off the water clipping plane while rendering sky
9545                         R_SetupView(false);
9546                         R_Sky();
9547                         R_SetupView(true);
9548                         if (r_timereport_active)
9549                                 R_TimeReport("sky");
9550                 }
9551         }
9552
9553         R_AnimCache_CacheVisibleEntities();
9554         if (r_timereport_active)
9555                 R_TimeReport("animation");
9556
9557         R_Shadow_PrepareLights();
9558         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9559                 R_Shadow_PrepareModelShadows();
9560         if (r_timereport_active)
9561                 R_TimeReport("preparelights");
9562
9563         if (R_Shadow_ShadowMappingEnabled())
9564                 shadowmapping = true;
9565
9566         if (r_shadow_usingdeferredprepass)
9567                 R_Shadow_DrawPrepass();
9568
9569         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9570         {
9571                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9572                 if (r_timereport_active)
9573                         R_TimeReport("worlddepth");
9574         }
9575         if (r_depthfirst.integer >= 2)
9576         {
9577                 R_DrawModelsDepth();
9578                 if (r_timereport_active)
9579                         R_TimeReport("modeldepth");
9580         }
9581
9582         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9583         {
9584                 R_DrawModelShadowMaps();
9585                 R_ResetViewRendering3D();
9586                 // don't let sound skip if going slow
9587                 if (r_refdef.scene.extraupdate)
9588                         S_ExtraUpdate ();
9589         }
9590
9591         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9592         {
9593                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9594                 if (r_timereport_active)
9595                         R_TimeReport("world");
9596         }
9597
9598         // don't let sound skip if going slow
9599         if (r_refdef.scene.extraupdate)
9600                 S_ExtraUpdate ();
9601
9602         R_DrawModels();
9603         if (r_timereport_active)
9604                 R_TimeReport("models");
9605
9606         // don't let sound skip if going slow
9607         if (r_refdef.scene.extraupdate)
9608                 S_ExtraUpdate ();
9609
9610         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9611         {
9612                 R_DrawModelShadows();
9613                 R_ResetViewRendering3D();
9614                 // don't let sound skip if going slow
9615                 if (r_refdef.scene.extraupdate)
9616                         S_ExtraUpdate ();
9617         }
9618
9619         if (!r_shadow_usingdeferredprepass)
9620         {
9621                 R_Shadow_DrawLights();
9622                 if (r_timereport_active)
9623                         R_TimeReport("rtlights");
9624         }
9625
9626         // don't let sound skip if going slow
9627         if (r_refdef.scene.extraupdate)
9628                 S_ExtraUpdate ();
9629
9630         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9631         {
9632                 R_DrawModelShadows();
9633                 R_ResetViewRendering3D();
9634                 // don't let sound skip if going slow
9635                 if (r_refdef.scene.extraupdate)
9636                         S_ExtraUpdate ();
9637         }
9638
9639         if (cl.csqc_vidvars.drawworld)
9640         {
9641                 if (cl_decals_newsystem.integer)
9642                 {
9643                         R_DrawModelDecals();
9644                         if (r_timereport_active)
9645                                 R_TimeReport("modeldecals");
9646                 }
9647                 else
9648                 {
9649                         R_DrawDecals();
9650                         if (r_timereport_active)
9651                                 R_TimeReport("decals");
9652                 }
9653
9654                 R_DrawParticles();
9655                 if (r_timereport_active)
9656                         R_TimeReport("particles");
9657
9658                 R_DrawExplosions();
9659                 if (r_timereport_active)
9660                         R_TimeReport("explosions");
9661
9662                 R_DrawLightningBeams();
9663                 if (r_timereport_active)
9664                         R_TimeReport("lightning");
9665         }
9666
9667         VM_CL_AddPolygonsToMeshQueue();
9668
9669         if (r_refdef.view.showdebug)
9670         {
9671                 if (cl_locs_show.integer)
9672                 {
9673                         R_DrawLocs();
9674                         if (r_timereport_active)
9675                                 R_TimeReport("showlocs");
9676                 }
9677
9678                 if (r_drawportals.integer)
9679                 {
9680                         R_DrawPortals();
9681                         if (r_timereport_active)
9682                                 R_TimeReport("portals");
9683                 }
9684
9685                 if (r_showbboxes.value > 0)
9686                 {
9687                         R_DrawEntityBBoxes();
9688                         if (r_timereport_active)
9689                                 R_TimeReport("bboxes");
9690                 }
9691         }
9692
9693         R_MeshQueue_RenderTransparent();
9694         if (r_timereport_active)
9695                 R_TimeReport("drawtrans");
9696
9697         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))
9698         {
9699                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9700                 if (r_timereport_active)
9701                         R_TimeReport("worlddebug");
9702                 R_DrawModelsDebug();
9703                 if (r_timereport_active)
9704                         R_TimeReport("modeldebug");
9705         }
9706
9707         if (cl.csqc_vidvars.drawworld)
9708         {
9709                 R_Shadow_DrawCoronas();
9710                 if (r_timereport_active)
9711                         R_TimeReport("coronas");
9712         }
9713
9714         // don't let sound skip if going slow
9715         if (r_refdef.scene.extraupdate)
9716                 S_ExtraUpdate ();
9717
9718         R_ResetViewRendering2D();
9719 }
9720
9721 static const unsigned short bboxelements[36] =
9722 {
9723         5, 1, 3, 5, 3, 7,
9724         6, 2, 0, 6, 0, 4,
9725         7, 3, 2, 7, 2, 6,
9726         4, 0, 1, 4, 1, 5,
9727         4, 5, 7, 4, 7, 6,
9728         1, 0, 2, 1, 2, 3,
9729 };
9730
9731 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9732 {
9733         int i;
9734         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9735
9736         RSurf_ActiveWorldEntity();
9737
9738         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9739         GL_DepthMask(false);
9740         GL_DepthRange(0, 1);
9741         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9742         R_Mesh_ResetTextureState();
9743
9744         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9745         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9746         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9747         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9748         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9749         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9750         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9751         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9752         R_FillColors(color4f, 8, cr, cg, cb, ca);
9753         if (r_refdef.fogenabled)
9754         {
9755                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9756                 {
9757                         f1 = RSurf_FogVertex(v);
9758                         f2 = 1 - f1;
9759                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9760                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9761                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9762                 }
9763         }
9764         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9765         R_Mesh_ResetTextureState();
9766         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9767         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9768 }
9769
9770 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9771 {
9772         int i;
9773         float color[4];
9774         prvm_edict_t *edict;
9775         prvm_prog_t *prog_save = prog;
9776
9777         // this function draws bounding boxes of server entities
9778         if (!sv.active)
9779                 return;
9780
9781         GL_CullFace(GL_NONE);
9782         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9783
9784         prog = 0;
9785         SV_VM_Begin();
9786         for (i = 0;i < numsurfaces;i++)
9787         {
9788                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9789                 switch ((int)edict->fields.server->solid)
9790                 {
9791                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9792                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9793                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9794                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9795                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9796                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9797                 }
9798                 color[3] *= r_showbboxes.value;
9799                 color[3] = bound(0, color[3], 1);
9800                 GL_DepthTest(!r_showdisabledepthtest.integer);
9801                 GL_CullFace(r_refdef.view.cullface_front);
9802                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9803         }
9804         SV_VM_End();
9805         prog = prog_save;
9806 }
9807
9808 static void R_DrawEntityBBoxes(void)
9809 {
9810         int i;
9811         prvm_edict_t *edict;
9812         vec3_t center;
9813         prvm_prog_t *prog_save = prog;
9814
9815         // this function draws bounding boxes of server entities
9816         if (!sv.active)
9817                 return;
9818
9819         prog = 0;
9820         SV_VM_Begin();
9821         for (i = 0;i < prog->num_edicts;i++)
9822         {
9823                 edict = PRVM_EDICT_NUM(i);
9824                 if (edict->priv.server->free)
9825                         continue;
9826                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9827                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9828                         continue;
9829                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9830                         continue;
9831                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9832                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9833         }
9834         SV_VM_End();
9835         prog = prog_save;
9836 }
9837
9838 static const int nomodelelement3i[24] =
9839 {
9840         5, 2, 0,
9841         5, 1, 2,
9842         5, 0, 3,
9843         5, 3, 1,
9844         0, 2, 4,
9845         2, 1, 4,
9846         3, 0, 4,
9847         1, 3, 4
9848 };
9849
9850 static const unsigned short nomodelelement3s[24] =
9851 {
9852         5, 2, 0,
9853         5, 1, 2,
9854         5, 0, 3,
9855         5, 3, 1,
9856         0, 2, 4,
9857         2, 1, 4,
9858         3, 0, 4,
9859         1, 3, 4
9860 };
9861
9862 static const float nomodelvertex3f[6*3] =
9863 {
9864         -16,   0,   0,
9865          16,   0,   0,
9866           0, -16,   0,
9867           0,  16,   0,
9868           0,   0, -16,
9869           0,   0,  16
9870 };
9871
9872 static const float nomodelcolor4f[6*4] =
9873 {
9874         0.0f, 0.0f, 0.5f, 1.0f,
9875         0.0f, 0.0f, 0.5f, 1.0f,
9876         0.0f, 0.5f, 0.0f, 1.0f,
9877         0.0f, 0.5f, 0.0f, 1.0f,
9878         0.5f, 0.0f, 0.0f, 1.0f,
9879         0.5f, 0.0f, 0.0f, 1.0f
9880 };
9881
9882 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9883 {
9884         int i;
9885         float f1, f2, *c;
9886         float color4f[6*4];
9887
9888         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);
9889
9890         // this is only called once per entity so numsurfaces is always 1, and
9891         // surfacelist is always {0}, so this code does not handle batches
9892
9893         if (rsurface.ent_flags & RENDER_ADDITIVE)
9894         {
9895                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9896                 GL_DepthMask(false);
9897         }
9898         else if (rsurface.colormod[3] < 1)
9899         {
9900                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9901                 GL_DepthMask(false);
9902         }
9903         else
9904         {
9905                 GL_BlendFunc(GL_ONE, GL_ZERO);
9906                 GL_DepthMask(true);
9907         }
9908         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9909         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9910         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9911         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9912         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9913         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9914         for (i = 0, c = color4f;i < 6;i++, c += 4)
9915         {
9916                 c[0] *= rsurface.colormod[0];
9917                 c[1] *= rsurface.colormod[1];
9918                 c[2] *= rsurface.colormod[2];
9919                 c[3] *= rsurface.colormod[3];
9920         }
9921         if (r_refdef.fogenabled)
9922         {
9923                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9924                 {
9925                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9926                         f2 = 1 - f1;
9927                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9928                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9929                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9930                 }
9931         }
9932         R_Mesh_ResetTextureState();
9933         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9934         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9935 }
9936
9937 void R_DrawNoModel(entity_render_t *ent)
9938 {
9939         vec3_t org;
9940         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9941         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9942                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9943         else
9944                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9945 }
9946
9947 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9948 {
9949         vec3_t right1, right2, diff, normal;
9950
9951         VectorSubtract (org2, org1, normal);
9952
9953         // calculate 'right' vector for start
9954         VectorSubtract (r_refdef.view.origin, org1, diff);
9955         CrossProduct (normal, diff, right1);
9956         VectorNormalize (right1);
9957
9958         // calculate 'right' vector for end
9959         VectorSubtract (r_refdef.view.origin, org2, diff);
9960         CrossProduct (normal, diff, right2);
9961         VectorNormalize (right2);
9962
9963         vert[ 0] = org1[0] + width * right1[0];
9964         vert[ 1] = org1[1] + width * right1[1];
9965         vert[ 2] = org1[2] + width * right1[2];
9966         vert[ 3] = org1[0] - width * right1[0];
9967         vert[ 4] = org1[1] - width * right1[1];
9968         vert[ 5] = org1[2] - width * right1[2];
9969         vert[ 6] = org2[0] - width * right2[0];
9970         vert[ 7] = org2[1] - width * right2[1];
9971         vert[ 8] = org2[2] - width * right2[2];
9972         vert[ 9] = org2[0] + width * right2[0];
9973         vert[10] = org2[1] + width * right2[1];
9974         vert[11] = org2[2] + width * right2[2];
9975 }
9976
9977 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)
9978 {
9979         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9980         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9981         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9982         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9983         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9984         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9985         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9986         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9987         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9988         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9989         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9990         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9991 }
9992
9993 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9994 {
9995         int i;
9996         float *vertex3f;
9997         float v[3];
9998         VectorSet(v, x, y, z);
9999         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10000                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10001                         break;
10002         if (i == mesh->numvertices)
10003         {
10004                 if (mesh->numvertices < mesh->maxvertices)
10005                 {
10006                         VectorCopy(v, vertex3f);
10007                         mesh->numvertices++;
10008                 }
10009                 return mesh->numvertices;
10010         }
10011         else
10012                 return i;
10013 }
10014
10015 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10016 {
10017         int i;
10018         int *e, element[3];
10019         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10020         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10021         e = mesh->element3i + mesh->numtriangles * 3;
10022         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10023         {
10024                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10025                 if (mesh->numtriangles < mesh->maxtriangles)
10026                 {
10027                         *e++ = element[0];
10028                         *e++ = element[1];
10029                         *e++ = element[2];
10030                         mesh->numtriangles++;
10031                 }
10032                 element[1] = element[2];
10033         }
10034 }
10035
10036 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10037 {
10038         int i;
10039         int *e, element[3];
10040         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10041         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10042         e = mesh->element3i + mesh->numtriangles * 3;
10043         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10044         {
10045                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10046                 if (mesh->numtriangles < mesh->maxtriangles)
10047                 {
10048                         *e++ = element[0];
10049                         *e++ = element[1];
10050                         *e++ = element[2];
10051                         mesh->numtriangles++;
10052                 }
10053                 element[1] = element[2];
10054         }
10055 }
10056
10057 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10058 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10059 {
10060         int planenum, planenum2;
10061         int w;
10062         int tempnumpoints;
10063         mplane_t *plane, *plane2;
10064         double maxdist;
10065         double temppoints[2][256*3];
10066         // figure out how large a bounding box we need to properly compute this brush
10067         maxdist = 0;
10068         for (w = 0;w < numplanes;w++)
10069                 maxdist = max(maxdist, fabs(planes[w].dist));
10070         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10071         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10072         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10073         {
10074                 w = 0;
10075                 tempnumpoints = 4;
10076                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10077                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10078                 {
10079                         if (planenum2 == planenum)
10080                                 continue;
10081                         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);
10082                         w = !w;
10083                 }
10084                 if (tempnumpoints < 3)
10085                         continue;
10086                 // generate elements forming a triangle fan for this polygon
10087                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10088         }
10089 }
10090
10091 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)
10092 {
10093         texturelayer_t *layer;
10094         layer = t->currentlayers + t->currentnumlayers++;
10095         layer->type = type;
10096         layer->depthmask = depthmask;
10097         layer->blendfunc1 = blendfunc1;
10098         layer->blendfunc2 = blendfunc2;
10099         layer->texture = texture;
10100         layer->texmatrix = *matrix;
10101         layer->color[0] = r;
10102         layer->color[1] = g;
10103         layer->color[2] = b;
10104         layer->color[3] = a;
10105 }
10106
10107 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10108 {
10109         if(parms[0] == 0 && parms[1] == 0)
10110                 return false;
10111         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10112                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10113                         return false;
10114         return true;
10115 }
10116
10117 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10118 {
10119         double index, f;
10120         index = parms[2] + r_refdef.scene.time * parms[3];
10121         index -= floor(index);
10122         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10123         {
10124         default:
10125         case Q3WAVEFUNC_NONE:
10126         case Q3WAVEFUNC_NOISE:
10127         case Q3WAVEFUNC_COUNT:
10128                 f = 0;
10129                 break;
10130         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10131         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10132         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10133         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10134         case Q3WAVEFUNC_TRIANGLE:
10135                 index *= 4;
10136                 f = index - floor(index);
10137                 if (index < 1)
10138                         f = f;
10139                 else if (index < 2)
10140                         f = 1 - f;
10141                 else if (index < 3)
10142                         f = -f;
10143                 else
10144                         f = -(1 - f);
10145                 break;
10146         }
10147         f = parms[0] + parms[1] * f;
10148         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10149                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10150         return (float) f;
10151 }
10152
10153 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10154 {
10155         int w, h, idx;
10156         float f;
10157         float tcmat[12];
10158         matrix4x4_t matrix, temp;
10159         switch(tcmod->tcmod)
10160         {
10161                 case Q3TCMOD_COUNT:
10162                 case Q3TCMOD_NONE:
10163                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10164                                 matrix = r_waterscrollmatrix;
10165                         else
10166                                 matrix = identitymatrix;
10167                         break;
10168                 case Q3TCMOD_ENTITYTRANSLATE:
10169                         // this is used in Q3 to allow the gamecode to control texcoord
10170                         // scrolling on the entity, which is not supported in darkplaces yet.
