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adjust for left handed coordinate system in a reflected view
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 #ifdef SUPPORTD3D
32 #include <d3d9.h>
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
34 #endif
35
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
38
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
40
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
43 qboolean r_loadfog;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
46
47 //
48 // screen size info
49 //
50 r_refdef_t r_refdef;
51
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
60
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
66
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
99
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
113 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
119
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
128
129 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
130 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
131
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
137
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
141
142 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
150 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
151
152 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {CVAR_SAVE, "r_water_scissormode", "2", "scissor (1) and cull (2) water renders"};
158
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
163
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
171
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
176
177 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
178
179 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
180
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
182
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
190
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192
193 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
194
195 extern cvar_t v_glslgamma;
196
197 extern qboolean v_flipped_state;
198
199 static struct r_bloomstate_s
200 {
201         qboolean enabled;
202         qboolean hdr;
203
204         int bloomwidth, bloomheight;
205
206         int screentexturewidth, screentextureheight;
207         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
208
209         int bloomtexturewidth, bloomtextureheight;
210         rtexture_t *texture_bloom;
211
212         // arrays for rendering the screen passes
213         float screentexcoord2f[8];
214         float bloomtexcoord2f[8];
215         float offsettexcoord2f[8];
216
217         r_viewport_t viewport;
218 }
219 r_bloomstate;
220
221 r_waterstate_t r_waterstate;
222
223 /// shadow volume bsp struct with automatically growing nodes buffer
224 svbsp_t r_svbsp;
225
226 rtexture_t *r_texture_blanknormalmap;
227 rtexture_t *r_texture_white;
228 rtexture_t *r_texture_grey128;
229 rtexture_t *r_texture_black;
230 rtexture_t *r_texture_notexture;
231 rtexture_t *r_texture_whitecube;
232 rtexture_t *r_texture_normalizationcube;
233 rtexture_t *r_texture_fogattenuation;
234 rtexture_t *r_texture_fogheighttexture;
235 rtexture_t *r_texture_gammaramps;
236 unsigned int r_texture_gammaramps_serial;
237 //rtexture_t *r_texture_fogintensity;
238 rtexture_t *r_texture_reflectcube;
239
240 // TODO: hash lookups?
241 typedef struct cubemapinfo_s
242 {
243         char basename[64];
244         rtexture_t *texture;
245 }
246 cubemapinfo_t;
247
248 int r_texture_numcubemaps;
249 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
250
251 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
252 unsigned int r_numqueries;
253 unsigned int r_maxqueries;
254
255 typedef struct r_qwskincache_s
256 {
257         char name[MAX_QPATH];
258         skinframe_t *skinframe;
259 }
260 r_qwskincache_t;
261
262 static r_qwskincache_t *r_qwskincache;
263 static int r_qwskincache_size;
264
265 /// vertex coordinates for a quad that covers the screen exactly
266 extern const float r_screenvertex3f[12];
267 extern const float r_d3dscreenvertex3f[12];
268 const float r_screenvertex3f[12] =
269 {
270         0, 0, 0,
271         1, 0, 0,
272         1, 1, 0,
273         0, 1, 0
274 };
275 const float r_d3dscreenvertex3f[12] =
276 {
277         0, 1, 0,
278         1, 1, 0,
279         1, 0, 0,
280         0, 0, 0
281 };
282
283 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
284 {
285         int i;
286         for (i = 0;i < verts;i++)
287         {
288                 out[0] = in[0] * r;
289                 out[1] = in[1] * g;
290                 out[2] = in[2] * b;
291                 out[3] = in[3];
292                 in += 4;
293                 out += 4;
294         }
295 }
296
297 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
298 {
299         int i;
300         for (i = 0;i < verts;i++)
301         {
302                 out[0] = r;
303                 out[1] = g;
304                 out[2] = b;
305                 out[3] = a;
306                 out += 4;
307         }
308 }
309
310 // FIXME: move this to client?