10171                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10172                         break;
10173                 case Q3TCMOD_ROTATE:
10174                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10175                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10176                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10177                         break;
10178                 case Q3TCMOD_SCALE:
10179                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10180                         break;
10181                 case Q3TCMOD_SCROLL:
10182                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10183                         break;
10184                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10185                         w = (int) tcmod->parms[0];
10186                         h = (int) tcmod->parms[1];
10187                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10188                         f = f - floor(f);
10189                         idx = (int) floor(f * w * h);
10190                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10191                         break;
10192                 case Q3TCMOD_STRETCH:
10193                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10194                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10195                         break;
10196                 case Q3TCMOD_TRANSFORM:
10197                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10198                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10199                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10200                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10201                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10202                         break;
10203                 case Q3TCMOD_TURBULENT:
10204                         // this is handled in the RSurf_PrepareVertices function
10205                         matrix = identitymatrix;
10206                         break;
10207         }
10208         temp = *texmatrix;
10209         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10210 }
10211
10212 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10213 {
10214         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10215         char name[MAX_QPATH];
10216         skinframe_t *skinframe;
10217         unsigned char pixels[296*194];
10218         strlcpy(cache->name, skinname, sizeof(cache->name));
10219         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10220         if (developer_loading.integer)
10221                 Con_Printf("loading %s\n", name);
10222         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10223         if (!skinframe || !skinframe->base)
10224         {
10225                 unsigned char *f;
10226                 fs_offset_t filesize;
10227                 skinframe = NULL;
10228                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10229                 if (f)
10230                 {
10231                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10232                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10233                         Mem_Free(f);
10234                 }
10235         }
10236         cache->skinframe = skinframe;
10237 }
10238
10239 texture_t *R_GetCurrentTexture(texture_t *t)
10240 {
10241         int i;
10242         const entity_render_t *ent = rsurface.entity;
10243         dp_model_t *model = ent->model;
10244         q3shaderinfo_layer_tcmod_t *tcmod;
10245
10246         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10247                 return t->currentframe;
10248         t->update_lastrenderframe = r_textureframe;
10249         t->update_lastrenderentity = (void *)ent;
10250
10251         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10252                 t->camera_entity = ent->entitynumber;
10253         else
10254                 t->camera_entity = 0;
10255
10256         // switch to an alternate material if this is a q1bsp animated material
10257         {
10258                 texture_t *texture = t;
10259                 int s = rsurface.ent_skinnum;
10260                 if ((unsigned int)s >= (unsigned int)model->numskins)
10261                         s = 0;
10262                 if (model->skinscenes)
10263                 {
10264                         if (model->skinscenes[s].framecount > 1)
10265                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10266                         else
10267                                 s = model->skinscenes[s].firstframe;
10268                 }
10269                 if (s > 0)
10270                         t = t + s * model->num_surfaces;
10271                 if (t->animated)
10272                 {
10273                         // use an alternate animation if the entity's frame is not 0,
10274                         // and only if the texture has an alternate animation
10275                         if (rsurface.ent_alttextures && t->anim_total[1])
10276                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10277                         else
10278                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10279                 }
10280                 texture->currentframe = t;
10281         }
10282
10283         // update currentskinframe to be a qw skin or animation frame
10284         if (rsurface.ent_qwskin >= 0)
10285         {
10286                 i = rsurface.ent_qwskin;
10287                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10288                 {
10289                         r_qwskincache_size = cl.maxclients;
10290                         if (r_qwskincache)
10291                                 Mem_Free(r_qwskincache);
10292                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10293                 }
10294                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10295                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10296                 t->currentskinframe = r_qwskincache[i].skinframe;
10297                 if (t->currentskinframe == NULL)
10298                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10299         }
10300         else if (t->numskinframes >= 2)
10301                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10302         if (t->backgroundnumskinframes >= 2)
10303                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10304
10305         t->currentmaterialflags = t->basematerialflags;
10306         t->currentalpha = rsurface.colormod[3];
10307         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10308                 t->currentalpha *= r_wateralpha.value;
10309         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10310                 t->currentalpha *= t->r_water_wateralpha;
10311         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10312                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10313         if (!(rsurface.ent_flags & RENDER_LIGHT))
10314                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10315         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10316         {
10317                 // pick a model lighting mode
10318                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10319                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10320                 else
10321                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10322         }
10323         if (rsurface.ent_flags & RENDER_ADDITIVE)
10324                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10325         else if (t->currentalpha < 1)
10326                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10327         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10328                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10329         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10330                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10331         if (t->backgroundnumskinframes)
10332                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10333         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10334         {
10335                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10336                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10337         }
10338         else
10339                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10340         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10341                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10342
10343         // there is no tcmod
10344         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10345         {
10346                 t->currenttexmatrix = r_waterscrollmatrix;
10347                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10348         }
10349         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10350         {
10351                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10352                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10353         }
10354
10355         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10356                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10357         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10358                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10359
10360         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10361         if (t->currentskinframe->qpixels)
10362                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10363         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10364         if (!t->basetexture)
10365                 t->basetexture = r_texture_notexture;
10366         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10367         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10368         t->nmaptexture = t->currentskinframe->nmap;
10369         if (!t->nmaptexture)
10370                 t->nmaptexture = r_texture_blanknormalmap;
10371         t->glosstexture = r_texture_black;
10372         t->glowtexture = t->currentskinframe->glow;
10373         t->fogtexture = t->currentskinframe->fog;
10374         t->reflectmasktexture = t->currentskinframe->reflect;
10375         if (t->backgroundnumskinframes)
10376         {
10377                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10378                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10379                 t->backgroundglosstexture = r_texture_black;
10380                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10381                 if (!t->backgroundnmaptexture)
10382                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10383         }
10384         else
10385         {
10386                 t->backgroundbasetexture = r_texture_white;
10387                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10388                 t->backgroundglosstexture = r_texture_black;
10389                 t->backgroundglowtexture = NULL;
10390         }
10391         t->specularpower = r_shadow_glossexponent.value;
10392         // TODO: store reference values for these in the texture?
10393         t->specularscale = 0;
10394         if (r_shadow_gloss.integer > 0)
10395         {
10396                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10397                 {
10398                         if (r_shadow_glossintensity.value > 0)
10399                         {
10400                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10401                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10402                                 t->specularscale = r_shadow_glossintensity.value;
10403                         }
10404                 }
10405                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10406                 {
10407                         t->glosstexture = r_texture_white;
10408                         t->backgroundglosstexture = r_texture_white;
10409                         t->specularscale = r_shadow_gloss2intensity.value;
10410                         t->specularpower = r_shadow_gloss2exponent.value;
10411                 }
10412         }
10413         t->specularscale *= t->specularscalemod;
10414         t->specularpower *= t->specularpowermod;
10415
10416         // lightmaps mode looks bad with dlights using actual texturing, so turn
10417         // off the colormap and glossmap, but leave the normalmap on as it still
10418         // accurately represents the shading involved
10419         if (gl_lightmaps.integer)
10420         {
10421                 t->basetexture = r_texture_grey128;
10422                 t->pantstexture = r_texture_black;
10423                 t->shirttexture = r_texture_black;
10424                 t->nmaptexture = r_texture_blanknormalmap;
10425                 t->glosstexture = r_texture_black;
10426                 t->glowtexture = NULL;
10427                 t->fogtexture = NULL;
10428                 t->reflectmasktexture = NULL;
10429                 t->backgroundbasetexture = NULL;
10430                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10431                 t->backgroundglosstexture = r_texture_black;
10432                 t->backgroundglowtexture = NULL;
10433                 t->specularscale = 0;
10434                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10435         }
10436
10437         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10438         VectorClear(t->dlightcolor);
10439         t->currentnumlayers = 0;
10440         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10441         {
10442                 int blendfunc1, blendfunc2;
10443                 qboolean depthmask;
10444                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10445                 {
10446                         blendfunc1 = GL_SRC_ALPHA;
10447                         blendfunc2 = GL_ONE;
10448                 }
10449                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10450                 {
10451                         blendfunc1 = GL_SRC_ALPHA;
10452                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10453                 }
10454                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10455                 {
10456                         blendfunc1 = t->customblendfunc[0];
10457                         blendfunc2 = t->customblendfunc[1];
10458                 }
10459                 else
10460                 {
10461                         blendfunc1 = GL_ONE;
10462                         blendfunc2 = GL_ZERO;
10463                 }
10464                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10465                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10466                 {
10467                         // fullbright is not affected by r_refdef.lightmapintensity
10468                         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]);
10469                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10470                                 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]);
10471                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10472                                 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]);
10473                 }
10474                 else
10475                 {
10476                         vec3_t ambientcolor;
10477                         float colorscale;
10478                         // set the color tint used for lights affecting this surface
10479                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10480                         colorscale = 2;
10481                         // q3bsp has no lightmap updates, so the lightstylevalue that
10482                         // would normally be baked into the lightmap must be
10483                         // applied to the color
10484                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10485                         if (model->type == mod_brushq3)
10486                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10487                         colorscale *= r_refdef.lightmapintensity;
10488                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10489                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10490                         // basic lit geometry
10491                         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]);
10492                         // add pants/shirt if needed
10493                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10494                                 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]);
10495                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10496                                 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]);
10497                         // now add ambient passes if needed
10498                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10499                         {
10500                                 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]);
10501                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10502                                         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]);
10503                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10504                                         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]);
10505                         }
10506                 }
10507                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10508                         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]);
10509                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10510                 {
10511                         // if this is opaque use alpha blend which will darken the earlier
10512                         // passes cheaply.
10513                         //
10514                         // if this is an alpha blended material, all the earlier passes
10515                         // were darkened by fog already, so we only need to add the fog
10516                         // color ontop through the fog mask texture
10517                         //
10518                         // if this is an additive blended material, all the earlier passes
10519                         // were darkened by fog already, and we should not add fog color
10520                         // (because the background was not darkened, there is no fog color
10521                         // that was lost behind it).
10522                         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]);
10523                 }
10524         }
10525
10526         return t->currentframe;
10527 }
10528
10529 rsurfacestate_t rsurface;
10530
10531 void R_Mesh_ResizeArrays(int newvertices)
10532 {
10533         unsigned char *base;
10534         size_t size;
10535         if (rsurface.array_size >= newvertices)
10536                 return;
10537         if (rsurface.array_base)
10538                 Mem_Free(rsurface.array_base);
10539         rsurface.array_size = (newvertices + 1023) & ~1023;
10540         size = 0;
10541         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10542         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10543         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10544         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10545         size += rsurface.array_size * sizeof(float[3]);
10546         size += rsurface.array_size * sizeof(float[3]);
10547         size += rsurface.array_size * sizeof(float[3]);
10548         size += rsurface.array_size * sizeof(float[3]);
10549         size += rsurface.array_size * sizeof(float[3]);
10550         size += rsurface.array_size * sizeof(float[3]);
10551         size += rsurface.array_size * sizeof(float[3]);
10552         size += rsurface.array_size * sizeof(float[3]);
10553         size += rsurface.array_size * sizeof(float[4]);
10554         size += rsurface.array_size * sizeof(float[2]);
10555         size += rsurface.array_size * sizeof(float[2]);
10556         size += rsurface.array_size * sizeof(float[4]);
10557         size += rsurface.array_size * sizeof(int[3]);
10558         size += rsurface.array_size * sizeof(unsigned short[3]);
10559         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10560         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10561         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10562         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10563         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10564         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10565         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10566         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10567         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10568         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10569         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10570         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10571         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10572         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10573         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10574         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10575         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10576         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10577         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10578 }
10579
10580 void RSurf_ActiveWorldEntity(void)
10581 {
10582         dp_model_t *model = r_refdef.scene.worldmodel;
10583         //if (rsurface.entity == r_refdef.scene.worldentity)
10584         //      return;
10585         rsurface.entity = r_refdef.scene.worldentity;
10586         rsurface.skeleton = NULL;
10587         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10588         rsurface.ent_skinnum = 0;
10589         rsurface.ent_qwskin = -1;
10590         rsurface.ent_shadertime = 0;
10591         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10592         if (rsurface.array_size < model->surfmesh.num_vertices)
10593                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10594         rsurface.matrix = identitymatrix;
10595         rsurface.inversematrix = identitymatrix;
10596         rsurface.matrixscale = 1;
10597         rsurface.inversematrixscale = 1;
10598         R_EntityMatrix(&identitymatrix);
10599         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10600         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10601         rsurface.fograngerecip = r_refdef.fograngerecip;
10602         rsurface.fogheightfade = r_refdef.fogheightfade;
10603         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10604         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10605         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10606         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10607         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10608         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10609         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10610         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10611         rsurface.colormod[3] = 1;
10612         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);
10613         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10614         rsurface.frameblend[0].lerp = 1;
10615         rsurface.ent_alttextures = false;
10616         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10617         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10618         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10619         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10620         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10621         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10622         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10623         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10624         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10625         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10626         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10627         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10628         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10629         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10630         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10631         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10632         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10633         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10634         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10635         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10636         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10637         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10638         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10639         rsurface.modelelement3i = model->surfmesh.data_element3i;
10640         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10641         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10642         rsurface.modelelement3s = model->surfmesh.data_element3s;
10643         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10644         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10645         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10646         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10647         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10648         rsurface.modelsurfaces = model->data_surfaces;
10649         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10650         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10651         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10652         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10653         rsurface.modelgeneratedvertex = false;
10654         rsurface.batchgeneratedvertex = false;
10655         rsurface.batchfirstvertex = 0;
10656         rsurface.batchnumvertices = 0;
10657         rsurface.batchfirsttriangle = 0;
10658         rsurface.batchnumtriangles = 0;
10659         rsurface.batchvertex3f  = NULL;
10660         rsurface.batchvertex3f_vertexbuffer = NULL;
10661         rsurface.batchvertex3f_bufferoffset = 0;
10662         rsurface.batchsvector3f = NULL;
10663         rsurface.batchsvector3f_vertexbuffer = NULL;
10664         rsurface.batchsvector3f_bufferoffset = 0;
10665         rsurface.batchtvector3f = NULL;
10666         rsurface.batchtvector3f_vertexbuffer = NULL;
10667         rsurface.batchtvector3f_bufferoffset = 0;
10668         rsurface.batchnormal3f  = NULL;
10669         rsurface.batchnormal3f_vertexbuffer = NULL;
10670         rsurface.batchnormal3f_bufferoffset = 0;
10671         rsurface.batchlightmapcolor4f = NULL;
10672         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10673         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10674         rsurface.batchtexcoordtexture2f = NULL;
10675         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10676         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10677         rsurface.batchtexcoordlightmap2f = NULL;
10678         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10679         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10680         rsurface.batchvertexmesh = NULL;
10681         rsurface.batchvertexmeshbuffer = NULL;
10682         rsurface.batchvertexposition = NULL;
10683         rsurface.batchvertexpositionbuffer = NULL;
10684         rsurface.batchelement3i = NULL;
10685         rsurface.batchelement3i_indexbuffer = NULL;
10686         rsurface.batchelement3i_bufferoffset = 0;
10687         rsurface.batchelement3s = NULL;
10688         rsurface.batchelement3s_indexbuffer = NULL;
10689         rsurface.batchelement3s_bufferoffset = 0;
10690         rsurface.passcolor4f = NULL;
10691         rsurface.passcolor4f_vertexbuffer = NULL;
10692         rsurface.passcolor4f_bufferoffset = 0;
10693 }
10694
10695 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10696 {
10697         dp_model_t *model = ent->model;
10698         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10699         //      return;
10700         rsurface.entity = (entity_render_t *)ent;
10701         rsurface.skeleton = ent->skeleton;
10702         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10703         rsurface.ent_skinnum = ent->skinnum;
10704         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;
10705         rsurface.ent_shadertime = ent->shadertime;
10706         rsurface.ent_flags = ent->flags;
10707         if (rsurface.array_size < model->surfmesh.num_vertices)
10708                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10709         rsurface.matrix = ent->matrix;
10710         rsurface.inversematrix = ent->inversematrix;
10711         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10712         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10713         R_EntityMatrix(&rsurface.matrix);
10714         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10715         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10716         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10717         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10718         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10719         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10720         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10721         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10722         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10723         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10724         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10725         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10726         rsurface.colormod[3] = ent->alpha;
10727         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10728         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10729         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10730         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10731         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10732         if (ent->model->brush.submodel && !prepass)