311 void FOG_clear(void)
312 {
313         if (gamemode == GAME_NEHAHRA)
314         {
315                 Cvar_Set("gl_fogenable", "0");
316                 Cvar_Set("gl_fogdensity", "0.2");
317                 Cvar_Set("gl_fogred", "0.3");
318                 Cvar_Set("gl_foggreen", "0.3");
319                 Cvar_Set("gl_fogblue", "0.3");
320         }
321         r_refdef.fog_density = 0;
322         r_refdef.fog_red = 0;
323         r_refdef.fog_green = 0;
324         r_refdef.fog_blue = 0;
325         r_refdef.fog_alpha = 1;
326         r_refdef.fog_start = 0;
327         r_refdef.fog_end = 16384;
328         r_refdef.fog_height = 1<<30;
329         r_refdef.fog_fadedepth = 128;
330         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
331 }
332
333 static void R_BuildBlankTextures(void)
334 {
335         unsigned char data[4];
336         data[2] = 128; // normal X
337         data[1] = 128; // normal Y
338         data[0] = 255; // normal Z
339         data[3] = 128; // height
340         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
341         data[0] = 255;
342         data[1] = 255;
343         data[2] = 255;
344         data[3] = 255;
345         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
346         data[0] = 128;
347         data[1] = 128;
348         data[2] = 128;
349         data[3] = 255;
350         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
351         data[0] = 0;
352         data[1] = 0;
353         data[2] = 0;
354         data[3] = 255;
355         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 }
357
358 static void R_BuildNoTexture(void)
359 {
360         int x, y;
361         unsigned char pix[16][16][4];
362         // this makes a light grey/dark grey checkerboard texture
363         for (y = 0;y < 16;y++)
364         {
365                 for (x = 0;x < 16;x++)
366                 {
367                         if ((y < 8) ^ (x < 8))
368                         {
369                                 pix[y][x][0] = 128;
370                                 pix[y][x][1] = 128;
371                                 pix[y][x][2] = 128;
372                                 pix[y][x][3] = 255;
373                         }
374                         else
375                         {
376                                 pix[y][x][0] = 64;
377                                 pix[y][x][1] = 64;
378                                 pix[y][x][2] = 64;
379                                 pix[y][x][3] = 255;
380                         }
381                 }
382         }
383         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
384 }
385
386 static void R_BuildWhiteCube(void)
387 {
388         unsigned char data[6*1*1*4];
389         memset(data, 255, sizeof(data));
390         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
391 }
392
393 static void R_BuildNormalizationCube(void)
394 {
395         int x, y, side;
396         vec3_t v;
397         vec_t s, t, intensity;
398 #define NORMSIZE 64
399         unsigned char *data;
400         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
401         for (side = 0;side < 6;side++)
402         {
403                 for (y = 0;y < NORMSIZE;y++)
404                 {
405                         for (x = 0;x < NORMSIZE;x++)
406                         {
407                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
408                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
409                                 switch(side)
410                                 {
411                                 default:
412                                 case 0:
413                                         v[0] = 1;
414                                         v[1] = -t;
415                                         v[2] = -s;
416                                         break;
417                                 case 1:
418                                         v[0] = -1;
419                                         v[1] = -t;
420                                         v[2] = s;
421                                         break;
422                                 case 2:
423                                         v[0] = s;
424                                         v[1] = 1;
425                                         v[2] = t;
426                                         break;
427                                 case 3:
428                                         v[0] = s;
429                                         v[1] = -1;
430                                         v[2] = -t;
431                                         break;
432                                 case 4:
433                                         v[0] = s;
434                                         v[1] = -t;
435                                         v[2] = 1;
436                                         break;
437                                 case 5:
438                                         v[0] = -s;
439                                         v[1] = -t;
440                                         v[2] = -1;
441                                         break;
442                                 }
443                                 intensity = 127.0f / sqrt(DotProduct(v, v));
444                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
445                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
446                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
447                                 data[((side*64+y)*64+x)*4+3] = 255;
448                         }
449                 }
450         }
451         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
452         Mem_Free(data);
453 }
454
455 static void R_BuildFogTexture(void)
456 {
457         int x, b;
458 #define FOGWIDTH 256
459         unsigned char data1[FOGWIDTH][4];
460         //unsigned char data2[FOGWIDTH][4];
461         double d, r, alpha;
462
463         r_refdef.fogmasktable_start = r_refdef.fog_start;
464         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
465         r_refdef.fogmasktable_range = r_refdef.fogrange;
466         r_refdef.fogmasktable_density = r_refdef.fog_density;
467
468         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
469         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
470         {
471                 d = (x * r - r_refdef.fogmasktable_start);
472                 if(developer_extra.integer)
473                         Con_DPrintf("%f ", d);
474                 d = max(0, d);
475                 if (r_fog_exp2.integer)