10733         {
10734                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10735                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10736         }
10737         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10738         {
10739                 if (ent->animcache_vertex3f && !r_framedata_failed)
10740                 {
10741                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10742                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10743                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10744                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10745                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10746                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10747                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10748                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10749                 }
10750                 else if (wanttangents)
10751                 {
10752                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10753                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10754                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10755                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10756                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10757                         rsurface.modelvertexmesh = NULL;
10758                         rsurface.modelvertexmeshbuffer = NULL;
10759                         rsurface.modelvertexposition = NULL;
10760                         rsurface.modelvertexpositionbuffer = NULL;
10761                 }
10762                 else if (wantnormals)
10763                 {
10764                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10765                         rsurface.modelsvector3f = NULL;
10766                         rsurface.modeltvector3f = NULL;
10767                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10768                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10769                         rsurface.modelvertexmesh = NULL;
10770                         rsurface.modelvertexmeshbuffer = NULL;
10771                         rsurface.modelvertexposition = NULL;
10772                         rsurface.modelvertexpositionbuffer = NULL;
10773                 }
10774                 else
10775                 {
10776                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10777                         rsurface.modelsvector3f = NULL;
10778                         rsurface.modeltvector3f = NULL;
10779                         rsurface.modelnormal3f = NULL;
10780                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10781                         rsurface.modelvertexmesh = NULL;
10782                         rsurface.modelvertexmeshbuffer = NULL;
10783                         rsurface.modelvertexposition = NULL;
10784                         rsurface.modelvertexpositionbuffer = NULL;
10785                 }
10786                 rsurface.modelvertex3f_vertexbuffer = 0;
10787                 rsurface.modelvertex3f_bufferoffset = 0;
10788                 rsurface.modelsvector3f_vertexbuffer = 0;
10789                 rsurface.modelsvector3f_bufferoffset = 0;
10790                 rsurface.modeltvector3f_vertexbuffer = 0;
10791                 rsurface.modeltvector3f_bufferoffset = 0;
10792                 rsurface.modelnormal3f_vertexbuffer = 0;
10793                 rsurface.modelnormal3f_bufferoffset = 0;
10794                 rsurface.modelgeneratedvertex = true;
10795         }
10796         else
10797         {
10798                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10799                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10800                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10801                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10802                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10803                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10804                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10805                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10806                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10807                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10808                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10809                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10810                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10811                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10812                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10813                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10814                 rsurface.modelgeneratedvertex = false;
10815         }
10816         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10817         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10818         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10819         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10820         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10821         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10822         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10823         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10824         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10825         rsurface.modelelement3i = model->surfmesh.data_element3i;
10826         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10827         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10828         rsurface.modelelement3s = model->surfmesh.data_element3s;
10829         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10830         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10831         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10832         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10833         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10834         rsurface.modelsurfaces = model->data_surfaces;
10835         rsurface.batchgeneratedvertex = false;
10836         rsurface.batchfirstvertex = 0;
10837         rsurface.batchnumvertices = 0;
10838         rsurface.batchfirsttriangle = 0;
10839         rsurface.batchnumtriangles = 0;
10840         rsurface.batchvertex3f  = NULL;
10841         rsurface.batchvertex3f_vertexbuffer = NULL;
10842         rsurface.batchvertex3f_bufferoffset = 0;
10843         rsurface.batchsvector3f = NULL;
10844         rsurface.batchsvector3f_vertexbuffer = NULL;
10845         rsurface.batchsvector3f_bufferoffset = 0;
10846         rsurface.batchtvector3f = NULL;
10847         rsurface.batchtvector3f_vertexbuffer = NULL;
10848         rsurface.batchtvector3f_bufferoffset = 0;
10849         rsurface.batchnormal3f  = NULL;
10850         rsurface.batchnormal3f_vertexbuffer = NULL;
10851         rsurface.batchnormal3f_bufferoffset = 0;
10852         rsurface.batchlightmapcolor4f = NULL;
10853         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10854         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10855         rsurface.batchtexcoordtexture2f = NULL;
10856         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10857         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10858         rsurface.batchtexcoordlightmap2f = NULL;
10859         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10860         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10861         rsurface.batchvertexmesh = NULL;
10862         rsurface.batchvertexmeshbuffer = NULL;
10863         rsurface.batchvertexposition = NULL;
10864         rsurface.batchvertexpositionbuffer = NULL;
10865         rsurface.batchelement3i = NULL;
10866         rsurface.batchelement3i_indexbuffer = NULL;
10867         rsurface.batchelement3i_bufferoffset = 0;
10868         rsurface.batchelement3s = NULL;
10869         rsurface.batchelement3s_indexbuffer = NULL;
10870         rsurface.batchelement3s_bufferoffset = 0;
10871         rsurface.passcolor4f = NULL;
10872         rsurface.passcolor4f_vertexbuffer = NULL;
10873         rsurface.passcolor4f_bufferoffset = 0;
10874 }
10875
10876 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)
10877 {
10878         int i;
10879
10880         rsurface.entity = r_refdef.scene.worldentity;
10881         rsurface.skeleton = NULL;
10882         rsurface.ent_skinnum = 0;
10883         rsurface.ent_qwskin = -1;
10884         rsurface.ent_shadertime = shadertime;
10885         rsurface.ent_flags = entflags;
10886         rsurface.modelnumvertices = numvertices;
10887         rsurface.modelnumtriangles = numtriangles;
10888         if (rsurface.array_size < rsurface.modelnumvertices)
10889                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10890         rsurface.matrix = *matrix;
10891         rsurface.inversematrix = *inversematrix;
10892         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10893         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10894         R_EntityMatrix(&rsurface.matrix);
10895         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10896         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10897         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10898         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10899         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10900         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10901         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10902         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10903         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10904         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10905         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10906         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10907         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);
10908         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10909         rsurface.frameblend[0].lerp = 1;
10910         rsurface.ent_alttextures = false;
10911         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10912         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10913         if (wanttangents)
10914         {
10915                 rsurface.modelvertex3f = vertex3f;
10916                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10917                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10918                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10919         }
10920         else if (wantnormals)
10921         {
10922                 rsurface.modelvertex3f = vertex3f;
10923                 rsurface.modelsvector3f = NULL;
10924                 rsurface.modeltvector3f = NULL;
10925                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10926         }
10927         else
10928         {
10929                 rsurface.modelvertex3f = vertex3f;
10930                 rsurface.modelsvector3f = NULL;
10931                 rsurface.modeltvector3f = NULL;
10932                 rsurface.modelnormal3f = NULL;
10933         }
10934         rsurface.modelvertexmesh = NULL;
10935         rsurface.modelvertexmeshbuffer = NULL;
10936         rsurface.modelvertexposition = NULL;
10937         rsurface.modelvertexpositionbuffer = NULL;
10938         rsurface.modelvertex3f_vertexbuffer = 0;
10939         rsurface.modelvertex3f_bufferoffset = 0;
10940         rsurface.modelsvector3f_vertexbuffer = 0;
10941         rsurface.modelsvector3f_bufferoffset = 0;
10942         rsurface.modeltvector3f_vertexbuffer = 0;
10943         rsurface.modeltvector3f_bufferoffset = 0;
10944         rsurface.modelnormal3f_vertexbuffer = 0;
10945         rsurface.modelnormal3f_bufferoffset = 0;
10946         rsurface.modelgeneratedvertex = true;
10947         rsurface.modellightmapcolor4f  = color4f;
10948         rsurface.modellightmapcolor4f_vertexbuffer = 0;
10949         rsurface.modellightmapcolor4f_bufferoffset = 0;
10950         rsurface.modeltexcoordtexture2f  = texcoord2f;
10951         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10952         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10953         rsurface.modeltexcoordlightmap2f  = NULL;
10954         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10955         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10956         rsurface.modelelement3i = element3i;
10957         rsurface.modelelement3i_indexbuffer = NULL;
10958         rsurface.modelelement3i_bufferoffset = 0;
10959         rsurface.modelelement3s = element3s;
10960         rsurface.modelelement3s_indexbuffer = NULL;
10961         rsurface.modelelement3s_bufferoffset = 0;
10962         rsurface.modellightmapoffsets = NULL;
10963         rsurface.modelsurfaces = NULL;
10964         rsurface.batchgeneratedvertex = false;
10965         rsurface.batchfirstvertex = 0;
10966         rsurface.batchnumvertices = 0;
10967         rsurface.batchfirsttriangle = 0;
10968         rsurface.batchnumtriangles = 0;
10969         rsurface.batchvertex3f  = NULL;
10970         rsurface.batchvertex3f_vertexbuffer = NULL;
10971         rsurface.batchvertex3f_bufferoffset = 0;
10972         rsurface.batchsvector3f = NULL;
10973         rsurface.batchsvector3f_vertexbuffer = NULL;
10974         rsurface.batchsvector3f_bufferoffset = 0;
10975         rsurface.batchtvector3f = NULL;
10976         rsurface.batchtvector3f_vertexbuffer = NULL;
10977         rsurface.batchtvector3f_bufferoffset = 0;
10978         rsurface.batchnormal3f  = NULL;
10979         rsurface.batchnormal3f_vertexbuffer = NULL;
10980         rsurface.batchnormal3f_bufferoffset = 0;
10981         rsurface.batchlightmapcolor4f = NULL;
10982         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10983         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10984         rsurface.batchtexcoordtexture2f = NULL;
10985         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10986         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10987         rsurface.batchtexcoordlightmap2f = NULL;
10988         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10989         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10990         rsurface.batchvertexmesh = NULL;
10991         rsurface.batchvertexmeshbuffer = NULL;
10992         rsurface.batchvertexposition = NULL;
10993         rsurface.batchvertexpositionbuffer = NULL;
10994         rsurface.batchelement3i = NULL;
10995         rsurface.batchelement3i_indexbuffer = NULL;
10996         rsurface.batchelement3i_bufferoffset = 0;
10997         rsurface.batchelement3s = NULL;
10998         rsurface.batchelement3s_indexbuffer = NULL;
10999         rsurface.batchelement3s_bufferoffset = 0;
11000         rsurface.passcolor4f = NULL;
11001         rsurface.passcolor4f_vertexbuffer = NULL;
11002         rsurface.passcolor4f_bufferoffset = 0;
11003
11004         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11005         {
11006                 if ((wantnormals || wanttangents) && !normal3f)
11007                 {
11008                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11009                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11010                 }
11011                 if (wanttangents && !svector3f)
11012                 {
11013                         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);
11014                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11015                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11016                 }
11017         }
11018
11019         // now convert arrays into vertexmesh structs
11020         for (i = 0;i < numvertices;i++)
11021         {
11022                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11023                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11024                 if (rsurface.modelsvector3f)
11025                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11026                 if (rsurface.modeltvector3f)
11027                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11028                 if (rsurface.modelnormal3f)
11029                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11030                 if (rsurface.modellightmapcolor4f)
11031                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11032                 if (rsurface.modeltexcoordtexture2f)
11033                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11034                 if (rsurface.modeltexcoordlightmap2f)
11035                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11036         }
11037 }
11038
11039 float RSurf_FogPoint(const float *v)
11040 {
11041         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11042         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11043         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11044         float FogHeightFade = r_refdef.fogheightfade;
11045         float fogfrac;
11046         unsigned int fogmasktableindex;
11047         if (r_refdef.fogplaneviewabove)
11048                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11049         else
11050                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11051         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11052         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11053 }
11054
11055 float RSurf_FogVertex(const float *v)
11056 {
11057         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11058         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11059         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11060         float FogHeightFade = rsurface.fogheightfade;
11061         float fogfrac;
11062         unsigned int fogmasktableindex;
11063         if (r_refdef.fogplaneviewabove)
11064                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11065         else
11066                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11067         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11068         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11069 }
11070
11071 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11072 {
11073         int i;
11074         for (i = 0;i < numelements;i++)
11075                 outelement3i[i] = inelement3i[i] + adjust;
11076 }
11077
11078 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11079 extern cvar_t gl_vbo;
11080 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11081 {
11082         int deformindex;
11083         int firsttriangle;
11084         int numtriangles;
11085         int firstvertex;
11086         int endvertex;
11087         int numvertices;
11088         int surfacefirsttriangle;
11089         int surfacenumtriangles;
11090         int surfacefirstvertex;
11091         int surfaceendvertex;
11092         int surfacenumvertices;
11093         int surfaceadjustvertex;
11094         int needsupdate;
11095         int i, j;
11096         qboolean gaps;
11097         qboolean dynamicvertex;
11098         float amplitude;
11099         float animpos;
11100         float scale;
11101         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11102         float waveparms[4];
11103         q3shaderinfo_deform_t *deform;
11104         const msurface_t *surface, *firstsurface;
11105         r_vertexposition_t *vertexposition;
11106         r_vertexmesh_t *vertexmesh;
11107         if (!texturenumsurfaces)
11108                 return;
11109         // find vertex range of this surface batch
11110         gaps = false;
11111         firstsurface = texturesurfacelist[0];
11112         firsttriangle = firstsurface->num_firsttriangle;
11113         numtriangles = 0;
11114         firstvertex = endvertex = firstsurface->num_firstvertex;
11115         for (i = 0;i < texturenumsurfaces;i++)
11116         {
11117                 surface = texturesurfacelist[i];
11118                 if (surface != firstsurface + i)
11119                         gaps = true;
11120                 surfacefirstvertex = surface->num_firstvertex;
11121                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11122                 surfacenumtriangles = surface->num_triangles;
11123                 if (firstvertex > surfacefirstvertex)
11124                         firstvertex = surfacefirstvertex;
11125                 if (endvertex < surfaceendvertex)
11126                         endvertex = surfaceendvertex;
11127                 numtriangles += surfacenumtriangles;
11128         }
11129         if (!numtriangles)
11130                 return;
11131
11132         // we now know the vertex range used, and if there are any gaps in it
11133         rsurface.batchfirstvertex = firstvertex;
11134         rsurface.batchnumvertices = endvertex - firstvertex;
11135         rsurface.batchfirsttriangle = firsttriangle;
11136         rsurface.batchnumtriangles = numtriangles;
11137
11138         // this variable holds flags for which properties have been updated that
11139         // may require regenerating vertexmesh or vertexposition arrays...
11140         needsupdate = 0;
11141
11142         // check if any dynamic vertex processing must occur
11143         dynamicvertex = false;
11144
11145         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11146                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11147         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11148         {
11149                 switch (deform->deform)
11150                 {
11151                 default:
11152                 case Q3DEFORM_PROJECTIONSHADOW:
11153                 case Q3DEFORM_TEXT0:
11154                 case Q3DEFORM_TEXT1:
11155                 case Q3DEFORM_TEXT2:
11156                 case Q3DEFORM_TEXT3:
11157                 case Q3DEFORM_TEXT4:
11158                 case Q3DEFORM_TEXT5:
11159                 case Q3DEFORM_TEXT6:
11160                 case Q3DEFORM_TEXT7:
11161                 case Q3DEFORM_NONE:
11162                         break;
11163                 case Q3DEFORM_AUTOSPRITE:
11164                         dynamicvertex = true;
11165                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11166                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11167                         break;
11168                 case Q3DEFORM_AUTOSPRITE2:
11169                         dynamicvertex = true;
11170                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11171                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11172                         break;
11173                 case Q3DEFORM_NORMAL:
11174                         dynamicvertex = true;
11175                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11176                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11177                         break;
11178                 case Q3DEFORM_WAVE:
11179                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11180                                 break; // if wavefunc is a nop, ignore this transform
11181                         dynamicvertex = true;
11182                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11183                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11184                         break;
11185                 case Q3DEFORM_BULGE:
11186                         dynamicvertex = true;
11187                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11188                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11189                         break;
11190                 case Q3DEFORM_MOVE:
11191                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11192                                 break; // if wavefunc is a nop, ignore this transform
11193                         dynamicvertex = true;
11194                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11195                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11196                         break;
11197                 }
11198         }
11199         switch(rsurface.texture->tcgen.tcgen)
11200         {
11201         default:
11202         case Q3TCGEN_TEXTURE:
11203                 break;
11204         case Q3TCGEN_LIGHTMAP:
11205                 dynamicvertex = true;
11206                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11207                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11208                 break;
11209         case Q3TCGEN_VECTOR:
11210                 dynamicvertex = true;
11211                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11212                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11213                 break;
11214         case Q3TCGEN_ENVIRONMENT:
11215                 dynamicvertex = true;
11216                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11217                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11218                 break;
11219         }
11220         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11221         {
11222                 dynamicvertex = true;
11223                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11224                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11225         }
11226
11227         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11228         {
11229                 dynamicvertex = true;
11230                 batchneed |= BATCHNEED_NOGAPS;
11231                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11232         }
11233
11234         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11235         {
11236                 dynamicvertex = true;
11237                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11238                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11239         }
11240
11241         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11242         {
11243                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11244                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11245                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11246                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11247                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11248                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11249                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11250         }
11251
11252         // when the model data has no vertex buffer (dynamic mesh), we need to
11253         // eliminate gaps
11254         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
11255                 batchneed |= BATCHNEED_NOGAPS;
11256
11257         // if needsupdate, we have to do a dynamic vertex batch for sure
11258         if (needsupdate & batchneed)
11259                 dynamicvertex = true;
11260
11261         // see if we need to build vertexmesh from arrays
11262         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11263                 dynamicvertex = true;
11264
11265         // see if we need to build vertexposition from arrays
11266         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11267                 dynamicvertex = true;
11268
11269         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11270         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11271                 dynamicvertex = true;
11272
11273         // if there is a chance of animated vertex colors, it's a dynamic batch
11274         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11275                 dynamicvertex = true;
11276
11277         rsurface.batchvertex3f = rsurface.modelvertex3f;
11278         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11279         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11280         rsurface.batchsvector3f = rsurface.modelsvector3f;
11281         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11282         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11283         rsurface.batchtvector3f = rsurface.modeltvector3f;
11284         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11285         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11286         rsurface.batchnormal3f = rsurface.modelnormal3f;
11287         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11288         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11289         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11290         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11291         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11292         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11293         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11294         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11295         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11296         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11297         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11298         rsurface.batchvertexposition = rsurface.modelvertexposition;
11299         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11300         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11301         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11302         rsurface.batchelement3i = rsurface.modelelement3i;
11303         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11304         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11305         rsurface.batchelement3s = rsurface.modelelement3s;
11306         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11307         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11308
11309         // if any dynamic vertex processing has to occur in software, we copy the
11310         // entire surface list together before processing to rebase the vertices
11311         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11312         //
11313         // if any gaps exist and we do not have a static vertex buffer, we have to
11314         // copy the surface list together to avoid wasting upload bandwidth on the
11315         // vertices in the gaps.
11316         //
11317         // if gaps exist and we have a static vertex buffer, we still have to
11318         // combine the index buffer ranges into one dynamic index buffer.
11319         //
11320         // in all cases we end up with data that can be drawn in one call.
11321
11322         if (!dynamicvertex)
11323         {
11324                 // static vertex data, just set pointers...
11325                 rsurface.batchgeneratedvertex = false;
11326                 // if there are gaps, we want to build a combined index buffer,
11327                 // otherwise use the original static buffer with an appropriate offset
11328                 if (gaps)
11329                 {
11330                         firsttriangle = 0;
11331                         numtriangles = 0;
11332                         for (i = 0;i < texturenumsurfaces;i++)
11333                         {
11334                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11335                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11336                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11337                                 numtriangles += surfacenumtriangles;
11338                         }
11339                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11340                         rsurface.batchelement3i_indexbuffer = NULL;
11341                         rsurface.batchelement3i_bufferoffset = 0;
11342                         rsurface.batchelement3s = NULL;
11343                         rsurface.batchelement3s_indexbuffer = NULL;
11344                         rsurface.batchelement3s_bufferoffset = 0;
11345                         if (endvertex <= 65536)
11346                         {
11347                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11348                                 for (i = 0;i < numtriangles*3;i++)
11349                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11350                         }
11351                         rsurface.batchfirsttriangle = firsttriangle;
11352                         rsurface.batchnumtriangles = numtriangles;
11353                 }
11354                 return;
11355         }
11356
11357         // something needs software processing, do it for real...
11358         // we only directly handle interleaved array data in this case...
11359         rsurface.batchgeneratedvertex = true;
11360
11361         // now copy the vertex data into a combined array and make an index array
11362         // (this is what Quake3 does all the time)
11363         //if (gaps || rsurface.batchfirstvertex)
11364         {
11365                 rsurface.batchvertexposition = NULL;
11366                 rsurface.batchvertexpositionbuffer = NULL;
11367                 rsurface.batchvertexmesh = NULL;
11368                 rsurface.batchvertexmeshbuffer = NULL;
11369                 rsurface.batchvertex3f = NULL;
11370                 rsurface.batchvertex3f_vertexbuffer = NULL;
11371                 rsurface.batchvertex3f_bufferoffset = 0;
11372                 rsurface.batchsvector3f = NULL;
11373                 rsurface.batchsvector3f_vertexbuffer = NULL;
11374                 rsurface.batchsvector3f_bufferoffset = 0;
11375                 rsurface.batchtvector3f = NULL;
11376                 rsurface.batchtvector3f_vertexbuffer = NULL;
11377                 rsurface.batchtvector3f_bufferoffset = 0;
11378                 rsurface.batchnormal3f = NULL;
11379                 rsurface.batchnormal3f_vertexbuffer = NULL;
11380                 rsurface.batchnormal3f_bufferoffset = 0;
11381                 rsurface.batchlightmapcolor4f = NULL;
11382                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11383                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11384                 rsurface.batchtexcoordtexture2f = NULL;
11385                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11386                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11387                 rsurface.batchtexcoordlightmap2f = NULL;
11388                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11389                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11390                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11391                 rsurface.batchelement3i_indexbuffer = NULL;
11392                 rsurface.batchelement3i_bufferoffset = 0;
11393                 rsurface.batchelement3s = NULL;
11394                 rsurface.batchelement3s_indexbuffer = NULL;
11395                 rsurface.batchelement3s_bufferoffset = 0;
11396                 // we'll only be setting up certain arrays as needed
11397                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11398                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11399                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11400                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11401                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11402                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11403                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11404                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11405                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11406                 {
11407                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11408                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11409                 }
11410                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11411                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11412                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11413                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11414                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11415                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11416                 numvertices = 0;
11417                 numtriangles = 0;
11418                 for (i = 0;i < texturenumsurfaces;i++)
11419                 {
11420                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11421                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11422                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11423                         surfaceadjustvertex = numvertices - surfacefirstvertex;
11424                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11425                         // copy only the data requested
11426                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11427                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11428                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11429                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11430                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11431                         {
11432                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11433                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11434                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11435                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11436                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11437                                 {
11438                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11439                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11440                                 }
11441                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11442                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11443                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11444                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11445                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11446                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11447                         }
11448                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11449                         numvertices += surfacenumvertices;
11450                         numtriangles += surfacenumtriangles;
11451                 }
11452
11453                 // generate a 16bit index array as well if possible
11454                 // (in general, dynamic batches fit)
11455                 if (numvertices <= 65536)
11456                 {
11457                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11458                         for (i = 0;i < numtriangles*3;i++)
11459                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11460                 }
11461
11462                 // since we've copied everything, the batch now starts at 0
11463                 rsurface.batchfirstvertex = 0;
11464                 rsurface.batchnumvertices = numvertices;
11465                 rsurface.batchfirsttriangle = 0;
11466                 rsurface.batchnumtriangles = numtriangles;
11467         }
11468
11469         // q1bsp surfaces rendered in vertex color mode have to have colors
11470         // calculated based on lightstyles
11471         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11472         {
11473                 // generate color arrays for the surfaces in this list
11474                 int c[4];
11475                 int scale;
11476                 int size3;
11477                 const int *offsets;
11478                 const unsigned char *lm;
11479                 numvertices = 0;
11480                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11481                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11482                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11483                 for (i = 0;i < texturenumsurfaces;i++)
11484                 {
11485                         surface = texturesurfacelist[i];
11486                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11487                         surfacenumvertices = surface->num_vertices;
11488                         if (surface->lightmapinfo->samples)
11489                         {
11490                                 for (j = 0;j < surfacenumvertices;j++)
11491                                 {
11492                                         lm = surface->lightmapinfo->samples + offsets[j];
11493                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11494                                         VectorScale(lm, scale, c);
11495                                         if (surface->lightmapinfo->styles[1] != 255)
11496                                         {
11497                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11498                                                 lm += size3;
11499                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11500                                                 VectorMA(c, scale, lm, c);
11501                                                 if (surface->lightmapinfo->styles[2] != 255)
11502                                                 {
11503                                                         lm += size3;
11504                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11505                                                         VectorMA(c, scale, lm, c);
11506                                                         if (surface->lightmapinfo->styles[3] != 255)
11507                                                         {
11508                                                                 lm += size3;
11509                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11510                                                                 VectorMA(c, scale, lm, c);
11511                                                         }
11512                                                 }
11513                                         }
11514                                         c[0] >>= 15;
11515                                         c[1] >>= 15;
11516                                         c[2] >>= 15;
11517                                         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);
11518                                         numvertices++;
11519                                 }
11520                         }
11521                         else
11522                         {
11523                                 for (j = 0;j < surfacenumvertices;j++)
11524                                 {
11525                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11526                                         numvertices++;
11527                                 }
11528                         }
11529                 }
11530         }
11531
11532         // if vertices are deformed (sprite flares and things in maps, possibly
11533         // water waves, bulges and other deformations), modify the copied vertices
11534         // in place
11535         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11536         {
11537                 switch (deform->deform)
11538                 {
11539                 default:
11540                 case Q3DEFORM_PROJECTIONSHADOW:
11541                 case Q3DEFORM_TEXT0:
11542                 case Q3DEFORM_TEXT1:
11543                 case Q3DEFORM_TEXT2:
11544                 case Q3DEFORM_TEXT3:
11545                 case Q3DEFORM_TEXT4:
11546                 case Q3DEFORM_TEXT5:
11547                 case Q3DEFORM_TEXT6:
11548                 case Q3DEFORM_TEXT7:
11549                 case Q3DEFORM_NONE:
11550                         break;
11551                 case Q3DEFORM_AUTOSPRITE:
11552                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11553                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11554                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11555                         VectorNormalize(newforward);
11556                         VectorNormalize(newright);
11557                         VectorNormalize(newup);
11558                         // a single autosprite surface can contain multiple sprites...
11559                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11560                         {
11561                                 VectorClear(center);
11562                                 for (i = 0;i < 4;i++)
11563                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11564                                 VectorScale(center, 0.25f, center);
11565                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11566                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11567                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11568                                 for (i = 0;i < 4;i++)
11569                                 {
11570                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11571                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11572                                 }
11573                         }
11574                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11575                         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);
11576                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11577                         rsurface.batchvertex3f_vertexbuffer = NULL;
11578                         rsurface.batchvertex3f_bufferoffset = 0;
11579                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11580                         rsurface.batchsvector3f_vertexbuffer = NULL;
11581                         rsurface.batchsvector3f_bufferoffset = 0;
11582                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11583                         rsurface.batchtvector3f_vertexbuffer = NULL;
11584                         rsurface.batchtvector3f_bufferoffset = 0;
11585                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11586                         rsurface.batchnormal3f_vertexbuffer = NULL;
11587                         rsurface.batchnormal3f_bufferoffset = 0;
11588                         break;
11589                 case Q3DEFORM_AUTOSPRITE2:
11590                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11591                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11592                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11593                         VectorNormalize(newforward);
11594                         VectorNormalize(newright);
11595                         VectorNormalize(newup);
11596                         {
11597                                 const float *v1, *v2;
11598                                 vec3_t start, end;
11599                                 float f, l;
11600                                 struct
11601                                 {
11602                                         float length2;
11603                                         const float *v1;
11604                                         const float *v2;
11605                                 }
11606                                 shortest[2];
11607                                 memset(shortest, 0, sizeof(shortest));
11608                                 // a single autosprite surface can contain multiple sprites...
11609                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11610                                 {
11611                                         VectorClear(center);
11612                                         for (i = 0;i < 4;i++)
11613                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11614                                         VectorScale(center, 0.25f, center);
11615                                         // find the two shortest edges, then use them to define the
11616                                         // axis vectors for rotating around the central axis
11617                                         for (i = 0;i < 6;i++)
11618                                         {
11619                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11620                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11621                                                 l = VectorDistance2(v1, v2);
11622                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11623                                                 if (v1[2] != v2[2])
11624                                                         l += (1.0f / 1024.0f);
11625                                                 if (shortest[0].length2 > l || i == 0)
11626                                                 {
11627                                                         shortest[1] = shortest[0];
11628                                                         shortest[0].length2 = l;
11629                                                         shortest[0].v1 = v1;
11630                                                         shortest[0].v2 = v2;
11631                                                 }
11632                                                 else if (shortest[1].length2 > l || i == 1)
11633                                                 {
11634                                                         shortest[1].length2 = l;
11635                                                         shortest[1].v1 = v1;
11636                                                         shortest[1].v2 = v2;
11637                                                 }
11638                                         }
11639                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11640                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11641                                         // this calculates the right vector from the shortest edge
11642                                         // and the up vector from the edge midpoints
11643                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11644                                         VectorNormalize(right);
11645                                         VectorSubtract(end, start, up);
11646                                         VectorNormalize(up);
11647                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11648                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11649                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11650                                         VectorNegate(forward, forward);
11651                                         VectorReflect(forward, 0, up, forward);
11652                                         VectorNormalize(forward);
11653                                         CrossProduct(up, forward, newright);
11654                                         VectorNormalize(newright);
11655                                         // rotate the quad around the up axis vector, this is made
11656                                         // especially easy by the fact we know the quad is flat,
11657                                         // so we only have to subtract the center position and
11658                                         // measure distance along the right vector, and then
11659                                         // multiply that by the newright vector and add back the
11660                                         // center position
11661                                         // we also need to subtract the old position to undo the
11662                                         // displacement from the center, which we do with a
11663                                         // DotProduct, the subtraction/addition of center is also
11664                                         // optimized into DotProducts here
11665                                         l = DotProduct(right, center);
11666                                         for (i = 0;i < 4;i++)
11667                                         {
11668                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11669                                                 f = DotProduct(right, v1) - l;
11670                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11671                                         }
11672                                 }
11673                         }
11674                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11675                         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);
11676                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11677                         rsurface.batchvertex3f_vertexbuffer = NULL;
11678                         rsurface.batchvertex3f_bufferoffset = 0;
11679                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11680                         rsurface.batchsvector3f_vertexbuffer = NULL;
11681                         rsurface.batchsvector3f_bufferoffset = 0;
11682                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11683                         rsurface.batchtvector3f_vertexbuffer = NULL;
11684                         rsurface.batchtvector3f_bufferoffset = 0;
11685                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11686                         rsurface.batchnormal3f_vertexbuffer = NULL;
11687                         rsurface.batchnormal3f_bufferoffset = 0;
11688                         break;
11689                 case Q3DEFORM_NORMAL:
11690                         // deform the normals to make reflections wavey
11691                         for (j = 0;j < rsurface.batchnumvertices;j++)
11692                         {
11693                                 float vertex[3];
11694                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11695                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11696                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11697                                 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]);
11698                                 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]);
11699                                 VectorNormalize(normal);
11700                         }
11701                         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);
11702                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11703                         rsurface.batchsvector3f_vertexbuffer = NULL;
11704                         rsurface.batchsvector3f_bufferoffset = 0;
11705                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11706                         rsurface.batchtvector3f_vertexbuffer = NULL;
11707                         rsurface.batchtvector3f_bufferoffset = 0;
11708                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11709                         rsurface.batchnormal3f_vertexbuffer = NULL;
11710                         rsurface.batchnormal3f_bufferoffset = 0;
11711                         break;
11712                 case Q3DEFORM_WAVE:
11713                         // deform vertex array to make wavey water and flags and such
11714                         waveparms[0] = deform->waveparms[0];
11715                         waveparms[1] = deform->waveparms[1];
11716                         waveparms[2] = deform->waveparms[2];
11717                         waveparms[3] = deform->waveparms[3];
11718                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11719                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11720                         // this is how a divisor of vertex influence on deformation
11721                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11722                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11723                         for (j = 0;j < rsurface.batchnumvertices;j++)
11724                         {
11725                                 // if the wavefunc depends on time, evaluate it per-vertex
11726                                 if (waveparms[3])
11727                                 {
11728                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11729                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11730                                 }
11731                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11732                         }
11733                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11734                         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);
11735                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11736                         rsurface.batchvertex3f_vertexbuffer = NULL;
11737                         rsurface.batchvertex3f_bufferoffset = 0;
11738                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11739                         rsurface.batchsvector3f_vertexbuffer = NULL;
11740                         rsurface.batchsvector3f_bufferoffset = 0;
11741                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11742                         rsurface.batchtvector3f_vertexbuffer = NULL;
11743                         rsurface.batchtvector3f_bufferoffset = 0;
11744                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11745                         rsurface.batchnormal3f_vertexbuffer = NULL;
11746                         rsurface.batchnormal3f_bufferoffset = 0;
11747                         break;
11748                 case Q3DEFORM_BULGE:
11749                         // deform vertex array to make the surface have moving bulges
11750                         for (j = 0;j < rsurface.batchnumvertices;j++)
11751                         {
11752                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11753                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11754                         }
11755                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11756                         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);
11757                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11758                         rsurface.batchvertex3f_vertexbuffer = NULL;
11759                         rsurface.batchvertex3f_bufferoffset = 0;
11760                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11761                         rsurface.batchsvector3f_vertexbuffer = NULL;
11762                         rsurface.batchsvector3f_bufferoffset = 0;
11763                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11764                         rsurface.batchtvector3f_vertexbuffer = NULL;
11765                         rsurface.batchtvector3f_bufferoffset = 0;
11766                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11767                         rsurface.batchnormal3f_vertexbuffer = NULL;
11768                         rsurface.batchnormal3f_bufferoffset = 0;
11769                         break;
11770                 case Q3DEFORM_MOVE:
11771                         // deform vertex array
11772                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11773                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11774                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11775                         VectorScale(deform->parms, scale, waveparms);
11776                         for (j = 0;j < rsurface.batchnumvertices;j++)
11777                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11778                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11779                         rsurface.batchvertex3f_vertexbuffer = NULL;
11780                         rsurface.batchvertex3f_bufferoffset = 0;
11781                         break;
11782                 }
11783         }
11784
11785         // generate texcoords based on the chosen texcoord source
11786         switch(rsurface.texture->tcgen.tcgen)
11787         {
11788         default:
11789         case Q3TCGEN_TEXTURE:
11790                 break;
11791         case Q3TCGEN_LIGHTMAP:
11792                 if (rsurface.batchtexcoordlightmap2f)
11793                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11794                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11795                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11796                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11797                 break;
11798         case Q3TCGEN_VECTOR:
11799                 for (j = 0;j < rsurface.batchnumvertices;j++)
11800                 {
11801                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11802                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11803                 }
11804                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11805                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11806                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11807                 break;
11808         case Q3TCGEN_ENVIRONMENT:
11809                 // make environment reflections using a spheremap
11810                 for (j = 0;j < rsurface.batchnumvertices;j++)
11811                 {
11812                         // identical to Q3A's method, but executed in worldspace so
11813                         // carried models can be shiny too
11814
11815                         float viewer[3], d, reflected[3], worldreflected[3];
11816
11817                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11818                         // VectorNormalize(viewer);
11819
11820                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11821
11822                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11823                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11824                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11825                         // note: this is proportinal to viewer, so we can normalize later
11826
11827                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11828                         VectorNormalize(worldreflected);
11829
11830                         // note: this sphere map only uses world x and z!
11831                         // so positive and negative y will LOOK THE SAME.
11832                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11833                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11834                 }
11835                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11836                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11837                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11838                 break;
11839         }
11840         // the only tcmod that needs software vertex processing is turbulent, so
11841         // check for it here and apply the changes if needed
11842         // and we only support that as the first one
11843         // (handling a mixture of turbulent and other tcmods would be problematic
11844         //  without punting it entirely to a software path)
11845         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11846         {
11847                 amplitude = rsurface.texture->tcmods[0].parms[1];
11848                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11849                 for (j = 0;j < rsurface.batchnumvertices;j++)
11850                 {
11851                         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);
11852                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11853                 }
11854                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11855                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11856                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11857         }
11858
11859         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11860         {
11861                 // convert the modified arrays to vertex structs
11862                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11863                 rsurface.batchvertexmeshbuffer = NULL;
11864                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11865                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11866                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11867                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11868                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11869                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11870                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11871                 {
11872                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11873                         {
11874                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11875                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11876                         }
11877                 }
11878                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11879                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11880                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11881                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11882                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11883                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11884                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11885                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11886                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11887         }
11888
11889         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11890         {
11891                 // convert the modified arrays to vertex structs
11892                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11893                 rsurface.batchvertexpositionbuffer = NULL;
11894                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11895                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11896                 else
11897                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11898                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11899         }
11900 }
11901
11902 void RSurf_DrawBatch(void)
11903 {
11904         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);
11905 }
11906
11907 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11908 {
11909         // pick the closest matching water plane
11910         int planeindex, vertexindex, bestplaneindex = -1;
11911         float d, bestd;
11912         vec3_t vert;
11913         const float *v;
11914         r_waterstate_waterplane_t *p;
11915         bestd = 0;
11916         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11917         {
11918                 if(p->camera_entity != rsurface.texture->camera_entity)
11919                         continue;
11920                 d = 0;
11921                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11922                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11923                 {
11924                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
11925                         d += fabs(PlaneDiff(vert, &p->plane));
11926                 }
11927                 if (bestd > d || bestplaneindex < 0)
11928                 {
11929                         bestd = d;
11930                         bestplaneindex = planeindex;
11931                 }
11932         }
11933         return bestplaneindex;
11934 }
11935
11936 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11937 {
11938         int i;
11939         for (i = 0;i < rsurface.batchnumvertices;i++)
11940                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11941         rsurface.passcolor4f = rsurface.array_passcolor4f;
11942         rsurface.passcolor4f_vertexbuffer = 0;
11943         rsurface.passcolor4f_bufferoffset = 0;
11944 }
11945
11946 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11947 {
11948         int i;
11949         float f;
11950         const float *v;
11951         const float *c;
11952         float *c2;
11953         if (rsurface.passcolor4f)
11954         {
11955                 // generate color arrays
11956                 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)
11957                 {
11958                         f = RSurf_FogVertex(v);
11959                         c2[0] = c[0] * f;
11960                         c2[1] = c[1] * f;
11961                         c2[2] = c[2] * f;
11962                         c2[3] = c[3];
11963                 }
11964         }
11965         else
11966         {
11967                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11968                 {
11969                         f = RSurf_FogVertex(v);
11970                         c2[0] = f;
11971                         c2[1] = f;
11972                         c2[2] = f;
11973                         c2[3] = 1;
11974                 }
11975         }
11976         rsurface.passcolor4f = rsurface.array_passcolor4f;
11977         rsurface.passcolor4f_vertexbuffer = 0;
11978         rsurface.passcolor4f_bufferoffset = 0;
11979 }
11980
11981 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11982 {
11983         int i;
11984         float f;
11985         const float *v;
11986         const float *c;
11987         float *c2;
11988         if (!rsurface.passcolor4f)
11989                 return;
11990         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)
11991         {
11992                 f = RSurf_FogVertex(v);
11993                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11994                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11995                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11996                 c2[3] = c[3];
11997         }
11998         rsurface.passcolor4f = rsurface.array_passcolor4f;
11999         rsurface.passcolor4f_vertexbuffer = 0;
12000         rsurface.passcolor4f_bufferoffset = 0;
12001 }
12002
12003 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12004 {
12005         int i;
12006         const float *c;
12007         float *c2;
12008         if (!rsurface.passcolor4f)
12009                 return;
12010         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12011         {
12012                 c2[0] = c[0] * r;
12013                 c2[1] = c[1] * g;
12014                 c2[2] = c[2] * b;
12015                 c2[3] = c[3] * a;
12016         }
12017         rsurface.passcolor4f = rsurface.array_passcolor4f;
12018         rsurface.passcolor4f_vertexbuffer = 0;
12019         rsurface.passcolor4f_bufferoffset = 0;
12020 }
12021
12022 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12023 {
12024         int i;
12025         const float *c;
12026         float *c2;
12027         if (!rsurface.passcolor4f)
12028                 return;
12029         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12030         {
12031                 c2[0] = c[0] + r_refdef.scene.ambient;
12032                 c2[1] = c[1] + r_refdef.scene.ambient;
12033                 c2[2] = c[2] + r_refdef.scene.ambient;
12034                 c2[3] = c[3];
12035         }
12036         rsurface.passcolor4f = rsurface.array_passcolor4f;
12037         rsurface.passcolor4f_vertexbuffer = 0;
12038         rsurface.passcolor4f_bufferoffset = 0;
12039 }
12040
12041 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12042 {
12043         // TODO: optimize
12044         rsurface.passcolor4f = NULL;
12045         rsurface.passcolor4f_vertexbuffer = 0;
12046         rsurface.passcolor4f_bufferoffset = 0;
12047         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12048         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12049         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12050         GL_Color(r, g, b, a);
12051         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12052         RSurf_DrawBatch();
12053 }
12054
12055 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12056 {
12057         // TODO: optimize applyfog && applycolor case
12058         // just apply fog if necessary, and tint the fog color array if necessary
12059         rsurface.passcolor4f = NULL;
12060         rsurface.passcolor4f_vertexbuffer = 0;
12061         rsurface.passcolor4f_bufferoffset = 0;
12062         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12063         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12064         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12065         GL_Color(r, g, b, a);
12066         RSurf_DrawBatch();
12067 }
12068
12069 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12070 {
12071         // TODO: optimize
12072         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12073         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12074         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12075         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12076         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12077         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12078         GL_Color(r, g, b, a);
12079         RSurf_DrawBatch();
12080 }
12081
12082 static void RSurf_DrawBatch_GL11_ClampColor(void)
12083 {
12084         int i;
12085         const float *c1;
12086         float *c2;
12087         if (!rsurface.passcolor4f)
12088                 return;
12089         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12090         {
12091                 c2[0] = bound(0.0f, c1[0], 1.0f);
12092                 c2[1] = bound(0.0f, c1[1], 1.0f);
12093                 c2[2] = bound(0.0f, c1[2], 1.0f);
12094                 c2[3] = bound(0.0f, c1[3], 1.0f);
12095         }
12096 }
12097
12098 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12099 {
12100         int i;
12101         float f;
12102         float alpha;
12103         const float *v;
12104         const float *n;
12105         float *c;
12106         vec3_t ambientcolor;
12107         vec3_t diffusecolor;
12108         vec3_t lightdir;
12109         // TODO: optimize
12110         // model lighting
12111         VectorCopy(rsurface.modellight_lightdir, lightdir);
12112         f = 0.5f * r_refdef.lightmapintensity;
12113         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12114         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12115         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12116         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12117         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12118         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12119         alpha = *a;
12120         if (VectorLength2(diffusecolor) > 0)
12121         {
12122                 // q3-style directional shading
12123                 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)
12124                 {
12125                         if ((f = DotProduct(n, lightdir)) > 0)
12126                                 VectorMA(ambientcolor, f, diffusecolor, c);
12127                         else
12128                                 VectorCopy(ambientcolor, c);
12129                         c[3] = alpha;
12130                 }
12131                 *r = 1;
12132                 *g = 1;
12133                 *b = 1;
12134                 *a = 1;
12135                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12136                 rsurface.passcolor4f_vertexbuffer = 0;
12137                 rsurface.passcolor4f_bufferoffset = 0;
12138                 *applycolor = false;
12139         }
12140         else
12141         {
12142                 *r = ambientcolor[0];
12143                 *g = ambientcolor[1];
12144                 *b = ambientcolor[2];
12145                 rsurface.passcolor4f = NULL;
12146                 rsurface.passcolor4f_vertexbuffer = 0;
12147                 rsurface.passcolor4f_bufferoffset = 0;
12148         }
12149 }
12150
12151 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12152 {
12153         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12154         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12155         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12156         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12157         GL_Color(r, g, b, a);
12158         RSurf_DrawBatch();
12159 }
12160
12161 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12162 {
12163         int i;
12164         float f;
12165         const float *v;
12166         float *c;
12167         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12168         {
12169                 f = 1 - RSurf_FogVertex(v);
12170                 c[0] = r;
12171                 c[1] = g;
12172                 c[2] = b;
12173                 c[3] = f * a;
12174         }
12175 }
12176
12177 void RSurf_SetupDepthAndCulling(void)
12178 {
12179         // submodels are biased to avoid z-fighting with world surfaces that they
12180         // may be exactly overlapping (avoids z-fighting artifacts on certain
12181         // doors and things in Quake maps)
12182         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12183         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12184         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12185         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12186 }
12187
12188 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12189 {
12190         // transparent sky would be ridiculous
12191         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12192                 return;
12193         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12194         skyrenderlater = true;
12195         RSurf_SetupDepthAndCulling();
12196         GL_DepthMask(true);
12197         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12198         // skymasking on them, and Quake3 never did sky masking (unlike
12199         // software Quake and software Quake2), so disable the sky masking
12200         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12201         // and skymasking also looks very bad when noclipping outside the
12202         // level, so don't use it then either.
12203         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12204         {
12205                 R_Mesh_ResetTextureState();
12206                 if (skyrendermasked)
12207                 {
12208                         R_SetupShader_DepthOrShadow();
12209                         // depth-only (masking)
12210                         GL_ColorMask(0,0,0,0);
12211                         // just to make sure that braindead drivers don't draw
12212                         // anything despite that colormask...
12213                         GL_BlendFunc(GL_ZERO, GL_ONE);
12214                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12215                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12216                 }
12217                 else
12218                 {
12219                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12220                         // fog sky
12221                         GL_BlendFunc(GL_ONE, GL_ZERO);
12222                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12223                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12224                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12225                 }
12226                 RSurf_DrawBatch();
12227                 if (skyrendermasked)
12228                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12229         }
12230         R_Mesh_ResetTextureState();
12231         GL_Color(1, 1, 1, 1);
12232 }
12233
12234 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12235 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12236 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12237 {
12238         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12239                 return;
12240         if (prepass)
12241         {
12242                 // render screenspace normalmap to texture
12243                 GL_DepthMask(true);
12244                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12245                 RSurf_DrawBatch();
12246                 return;
12247         }
12248
12249         // bind lightmap texture
12250
12251         // water/refraction/reflection/camera surfaces have to be handled specially
12252         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12253         {
12254                 int start, end, startplaneindex;
12255                 for (start = 0;start < texturenumsurfaces;start = end)
12256                 {
12257                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12258                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12259                                 ;
12260                         // now that we have a batch using the same planeindex, render it
12261                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12262                         {
12263                                 // render water or distortion background
12264                                 GL_DepthMask(true);
12265                                 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));
12266                                 RSurf_DrawBatch();
12267                                 // blend surface on top
12268                                 GL_DepthMask(false);
12269                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12270                                 RSurf_DrawBatch();
12271                         }
12272                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12273                         {
12274                                 // render surface with reflection texture as input
12275                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12276                                 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));
12277                                 RSurf_DrawBatch();
12278                         }
12279                 }
12280                 return;
12281         }
12282
12283         // render surface batch normally
12284         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12285         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12286         RSurf_DrawBatch();
12287 }
12288
12289 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12290 {
12291         // OpenGL 1.3 path - anything not completely ancient
12292         qboolean applycolor;
12293         qboolean applyfog;
12294         int layerindex;
12295         const texturelayer_t *layer;
12296         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);
12297         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12298
12299         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12300         {
12301                 vec4_t layercolor;
12302                 int layertexrgbscale;
12303                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12304                 {
12305                         if (layerindex == 0)
12306                                 GL_AlphaTest(true);
12307                         else
12308                         {
12309                                 GL_AlphaTest(false);
12310                                 GL_DepthFunc(GL_EQUAL);
12311                         }
12312                 }
12313                 GL_DepthMask(layer->depthmask && writedepth);
12314                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12315                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12316                 {
12317                         layertexrgbscale = 4;
12318                         VectorScale(layer->color, 0.25f, layercolor);
12319                 }
12320                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12321                 {
12322                         layertexrgbscale = 2;
12323                         VectorScale(layer->color, 0.5f, layercolor);
12324                 }
12325                 else
12326                 {
12327                         layertexrgbscale = 1;
12328                         VectorScale(layer->color, 1.0f, layercolor);
12329                 }
12330                 layercolor[3] = layer->color[3];
12331                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12332                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12333                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12334                 switch (layer->type)
12335                 {
12336                 case TEXTURELAYERTYPE_LITTEXTURE:
12337                         // single-pass lightmapped texture with 2x rgbscale
12338                         R_Mesh_TexBind(0, r_texture_white);
12339                         R_Mesh_TexMatrix(0, NULL);
12340                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12341                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12342                         R_Mesh_TexBind(1, layer->texture);
12343                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12344                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12345                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12346                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12347                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12348                         else if (rsurface.uselightmaptexture)
12349                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12350                         else
12351                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12352                         break;
12353                 case TEXTURELAYERTYPE_TEXTURE:
12354                         // singletexture unlit texture with transparency support
12355                         R_Mesh_TexBind(0, layer->texture);
12356                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12357                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12358                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12359                         R_Mesh_TexBind(1, 0);
12360                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12361                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12362                         break;
12363                 case TEXTURELAYERTYPE_FOG:
12364                         // singletexture fogging
12365                         if (layer->texture)
12366                         {
12367                                 R_Mesh_TexBind(0, layer->texture);
12368                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12369                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12370                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12371                         }
12372                         else
12373                         {
12374                                 R_Mesh_TexBind(0, 0);
12375                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12376                         }
12377                         R_Mesh_TexBind(1, 0);
12378                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12379                         // generate a color array for the fog pass
12380                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12381                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12382                         RSurf_DrawBatch();
12383                         break;
12384                 default:
12385                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12386                 }
12387         }
12388         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12389         {
12390                 GL_DepthFunc(GL_LEQUAL);
12391                 GL_AlphaTest(false);
12392         }
12393 }
12394
12395 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12396 {
12397         // OpenGL 1.1 - crusty old voodoo path
12398         qboolean applyfog;
12399         int layerindex;
12400         const texturelayer_t *layer;
12401         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);
12402         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12403
12404         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12405         {
12406                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12407                 {
12408                         if (layerindex == 0)
12409                                 GL_AlphaTest(true);
12410                         else
12411                         {
12412                                 GL_AlphaTest(false);
12413                                 GL_DepthFunc(GL_EQUAL);
12414                         }
12415                 }
12416                 GL_DepthMask(layer->depthmask && writedepth);
12417                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12418                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12419                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12420                 switch (layer->type)
12421                 {
12422                 case TEXTURELAYERTYPE_LITTEXTURE:
12423                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12424                         {
12425                                 // two-pass lit texture with 2x rgbscale
12426                                 // first the lightmap pass
12427                                 R_Mesh_TexBind(0, r_texture_white);
12428                                 R_Mesh_TexMatrix(0, NULL);
12429                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12430                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12431                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12432                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12433                                 else if (rsurface.uselightmaptexture)
12434                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12435                                 else
12436                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12437                                 // then apply the texture to it
12438                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12439                                 R_Mesh_TexBind(0, layer->texture);
12440                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12441                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12442                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12443                                 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);
12444                         }
12445                         else
12446                         {
12447                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12448                                 R_Mesh_TexBind(0, layer->texture);
12449                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12450                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12451                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12452                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12453                                         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);
12454                                 else
12455                                         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);
12456                         }
12457                         break;
12458                 case TEXTURELAYERTYPE_TEXTURE:
12459                         // singletexture unlit texture with transparency support
12460                         R_Mesh_TexBind(0, layer->texture);
12461                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12462                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12463                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12464                         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);
12465                         break;
12466                 case TEXTURELAYERTYPE_FOG:
12467                         // singletexture fogging
12468                         if (layer->texture)
12469                         {
12470                                 R_Mesh_TexBind(0, layer->texture);
12471                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12472                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12473                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12474                         }
12475                         else
12476                         {
12477                                 R_Mesh_TexBind(0, 0);
12478                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12479                         }
12480                         // generate a color array for the fog pass
12481                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12482                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12483                         RSurf_DrawBatch();
12484                         break;
12485                 default:
12486                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12487                 }
12488         }
12489         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12490         {
12491                 GL_DepthFunc(GL_LEQUAL);
12492                 GL_AlphaTest(false);
12493         }
12494 }
12495
12496 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12497 {
12498         int vi;
12499         int j;
12500         r_vertexgeneric_t *batchvertex;
12501         float c[4];
12502
12503         GL_AlphaTest(false);
12504         R_Mesh_ResetTextureState();
12505         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12506
12507         if(rsurface.texture && rsurface.texture->currentskinframe)
12508         {
12509                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12510                 c[3] *= rsurface.texture->currentalpha;
12511         }
12512         else
12513         {
12514                 c[0] = 1;
12515                 c[1] = 0;
12516                 c[2] = 1;
12517                 c[3] = 1;
12518         }
12519
12520         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12521         {
12522                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12523                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12524                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12525         }
12526
12527         // brighten it up (as texture value 127 means "unlit")
12528         c[0] *= 2 * r_refdef.view.colorscale;
12529         c[1] *= 2 * r_refdef.view.colorscale;
12530         c[2] *= 2 * r_refdef.view.colorscale;
12531
12532         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12533                 c[3] *= r_wateralpha.value;
12534
12535         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12536         {
12537                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12538                 GL_DepthMask(false);
12539         }
12540         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12541         {
12542                 GL_BlendFunc(GL_ONE, GL_ONE);
12543                 GL_DepthMask(false);
12544         }
12545         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12546         {
12547                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12548                 GL_DepthMask(false);
12549         }
12550         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12551         {
12552                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12553                 GL_DepthMask(false);
12554         }
12555         else
12556         {
12557                 GL_BlendFunc(GL_ONE, GL_ZERO);
12558                 GL_DepthMask(writedepth);
12559         }
12560
12561         if (r_showsurfaces.integer == 3)
12562         {
12563                 rsurface.passcolor4f = NULL;
12564
12565                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12566                 {
12567                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12568
12569                         rsurface.passcolor4f = NULL;
12570                         rsurface.passcolor4f_vertexbuffer = 0;
12571                         rsurface.passcolor4f_bufferoffset = 0;
12572                 }
12573                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12574                 {
12575                         qboolean applycolor = true;
12576                         float one = 1.0;
12577
12578                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12579
12580                         r_refdef.lightmapintensity = 1;
12581                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12582                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12583                 }
12584                 else
12585                 {
12586                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12587
12588                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12589                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12590                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12591                 }
12592
12593                 if(!rsurface.passcolor4f)
12594                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12595
12596                 RSurf_DrawBatch_GL11_ApplyAmbient();
12597                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12598                 if(r_refdef.fogenabled)
12599                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12600                 RSurf_DrawBatch_GL11_ClampColor();
12601
12602                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12603                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12604                 RSurf_DrawBatch();
12605         }
12606         else if (!r_refdef.view.showdebug)
12607         {
12608                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12609                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12610                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12611                 {
12612                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12613                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12614                 }
12615                 R_Mesh_PrepareVertices_Generic_Unlock();
12616                 RSurf_DrawBatch();
12617         }
12618         else if (r_showsurfaces.integer == 4)
12619         {
12620                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12621                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12622                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12623                 {
12624                         unsigned char c = vi << 3;
12625                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12626                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12627                 }
12628                 R_Mesh_PrepareVertices_Generic_Unlock();
12629                 RSurf_DrawBatch();
12630         }
12631         else if (r_showsurfaces.integer == 2)
12632         {
12633                 const int *e;
12634                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12635                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12636                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12637                 {
12638                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12639                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12640                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12641                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12642                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12643                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12644                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12645                 }
12646                 R_Mesh_PrepareVertices_Generic_Unlock();
12647                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12648         }
12649         else
12650         {
12651                 int texturesurfaceindex;
12652                 int k;
12653                 const msurface_t *surface;
12654                 unsigned char surfacecolor4ub[4];
12655                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12656                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12657                 vi = 0;
12658                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12659                 {
12660                         surface = texturesurfacelist[texturesurfaceindex];
12661                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12662                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12663                         for (j = 0;j < surface->num_vertices;j++)
12664                         {
12665                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12666                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12667                                 vi++;
12668                         }
12669                 }
12670                 R_Mesh_PrepareVertices_Generic_Unlock();
12671                 RSurf_DrawBatch();
12672         }
12673 }
12674
12675 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12676 {
12677         CHECKGLERROR
12678         RSurf_SetupDepthAndCulling();
12679         if (r_showsurfaces.integer)
12680         {
12681                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12682                 return;
12683         }
12684         switch (vid.renderpath)
12685         {
12686         case RENDERPATH_GL20:
12687         case RENDERPATH_CGGL:
12688         case RENDERPATH_D3D9:
12689         case RENDERPATH_D3D10:
12690         case RENDERPATH_D3D11:
12691                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12692                 break;
12693         case RENDERPATH_GL13:
12694                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12695                 break;
12696         case RENDERPATH_GL11:
12697                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12698                 break;
12699         }
12700         CHECKGLERROR
12701 }
12702
12703 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12704 {
12705         CHECKGLERROR
12706         RSurf_SetupDepthAndCulling();
12707         if (r_showsurfaces.integer)
12708         {
12709                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12710                 return;
12711         }
12712         switch (vid.renderpath)
12713         {
12714         case RENDERPATH_GL20:
12715         case RENDERPATH_CGGL:
12716         case RENDERPATH_D3D9:
12717         case RENDERPATH_D3D10:
12718         case RENDERPATH_D3D11:
12719                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12720                 break;
12721         case RENDERPATH_GL13:
12722                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12723                 break;
12724         case RENDERPATH_GL11:
12725                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12726                 break;
12727         }
12728         CHECKGLERROR
12729 }
12730
12731 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12732 {
12733         int i, j;
12734         int texturenumsurfaces, endsurface;
12735         texture_t *texture;
12736         const msurface_t *surface;
12737 #define MAXBATCH_TRANSPARENTSURFACES 256
12738         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12739
12740         // if the model is static it doesn't matter what value we give for
12741         // wantnormals and wanttangents, so this logic uses only rules applicable
12742         // to a model, knowing that they are meaningless otherwise
12743         if (ent == r_refdef.scene.worldentity)
12744                 RSurf_ActiveWorldEntity();
12745         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12746                 RSurf_ActiveModelEntity(ent, false, false, false);
12747         else
12748         {
12749                 switch (vid.renderpath)
12750                 {
12751                 case RENDERPATH_GL20:
12752                 case RENDERPATH_CGGL:
12753                 case RENDERPATH_D3D9:
12754                 case RENDERPATH_D3D10:
12755                 case RENDERPATH_D3D11:
12756                         RSurf_ActiveModelEntity(ent, true, true, false);
12757                         break;
12758                 case RENDERPATH_GL13:
12759                 case RENDERPATH_GL11:
12760                         RSurf_ActiveModelEntity(ent, true, false, false);
12761                         break;
12762                 }
12763         }
12764
12765         if (r_transparentdepthmasking.integer)
12766         {
12767                 qboolean setup = false;
12768                 for (i = 0;i < numsurfaces;i = j)
12769                 {
12770                         j = i + 1;
12771                         surface = rsurface.modelsurfaces + surfacelist[i];
12772                         texture = surface->texture;
12773                         rsurface.texture = R_GetCurrentTexture(texture);
12774                         rsurface.lightmaptexture = NULL;
12775                         rsurface.deluxemaptexture = NULL;
12776                         rsurface.uselightmaptexture = false;
12777                         // scan ahead until we find a different texture
12778                         endsurface = min(i + 1024, numsurfaces);
12779                         texturenumsurfaces = 0;
12780                         texturesurfacelist[texturenumsurfaces++] = surface;
12781                         for (;j < endsurface;j++)
12782                         {
12783                                 surface = rsurface.modelsurfaces + surfacelist[j];
12784                                 if (texture != surface->texture)
12785                                         break;
12786                                 texturesurfacelist[texturenumsurfaces++] = surface;
12787                         }
12788                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12789                                 continue;
12790                         // render the range of surfaces as depth
12791                         if (!setup)
12792                         {
12793                                 setup = true;
12794                                 GL_ColorMask(0,0,0,0);
12795                                 GL_Color(1,1,1,1);
12796                                 GL_DepthTest(true);
12797                                 GL_BlendFunc(GL_ONE, GL_ZERO);
12798                                 GL_DepthMask(true);
12799                                 GL_AlphaTest(false);
12800                                 R_Mesh_ResetTextureState();
12801                                 R_SetupShader_DepthOrShadow();
12802                         }
12803                         RSurf_SetupDepthAndCulling();
12804                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12805                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12806                         RSurf_DrawBatch();
12807                 }
12808                 if (setup)
12809                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12810         }
12811
12812         for (i = 0;i < numsurfaces;i = j)
12813         {
12814                 j = i + 1;
12815                 surface = rsurface.modelsurfaces + surfacelist[i];
12816                 texture = surface->texture;
12817                 rsurface.texture = R_GetCurrentTexture(texture);
12818                 rsurface.lightmaptexture = surface->lightmaptexture;
12819                 rsurface.deluxemaptexture = surface->deluxemaptexture;
12820                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12821                 // scan ahead until we find a different texture
12822                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12823                 texturenumsurfaces = 0;
12824                 texturesurfacelist[texturenumsurfaces++] = surface;
12825                 for (;j < endsurface;j++)
12826                 {
12827                         surface = rsurface.modelsurfaces + surfacelist[j];
12828                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12829                                 break;
12830                         texturesurfacelist[texturenumsurfaces++] = surface;
12831                 }
12832                 // render the range of surfaces
12833                 if (ent == r_refdef.scene.worldentity)
12834                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12835                 else
12836                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12837         }
12838         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12839         GL_AlphaTest(false);
12840 }
12841
12842 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12843 {
12844         // transparent surfaces get pushed off into the transparent queue
12845         int surfacelistindex;
12846         const msurface_t *surface;
12847         vec3_t tempcenter, center;
12848         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12849         {
12850                 surface = texturesurfacelist[surfacelistindex];
12851                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12852                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12853                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12854                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12855                 if (queueentity->transparent_offset) // transparent offset
12856                 {
12857                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12858                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12859                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12860                 }
12861                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12862         }
12863 }
12864
12865 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12866 {
12867         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12868                 return;
12869         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12870                 return;
12871         RSurf_SetupDepthAndCulling();
12872         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12873         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12874         RSurf_DrawBatch();
12875 }
12876
12877 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12878 {
12879         const entity_render_t *queueentity = r_refdef.scene.worldentity;
12880         CHECKGLERROR
12881         if (depthonly)
12882                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12883         else if (prepass)
12884         {
12885                 if (!rsurface.texture->currentnumlayers)
12886                         return;
12887                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12888                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12889                 else
12890                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12891         }
12892         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12893                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12894         else if (!rsurface.texture->currentnumlayers)
12895                 return;
12896         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12897         {
12898                 // in the deferred case, transparent surfaces were queued during prepass
12899                 if (!r_shadow_usingdeferredprepass)
12900                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12901         }
12902         else
12903         {
12904                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12905                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12906         }
12907         CHECKGLERROR
12908 }
12909
12910 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12911 {
12912         int i, j;
12913         texture_t *texture;
12914         // break the surface list down into batches by texture and use of lightmapping
12915         for (i = 0;i < numsurfaces;i = j)
12916         {
12917                 j = i + 1;
12918                 // texture is the base texture pointer, rsurface.texture is the
12919                 // current frame/skin the texture is directing us to use (for example
12920                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12921                 // use skin 1 instead)
12922                 texture = surfacelist[i]->texture;
12923                 rsurface.texture = R_GetCurrentTexture(texture);
12924                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12925                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12926                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12927                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12928                 {
12929                         // if this texture is not the kind we want, skip ahead to the next one
12930                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12931                                 ;
12932                         continue;
12933                 }
12934                 // simply scan ahead until we find a different texture or lightmap state
12935                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12936                         ;
12937                 // render the range of surfaces
12938                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12939         }
12940 }
12941
12942 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12943 {
12944         CHECKGLERROR
12945         if (depthonly)
12946                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12947         else if (prepass)
12948         {
12949                 if (!rsurface.texture->currentnumlayers)
12950                         return;
12951                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12952                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12953                 else
12954                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12955         }
12956         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12957                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12958         else if (!rsurface.texture->currentnumlayers)
12959                 return;
12960         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12961         {
12962                 // in the deferred case, transparent surfaces were queued during prepass
12963                 if (!r_shadow_usingdeferredprepass)
12964                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12965         }
12966         else
12967         {
12968                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12969                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12970         }
12971         CHECKGLERROR
12972 }
12973
12974 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12975 {
12976         int i, j;
12977         texture_t *texture;
12978         // break the surface list down into batches by texture and use of lightmapping
12979         for (i = 0;i < numsurfaces;i = j)
12980         {
12981                 j = i + 1;
12982                 // texture is the base texture pointer, rsurface.texture is the
12983                 // current frame/skin the texture is directing us to use (for example
12984                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12985                 // use skin 1 instead)
12986                 texture = surfacelist[i]->texture;
12987                 rsurface.texture = R_GetCurrentTexture(texture);
12988                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12989                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12990                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12991                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12992                 {
12993                         // if this texture is not the kind we want, skip ahead to the next one
12994                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12995                                 ;
12996                         continue;
12997                 }
12998                 // simply scan ahead until we find a different texture or lightmap state
12999                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13000                         ;
13001                 // render the range of surfaces
13002                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13003         }
13004 }
13005
13006 float locboxvertex3f[6*4*3] =
13007 {
13008         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13009         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13010         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13011         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13012         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13013         1,0,0, 0,0,0, 0,1,0, 1,1,0
13014 };
13015
13016 unsigned short locboxelements[6*2*3] =
13017 {
13018          0, 1, 2, 0, 2, 3,
13019          4, 5, 6, 4, 6, 7,
13020          8, 9,10, 8,10,11,
13021         12,13,14, 12,14,15,
13022         16,17,18, 16,18,19,
13023         20,21,22, 20,22,23
13024 };
13025
13026 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13027 {
13028         int i, j;
13029         cl_locnode_t *loc = (cl_locnode_t *)ent;
13030         vec3_t mins, size;
13031         float vertex3f[6*4*3];
13032         CHECKGLERROR
13033         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13034         GL_DepthMask(false);
13035         GL_DepthRange(0, 1);
13036         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13037         GL_DepthTest(true);
13038         GL_CullFace(GL_NONE);
13039         R_EntityMatrix(&identitymatrix);
13040
13041         R_Mesh_ResetTextureState();
13042
13043         i = surfacelist[0];
13044         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13045                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13046                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13047                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13048
13049         if (VectorCompare(loc->mins, loc->maxs))
13050         {
13051                 VectorSet(size, 2, 2, 2);
13052                 VectorMA(loc->mins, -0.5f, size, mins);
13053         }
13054         else
13055         {
13056                 VectorCopy(loc->mins, mins);
13057                 VectorSubtract(loc->maxs, loc->mins, size);
13058         }
13059
13060         for (i = 0;i < 6*4*3;)
13061                 for (j = 0;j < 3;j++, i++)
13062                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13063
13064         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13065         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13066         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13067 }
13068
13069 void R_DrawLocs(void)
13070 {
13071         int index;
13072         cl_locnode_t *loc, *nearestloc;
13073         vec3_t center;
13074         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13075         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13076         {
13077                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13078                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13079         }
13080 }
13081
13082 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13083 {
13084         if (decalsystem->decals)
13085                 Mem_Free(decalsystem->decals);
13086         memset(decalsystem, 0, sizeof(*decalsystem));
13087 }
13088
13089 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)
13090 {
13091         tridecal_t *decal;
13092         tridecal_t *decals;
13093         int i;
13094
13095         // expand or initialize the system
13096         if (decalsystem->maxdecals <= decalsystem->numdecals)
13097         {
13098                 decalsystem_t old = *decalsystem;
13099                 qboolean useshortelements;
13100                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13101                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13102                 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)));
13103                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13104                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13105                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13106                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13107                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13108                 if (decalsystem->numdecals)
13109                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13110                 if (old.decals)
13111                         Mem_Free(old.decals);
13112                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13113                         decalsystem->element3i[i] = i;
13114                 if (useshortelements)
13115                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13116                                 decalsystem->element3s[i] = i;
13117         }
13118
13119         // grab a decal and search for another free slot for the next one
13120         decals = decalsystem->decals;
13121         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13122         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13123                 ;
13124         decalsystem->freedecal = i;
13125         if (decalsystem->numdecals <= i)
13126                 decalsystem->numdecals = i + 1;
13127
13128         // initialize the decal
13129         decal->lived = 0;
13130         decal->triangleindex = triangleindex;
13131         decal->surfaceindex = surfaceindex;
13132         decal->decalsequence = decalsequence;
13133         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13134         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13135         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13136         decal->color4ub[0][3] = 255;
13137         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13138         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13139         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13140         decal->color4ub[1][3] = 255;
13141         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13142         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13143         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13144         decal->color4ub[2][3] = 255;
13145         decal->vertex3f[0][0] = v0[0];
13146         decal->vertex3f[0][1] = v0[1];
13147         decal->vertex3f[0][2] = v0[2];
13148         decal->vertex3f[1][0] = v1[0];
13149         decal->vertex3f[1][1] = v1[1];
13150         decal->vertex3f[1][2] = v1[2];
13151         decal->vertex3f[2][0] = v2[0];
13152         decal->vertex3f[2][1] = v2[1];
13153         decal->vertex3f[2][2] = v2[2];
13154         decal->texcoord2f[0][0] = t0[0];
13155         decal->texcoord2f[0][1] = t0[1];
13156         decal->texcoord2f[1][0] = t1[0];
13157         decal->texcoord2f[1][1] = t1[1];
13158         decal->texcoord2f[2][0] = t2[0];
13159         decal->texcoord2f[2][1] = t2[1];
13160 }
13161
13162 extern cvar_t cl_decals_bias;
13163 extern cvar_t cl_decals_models;
13164 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13165 // baseparms, parms, temps
13166 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)
13167 {
13168         int cornerindex;
13169         int index;
13170         float v[9][3];
13171         const float *vertex3f;
13172         int numpoints;
13173         float points[2][9][3];
13174         float temp[3];
13175         float tc[9][2];
13176         float f;
13177         float c[9][4];
13178         const int *e;
13179
13180         e = rsurface.modelelement3i + 3*triangleindex;
13181
13182         vertex3f = rsurface.modelvertex3f;
13183
13184         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13185         {
13186                 index = 3*e[cornerindex];
13187                 VectorCopy(vertex3f + index, v[cornerindex]);
13188         }
13189         // cull backfaces
13190         //TriangleNormal(v[0], v[1], v[2], normal);
13191         //if (DotProduct(normal, localnormal) < 0.0f)
13192         //      continue;
13193         // clip by each of the box planes formed from the projection matrix
13194         // if anything survives, we emit the decal
13195         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]);
13196         if (numpoints < 3)
13197                 return;
13198         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]);
13199         if (numpoints < 3)
13200                 return;
13201         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]);
13202         if (numpoints < 3)
13203                 return;
13204         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]);
13205         if (numpoints < 3)
13206                 return;
13207         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]);
13208         if (numpoints < 3)
13209                 return;
13210         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]);
13211         if (numpoints < 3)
13212                 return;
13213         // some part of the triangle survived, so we have to accept it...
13214         if (dynamic)
13215         {
13216                 // dynamic always uses the original triangle
13217                 numpoints = 3;
13218                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13219                 {
13220                         index = 3*e[cornerindex];
13221                         VectorCopy(vertex3f + index, v[cornerindex]);
13222                 }
13223         }
13224         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13225         {
13226                 // convert vertex positions to texcoords
13227                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13228                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13229                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13230                 // calculate distance fade from the projection origin
13231                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13232                 f = bound(0.0f, f, 1.0f);
13233                 c[cornerindex][0] = r * f;
13234                 c[cornerindex][1] = g * f;
13235                 c[cornerindex][2] = b * f;
13236                 c[cornerindex][3] = 1.0f;
13237                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13238         }
13239         if (dynamic)
13240                 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);
13241         else
13242                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13243                         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);
13244 }
13245 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)
13246 {
13247         matrix4x4_t projection;
13248         decalsystem_t *decalsystem;
13249         qboolean dynamic;
13250         dp_model_t *model;
13251         const msurface_t *surface;
13252         const msurface_t *surfaces;
13253         const int *surfacelist;
13254         const texture_t *texture;
13255         int numtriangles;
13256         int numsurfacelist;
13257         int surfacelistindex;
13258         int surfaceindex;
13259         int triangleindex;
13260         float localorigin[3];
13261         float localnormal[3];
13262         float localmins[3];
13263         float localmaxs[3];
13264         float localsize;
13265         //float normal[3];
13266         float planes[6][4];
13267         float angles[3];
13268         bih_t *bih;
13269         int bih_triangles_count;
13270         int bih_triangles[256];
13271         int bih_surfaces[256];
13272
13273         decalsystem = &ent->decalsystem;
13274         model = ent->model;
13275         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13276         {
13277                 R_DecalSystem_Reset(&ent->decalsystem);
13278                 return;
13279         }
13280
13281         if (!model->brush.data_nodes && !cl_decals_models.integer)
13282         {
13283                 if (decalsystem->model)
13284                         R_DecalSystem_Reset(decalsystem);
13285                 return;
13286         }
13287
13288         if (decalsystem->model != model)
13289                 R_DecalSystem_Reset(decalsystem);
13290         decalsystem->model = model;
13291
13292         RSurf_ActiveModelEntity(ent, false, false, false);
13293
13294         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13295         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13296         VectorNormalize(localnormal);
13297         localsize = worldsize*rsurface.inversematrixscale;
13298         localmins[0] = localorigin[0] - localsize;
13299         localmins[1] = localorigin[1] - localsize;
13300         localmins[2] = localorigin[2] - localsize;
13301         localmaxs[0] = localorigin[0] + localsize;
13302         localmaxs[1] = localorigin[1] + localsize;
13303         localmaxs[2] = localorigin[2] + localsize;
13304
13305         //VectorCopy(localnormal, planes[4]);
13306         //VectorVectors(planes[4], planes[2], planes[0]);
13307         AnglesFromVectors(angles, localnormal, NULL, false);
13308         AngleVectors(angles, planes[0], planes[2], planes[4]);
13309         VectorNegate(planes[0], planes[1]);
13310         VectorNegate(planes[2], planes[3]);
13311         VectorNegate(planes[4], planes[5]);
13312         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13313         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13314         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13315         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13316         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13317         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13318
13319 #if 1
13320 // works
13321 {
13322         matrix4x4_t forwardprojection;
13323         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13324         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13325 }
13326 #else
13327 // broken
13328 {
13329         float projectionvector[4][3];
13330         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13331         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13332         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13333         projectionvector[0][0] = planes[0][0] * ilocalsize;
13334         projectionvector[0][1] = planes[1][0] * ilocalsize;
13335         projectionvector[0][2] = planes[2][0] * ilocalsize;
13336         projectionvector[1][0] = planes[0][1] * ilocalsize;
13337         projectionvector[1][1] = planes[1][1] * ilocalsize;
13338         projectionvector[1][2] = planes[2][1] * ilocalsize;
13339         projectionvector[2][0] = planes[0][2] * ilocalsize;
13340         projectionvector[2][1] = planes[1][2] * ilocalsize;
13341         projectionvector[2][2] = planes[2][2] * ilocalsize;
13342         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13343         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13344         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13345         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13346 }
13347 #endif
13348
13349         dynamic = model->surfmesh.isanimated;
13350         numsurfacelist = model->nummodelsurfaces;
13351         surfacelist = model->sortedmodelsurfaces;
13352         surfaces = model->data_surfaces;
13353
13354         bih = NULL;
13355         bih_triangles_count = -1;
13356         if(!dynamic)
13357         {
13358                 if(model->render_bih.numleafs)
13359                         bih = &model->render_bih;
13360                 else if(model->collision_bih.numleafs)
13361                         bih = &model->collision_bih;
13362         }
13363         if(bih)
13364                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13365         if(bih_triangles_count == 0)
13366                 return;
13367         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13368                 return;
13369         if(bih_triangles_count > 0)
13370         {
13371                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13372                 {
13373                         surfaceindex = bih_surfaces[triangleindex];
13374                         surface = surfaces + surfaceindex;
13375                         texture = surface->texture;
13376                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13377                                 continue;
13378                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13379                                 continue;
13380                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13381                 }
13382         }
13383         else
13384         {
13385                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13386                 {
13387                         surfaceindex = surfacelist[surfacelistindex];
13388                         surface = surfaces + surfaceindex;
13389                         // check cull box first because it rejects more than any other check
13390                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13391                                 continue;
13392                         // skip transparent surfaces
13393                         texture = surface->texture;
13394                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13395                                 continue;
13396                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13397                                 continue;
13398                         numtriangles = surface->num_triangles;
13399                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13400                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13401                 }
13402         }
13403 }
13404
13405 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13406 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)
13407 {
13408         int renderentityindex;
13409         float worldmins[3];
13410         float worldmaxs[3];
13411         entity_render_t *ent;
13412
13413         if (!cl_decals_newsystem.integer)
13414                 return;
13415
13416         worldmins[0] = worldorigin[0] - worldsize;
13417         worldmins[1] = worldorigin[1] - worldsize;
13418         worldmins[2] = worldorigin[2] - worldsize;
13419         worldmaxs[0] = worldorigin[0] + worldsize;
13420         worldmaxs[1] = worldorigin[1] + worldsize;
13421         worldmaxs[2] = worldorigin[2] + worldsize;
13422
13423         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13424
13425         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13426         {
13427                 ent = r_refdef.scene.entities[renderentityindex];
13428                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13429                         continue;
13430
13431                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13432         }
13433 }
13434
13435 typedef struct r_decalsystem_splatqueue_s
13436 {
13437         vec3_t worldorigin;
13438         vec3_t worldnormal;
13439         float color[4];
13440         float tcrange[4];
13441         float worldsize;
13442         int decalsequence;
13443 }
13444 r_decalsystem_splatqueue_t;
13445
13446 int r_decalsystem_numqueued = 0;
13447 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13448
13449 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)
13450 {
13451         r_decalsystem_splatqueue_t *queue;
13452
13453         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13454                 return;
13455
13456         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13457         VectorCopy(worldorigin, queue->worldorigin);
13458         VectorCopy(worldnormal, queue->worldnormal);
13459         Vector4Set(queue->color, r, g, b, a);
13460         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13461         queue->worldsize = worldsize;
13462         queue->decalsequence = cl.decalsequence++;
13463 }
13464
13465 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13466 {
13467         int i;
13468         r_decalsystem_splatqueue_t *queue;
13469
13470         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13471                 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);
13472         r_decalsystem_numqueued = 0;
13473 }
13474
13475 extern cvar_t cl_decals_max;
13476 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13477 {
13478         int i;
13479         decalsystem_t *decalsystem = &ent->decalsystem;
13480         int numdecals;
13481         int killsequence;
13482         tridecal_t *decal;
13483         float frametime;
13484         float lifetime;
13485
13486         if (!decalsystem->numdecals)
13487                 return;
13488
13489         if (r_showsurfaces.integer)
13490                 return;
13491
13492         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13493         {
13494                 R_DecalSystem_Reset(decalsystem);
13495                 return;
13496         }
13497
13498         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13499         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13500
13501         if (decalsystem->lastupdatetime)
13502                 frametime = (cl.time - decalsystem->lastupdatetime);
13503         else
13504                 frametime = 0;
13505         decalsystem->lastupdatetime = cl.time;
13506         decal = decalsystem->decals;
13507         numdecals = decalsystem->numdecals;
13508
13509         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13510         {
13511                 if (decal->color4ub[0][3])
13512                 {
13513                         decal->lived += frametime;
13514                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13515                         {
13516                                 memset(decal, 0, sizeof(*decal));
13517                                 if (decalsystem->freedecal > i)
13518                                         decalsystem->freedecal = i;
13519                         }
13520                 }
13521         }
13522         decal = decalsystem->decals;
13523         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13524                 numdecals--;
13525
13526         // collapse the array by shuffling the tail decals into the gaps
13527         for (;;)
13528         {
13529                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13530                         decalsystem->freedecal++;
13531                 if (decalsystem->freedecal == numdecals)
13532                         break;
13533                 decal[decalsystem->freedecal] = decal[--numdecals];
13534         }
13535
13536         decalsystem->numdecals = numdecals;
13537
13538         if (numdecals <= 0)
13539         {
13540                 // if there are no decals left, reset decalsystem
13541                 R_DecalSystem_Reset(decalsystem);
13542         }
13543 }
13544
13545 extern skinframe_t *decalskinframe;
13546 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13547 {
13548         int i;
13549         decalsystem_t *decalsystem = &ent->decalsystem;
13550         int numdecals;
13551         tridecal_t *decal;
13552         float faderate;
13553         float alpha;
13554         float *v3f;
13555         float *c4f;
13556         float *t2f;
13557         const int *e;
13558         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13559         int numtris = 0;
13560
13561         numdecals = decalsystem->numdecals;
13562         if (!numdecals)
13563                 return;
13564
13565         if (r_showsurfaces.integer)
13566                 return;
13567
13568         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13569         {
13570                 R_DecalSystem_Reset(decalsystem);
13571                 return;
13572         }
13573
13574         // if the model is static it doesn't matter what value we give for
13575         // wantnormals and wanttangents, so this logic uses only rules applicable
13576         // to a model, knowing that they are meaningless otherwise
13577         if (ent == r_refdef.scene.worldentity)
13578                 RSurf_ActiveWorldEntity();
13579         else
13580                 RSurf_ActiveModelEntity(ent, false, false, false);
13581
13582         decalsystem->lastupdatetime = cl.time;
13583         decal = decalsystem->decals;
13584
13585         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13586
13587         // update vertex positions for animated models
13588         v3f = decalsystem->vertex3f;
13589         c4f = decalsystem->color4f;
13590         t2f = decalsystem->texcoord2f;
13591         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13592         {
13593                 if (!decal->color4ub[0][3])
13594                         continue;
13595
13596                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13597                         continue;
13598
13599                 // update color values for fading decals
13600                 if (decal->lived >= cl_decals_time.value)
13601                 {
13602                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13603                         alpha *= (1.0f/255.0f);
13604                 }
13605                 else
13606                         alpha = 1.0f/255.0f;
13607
13608                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13609                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13610                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13611                 c4f[ 3] = 1;
13612                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13613                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13614                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13615                 c4f[ 7] = 1;
13616                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13617                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13618                 c4f[10] = decal->color4ub[2][2] * alpha;
13619                 c4f[11] = 1;
13620
13621                 t2f[0] = decal->texcoord2f[0][0];
13622                 t2f[1] = decal->texcoord2f[0][1];
13623                 t2f[2] = decal->texcoord2f[1][0];
13624                 t2f[3] = decal->texcoord2f[1][1];
13625                 t2f[4] = decal->texcoord2f[2][0];
13626                 t2f[5] = decal->texcoord2f[2][1];
13627
13628                 // update vertex positions for animated models
13629                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13630                 {
13631                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13632                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13633                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13634                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13635                 }
13636                 else
13637                 {
13638                         VectorCopy(decal->vertex3f[0], v3f);
13639                         VectorCopy(decal->vertex3f[1], v3f + 3);
13640                         VectorCopy(decal->vertex3f[2], v3f + 6);
13641                 }
13642
13643                 if (r_refdef.fogenabled)
13644                 {
13645                         alpha = RSurf_FogVertex(v3f);
13646                         VectorScale(c4f, alpha, c4f);
13647                         alpha = RSurf_FogVertex(v3f + 3);
13648                         VectorScale(c4f + 4, alpha, c4f + 4);
13649                         alpha = RSurf_FogVertex(v3f + 6);
13650                         VectorScale(c4f + 8, alpha, c4f + 8);
13651                 }
13652
13653                 v3f += 9;
13654                 c4f += 12;
13655                 t2f += 6;
13656                 numtris++;
13657         }
13658
13659         if (numtris > 0)
13660         {
13661                 r_refdef.stats.drawndecals += numtris;
13662
13663                 // now render the decals all at once
13664                 // (this assumes they all use one particle font texture!)
13665                 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);
13666                 R_Mesh_ResetTextureState();
13667                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13668                 GL_DepthMask(false);
13669                 GL_DepthRange(0, 1);
13670                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13671                 GL_DepthTest(true);
13672                 GL_CullFace(GL_NONE);
13673                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13674                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13675                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13676         }
13677 }
13678
13679 static void R_DrawModelDecals(void)
13680 {
13681         int i, numdecals;
13682
13683         // fade faster when there are too many decals
13684         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13685         for (i = 0;i < r_refdef.scene.numentities;i++)
13686                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13687
13688         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13689         for (i = 0;i < r_refdef.scene.numentities;i++)
13690                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13691                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13692
13693         R_DecalSystem_ApplySplatEntitiesQueue();
13694
13695         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13696         for (i = 0;i < r_refdef.scene.numentities;i++)
13697                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13698
13699         r_refdef.stats.totaldecals += numdecals;
13700
13701         if (r_showsurfaces.integer)
13702                 return;
13703
13704         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13705
13706         for (i = 0;i < r_refdef.scene.numentities;i++)
13707         {
13708                 if (!r_refdef.viewcache.entityvisible[i])
13709                         continue;
13710                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13711                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13712         }
13713 }
13714
13715 extern cvar_t mod_collision_bih;
13716 void R_DrawDebugModel(void)
13717 {
13718         entity_render_t *ent = rsurface.entity;
13719         int i, j, k, l, flagsmask;
13720         const msurface_t *surface;
13721         dp_model_t *model = ent->model;
13722         vec3_t v;
13723
13724         switch(vid.renderpath)
13725         {
13726         case RENDERPATH_GL11:
13727         case RENDERPATH_GL13:
13728         case RENDERPATH_GL20:
13729         case RENDERPATH_CGGL:
13730                 break;
13731         case RENDERPATH_D3D9:
13732                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13733                 return;
13734         case RENDERPATH_D3D10:
13735                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13736                 return;
13737         case RENDERPATH_D3D11:
13738                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13739                 return;
13740         }
13741
13742         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13743
13744         R_Mesh_ResetTextureState();
13745         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13746         GL_DepthRange(0, 1);
13747         GL_DepthTest(!r_showdisabledepthtest.integer);
13748         GL_DepthMask(false);
13749         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13750
13751         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13752         {
13753                 int triangleindex;
13754                 int bihleafindex;
13755                 qboolean cullbox = ent == r_refdef.scene.worldentity;
13756                 const q3mbrush_t *brush;
13757                 const bih_t *bih = &model->collision_bih;
13758                 const bih_leaf_t *bihleaf;
13759                 float vertex3f[3][3];
13760                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13761                 cullbox = false;
13762                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13763                 {
13764                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13765                                 continue;
13766                         switch (bihleaf->type)
13767                         {
13768                         case BIH_BRUSH:
13769                                 brush = model->brush.data_brushes + bihleaf->itemindex;
13770                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
13771                                 {
13772                                         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);
13773                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13774                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13775                                 }
13776                                 break;
13777                         case BIH_COLLISIONTRIANGLE:
13778                                 triangleindex = bihleaf->itemindex;
13779                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13780                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13781                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13782                                 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);
13783                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13784                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13785                                 break;
13786                         case BIH_RENDERTRIANGLE:
13787                                 triangleindex = bihleaf->itemindex;
13788                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13789                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13790                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13791                                 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);
13792                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13793                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13794                                 break;
13795                         }
13796                 }
13797         }
13798
13799         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13800
13801         if (r_showtris.integer || r_shownormals.integer)
13802         {
13803                 if (r_showdisabledepthtest.integer)
13804                 {
13805                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13806                         GL_DepthMask(false);
13807                 }
13808                 else
13809                 {
13810                         GL_BlendFunc(GL_ONE, GL_ZERO);
13811                         GL_DepthMask(true);
13812                 }
13813                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13814                 {
13815                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13816                                 continue;
13817                         rsurface.texture = R_GetCurrentTexture(surface->texture);
13818                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13819                         {
13820                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13821                                 if (r_showtris.value > 0)
13822                                 {
13823                                         if (!rsurface.texture->currentlayers->depthmask)
13824                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13825                                         else if (ent == r_refdef.scene.worldentity)
13826                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13827                                         else
13828                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13829                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13830                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13831                                         RSurf_DrawBatch();
13832                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13833                                         CHECKGLERROR
13834                                 }
13835                                 if (r_shownormals.value < 0)
13836                                 {
13837                                         qglBegin(GL_LINES);
13838                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13839                                         {
13840                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13841                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13842                                                 qglVertex3f(v[0], v[1], v[2]);
13843                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13844                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13845                                                 qglVertex3f(v[0], v[1], v[2]);
13846                                         }
13847                                         qglEnd();
13848                                         CHECKGLERROR
13849                                 }
13850                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13851                                 {
13852                                         qglBegin(GL_LINES);
13853                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13854                                         {
13855                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13856                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13857                                                 qglVertex3f(v[0], v[1], v[2]);
13858                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13859                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13860                                                 qglVertex3f(v[0], v[1], v[2]);
13861                                         }
13862                                         qglEnd();
13863                                         CHECKGLERROR
13864                                         qglBegin(GL_LINES);
13865                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13866                                         {
13867                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13868                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13869                                                 qglVertex3f(v[0], v[1], v[2]);
13870                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13871                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13872                                                 qglVertex3f(v[0], v[1], v[2]);
13873                                         }
13874                                         qglEnd();
13875                                         CHECKGLERROR
13876                                         qglBegin(GL_LINES);
13877                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13878                                         {
13879                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13880                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13881                                                 qglVertex3f(v[0], v[1], v[2]);
13882                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13883                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13884                                                 qglVertex3f(v[0], v[1], v[2]);
13885                                         }
13886                                         qglEnd();
13887                                         CHECKGLERROR
13888                                 }
13889                         }
13890                 }
13891                 rsurface.texture = NULL;
13892         }
13893 }
13894
13895 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13896 int r_maxsurfacelist = 0;
13897 const msurface_t **r_surfacelist = NULL;
13898 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13899 {
13900         int i, j, endj, flagsmask;
13901         dp_model_t *model = r_refdef.scene.worldmodel;
13902         msurface_t *surfaces;
13903         unsigned char *update;
13904         int numsurfacelist = 0;
13905         if (model == NULL)
13906                 return;
13907
13908         if (r_maxsurfacelist < model->num_surfaces)
13909         {
13910                 r_maxsurfacelist = model->num_surfaces;
13911                 if (r_surfacelist)
13912                         Mem_Free((msurface_t**)r_surfacelist);
13913                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13914         }
13915
13916         RSurf_ActiveWorldEntity();
13917
13918         surfaces = model->data_surfaces;
13919         update = model->brushq1.lightmapupdateflags;
13920
13921         // update light styles on this submodel
13922         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13923         {
13924                 model_brush_lightstyleinfo_t *style;
13925                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13926                 {
13927                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13928                         {
13929                                 int *list = style->surfacelist;
13930                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13931                                 for (j = 0;j < style->numsurfaces;j++)
13932                                         update[list[j]] = true;
13933                         }
13934                 }
13935         }
13936
13937         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13938
13939         if (debug)
13940         {
13941                 R_DrawDebugModel();
13942                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13943                 return;
13944         }
13945
13946         rsurface.lightmaptexture = NULL;
13947         rsurface.deluxemaptexture = NULL;
13948         rsurface.uselightmaptexture = false;
13949         rsurface.texture = NULL;
13950         rsurface.rtlight = NULL;
13951         numsurfacelist = 0;
13952         // add visible surfaces to draw list
13953         for (i = 0;i < model->nummodelsurfaces;i++)
13954         {
13955                 j = model->sortedmodelsurfaces[i];
13956                 if (r_refdef.viewcache.world_surfacevisible[j])
13957                         r_surfacelist[numsurfacelist++] = surfaces + j;
13958         }
13959         // update lightmaps if needed
13960         if (model->brushq1.firstrender)
13961         {
13962                 model->brushq1.firstrender = false;
13963                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13964                         if (update[j])
13965                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13966         }
13967         else if (update)
13968         {
13969                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13970                         if (r_refdef.viewcache.world_surfacevisible[j])
13971                                 if (update[j])
13972                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13973         }
13974         // don't do anything if there were no surfaces
13975         if (!numsurfacelist)
13976         {
13977                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13978                 return;
13979         }
13980         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13981         GL_AlphaTest(false);
13982
13983         // add to stats if desired
13984         if (r_speeds.integer && !skysurfaces && !depthonly)
13985         {
13986                 r_refdef.stats.world_surfaces += numsurfacelist;
13987                 for (j = 0;j < numsurfacelist;j++)
13988                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13989         }
13990
13991         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13992 }
13993
13994 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13995 {
13996         int i, j, endj, flagsmask;
13997         dp_model_t *model = ent->model;
13998         msurface_t *surfaces;
13999         unsigned char *update;
14000         int numsurfacelist = 0;
14001         if (model == NULL)
14002                 return;
14003
14004         if (r_maxsurfacelist < model->num_surfaces)
14005         {
14006                 r_maxsurfacelist = model->num_surfaces;
14007                 if (r_surfacelist)
14008                         Mem_Free((msurface_t **)r_surfacelist);
14009                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14010         }
14011
14012         // if the model is static it doesn't matter what value we give for
14013         // wantnormals and wanttangents, so this logic uses only rules applicable
14014         // to a model, knowing that they are meaningless otherwise
14015         if (ent == r_refdef.scene.worldentity)
14016                 RSurf_ActiveWorldEntity();
14017         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14018                 RSurf_ActiveModelEntity(ent, false, false, false);
14019         else if (prepass)
14020                 RSurf_ActiveModelEntity(ent, true, true, true);
14021         else if (depthonly)
14022         {
14023                 switch (vid.renderpath)
14024                 {
14025                 case RENDERPATH_GL20:
14026                 case RENDERPATH_CGGL:
14027                 case RENDERPATH_D3D9:
14028                 case RENDERPATH_D3D10:
14029                 case RENDERPATH_D3D11:
14030                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14031                         break;
14032                 case RENDERPATH_GL13:
14033                 case RENDERPATH_GL11:
14034                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14035                         break;
14036                 }
14037         }
14038         else
14039         {
14040                 switch (vid.renderpath)
14041                 {
14042                 case RENDERPATH_GL20:
14043                 case RENDERPATH_CGGL:
14044                 case RENDERPATH_D3D9:
14045                 case RENDERPATH_D3D10:
14046                 case RENDERPATH_D3D11:
14047                         RSurf_ActiveModelEntity(ent, true, true, false);
14048                         break;
14049                 case RENDERPATH_GL13:
14050                 case RENDERPATH_GL11:
14051                         RSurf_ActiveModelEntity(ent, true, false, false);
14052                         break;
14053                 }
14054         }
14055
14056         surfaces = model->data_surfaces;
14057         update = model->brushq1.lightmapupdateflags;
14058
14059         // update light styles
14060         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14061         {
14062                 model_brush_lightstyleinfo_t *style;
14063                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14064                 {
14065                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14066                         {
14067                                 int *list = style->surfacelist;
14068                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14069                                 for (j = 0;j < style->numsurfaces;j++)
14070                                         update[list[j]] = true;
14071                         }
14072                 }
14073         }
14074
14075         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14076
14077         if (debug)
14078         {
14079                 R_DrawDebugModel();
14080                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14081                 return;
14082         }
14083
14084         rsurface.lightmaptexture = NULL;
14085         rsurface.deluxemaptexture = NULL;
14086         rsurface.uselightmaptexture = false;
14087         rsurface.texture = NULL;
14088         rsurface.rtlight = NULL;
14089         numsurfacelist = 0;
14090         // add visible surfaces to draw list
14091         for (i = 0;i < model->nummodelsurfaces;i++)
14092                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14093         // don't do anything if there were no surfaces
14094         if (!numsurfacelist)
14095         {
14096                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14097                 return;
14098         }
14099         // update lightmaps if needed
14100         if (update)
14101         {
14102                 int updated = 0;
14103                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14104                 {
14105                         if (update[j])
14106                         {
14107                                 updated++;
14108                                 R_BuildLightMap(ent, surfaces + j);
14109                         }
14110                 }
14111         }
14112         if (update)
14113                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14114                         if (update[j])
14115                                 R_BuildLightMap(ent, surfaces + j);
14116         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14117         GL_AlphaTest(false);
14118
14119         // add to stats if desired
14120         if (r_speeds.integer && !skysurfaces && !depthonly)
14121         {
14122                 r_refdef.stats.entities_surfaces += numsurfacelist;
14123                 for (j = 0;j < numsurfacelist;j++)
14124                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14125         }
14126
14127         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14128 }
14129
14130 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14131 {
14132         static texture_t texture;
14133         static msurface_t surface;
14134         const msurface_t *surfacelist = &surface;
14135
14136         // fake enough texture and surface state to render this geometry
14137
14138         texture.update_lastrenderframe = -1; // regenerate this texture
14139         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14140         texture.currentskinframe = skinframe;
14141         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14142         texture.offsetmapping = OFFSETMAPPING_OFF;
14143         texture.offsetscale = 1;
14144         texture.specularscalemod = 1;
14145         texture.specularpowermod = 1;
14146
14147         surface.texture = &texture;
14148         surface.num_triangles = numtriangles;
14149         surface.num_firsttriangle = firsttriangle;
14150         surface.num_vertices = numvertices;
14151         surface.num_firstvertex = firstvertex;
14152
14153         // now render it
14154         rsurface.texture = R_GetCurrentTexture(surface.texture);
14155         rsurface.lightmaptexture = NULL;
14156         rsurface.deluxemaptexture = NULL;
14157         rsurface.uselightmaptexture = false;
14158         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14159 }
14160
14161 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)
14162 {
14163         static msurface_t surface;
14164         const msurface_t *surfacelist = &surface;
14165
14166         // fake enough texture and surface state to render this geometry
14167
14168         surface.texture = texture;
14169         surface.num_triangles = numtriangles;
14170         surface.num_firsttriangle = firsttriangle;
14171         surface.num_vertices = numvertices;
14172         surface.num_firstvertex = firstvertex;
14173
14174         // now render it
14175         rsurface.texture = R_GetCurrentTexture(surface.texture);
14176         rsurface.lightmaptexture = NULL;
14177         rsurface.deluxemaptexture = NULL;
14178         rsurface.uselightmaptexture = false;
14179         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14180 }