476                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
477                 else
478                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
479                 if(developer_extra.integer)
480                         Con_DPrintf(" : %f ", alpha);
481                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
482                 if(developer_extra.integer)
483                         Con_DPrintf(" = %f\n", alpha);
484                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
485         }
486
487         for (x = 0;x < FOGWIDTH;x++)
488         {
489                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
490                 data1[x][0] = b;
491                 data1[x][1] = b;
492                 data1[x][2] = b;
493                 data1[x][3] = 255;
494                 //data2[x][0] = 255 - b;
495                 //data2[x][1] = 255 - b;
496                 //data2[x][2] = 255 - b;
497                 //data2[x][3] = 255;
498         }
499         if (r_texture_fogattenuation)
500         {
501                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
502                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
503         }
504         else
505         {
506                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
507                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
508         }
509 }
510
511 static void R_BuildFogHeightTexture(void)
512 {
513         unsigned char *inpixels;
514         int size;
515         int x;
516         int y;
517         int j;
518         float c[4];
519         float f;
520         inpixels = NULL;
521         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
522         if (r_refdef.fogheighttexturename[0])
523                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
524         if (!inpixels)
525         {
526                 r_refdef.fog_height_tablesize = 0;
527                 if (r_texture_fogheighttexture)
528                         R_FreeTexture(r_texture_fogheighttexture);
529                 r_texture_fogheighttexture = NULL;
530                 if (r_refdef.fog_height_table2d)
531                         Mem_Free(r_refdef.fog_height_table2d);
532                 r_refdef.fog_height_table2d = NULL;
533                 if (r_refdef.fog_height_table1d)
534                         Mem_Free(r_refdef.fog_height_table1d);
535                 r_refdef.fog_height_table1d = NULL;
536                 return;
537         }
538         size = image_width;
539         r_refdef.fog_height_tablesize = size;
540         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
541         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
542         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
543         Mem_Free(inpixels);
544         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
545         // average fog color table accounting for every fog layer between a point
546         // and the camera.  (Note: attenuation is handled separately!)
547         for (y = 0;y < size;y++)
548         {
549                 for (x = 0;x < size;x++)
550                 {
551                         Vector4Clear(c);
552                         f = 0;
553                         if (x < y)
554                         {
555                                 for (j = x;j <= y;j++)
556                                 {
557                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
558                                         f++;
559                                 }
560                         }
561                         else
562                         {
563                                 for (j = x;j >= y;j--)
564                                 {
565                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
566                                         f++;
567                                 }
568                         }
569                         f = 1.0f / f;
570                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
571                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
572                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
573                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
574                 }
575         }
576         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
577 }
578
579 //=======================================================================================================================================================
580
581 static const char *builtinshaderstring =
582 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
583 "// written by Forest 'LordHavoc' Hale\n"
584 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
585 "\n"
586 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
587 "# define USEFOG\n"
588 "#endif\n"
589 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
590 "#define USELIGHTMAP\n"
591 "#endif\n"
592 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
593 "#define USEEYEVECTOR\n"
594 "#endif\n"
595 "\n"
596 "#ifdef USESHADOWMAP2D\n"
597 "# ifdef GL_EXT_gpu_shader4\n"
598 "#   extension GL_EXT_gpu_shader4 : enable\n"
599 "# endif\n"
600 "# ifdef GL_ARB_texture_gather\n"
601 "#   extension GL_ARB_texture_gather : enable\n"
602 "# else\n"
603 "#   ifdef GL_AMD_texture_texture4\n"
604 "#     extension GL_AMD_texture_texture4 : enable\n"
605 "#   endif\n"
606 "# endif\n"
607 "#endif\n"
608 "\n"
609 "//#ifdef USESHADOWSAMPLER\n"
610 "//# extension GL_ARB_shadow : enable\n"
611 "//#endif\n"
612 "\n"
613 "//#ifdef __GLSL_CG_DATA_TYPES\n"
614 "//# define myhalf half\n"
615 "//# define myhalf2 half2\n"
616 "//# define myhalf3 half3\n"
617 "//# define myhalf4 half4\n"
618 "//#else\n"
619 "# define myhalf float\n"
620 "# define myhalf2 vec2\n"
621 "# define myhalf3 vec3\n"
622 "# define myhalf4 vec4\n"
623 "//#endif\n"
624 "\n"
625 "#ifdef VERTEX_SHADER\n"
626 "uniform mat4 ModelViewProjectionMatrix;\n"
627 "#endif\n"
628 "\n"
629 "#ifdef MODE_DEPTH_OR_SHADOW\n"
630 "#ifdef VERTEX_SHADER\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 "}\n"
635 "#endif\n"
636 "#else // !MODE_DEPTH_ORSHADOW\n"
637 "\n"
638 "\n"
639 "\n"
640 "\n"
641 "#ifdef MODE_SHOWDEPTH\n"
642 "#ifdef VERTEX_SHADER\n"
643 "void main(void)\n"
644 "{\n"
645 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
646 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
647 "}\n"
648 "#endif\n"
649 "\n"
650 "#ifdef FRAGMENT_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FragColor = gl_Color;\n"
654 "}\n"
655 "#endif\n"
656 "#else // !MODE_SHOWDEPTH\n"
657 "\n"
658 "\n"
659 "\n"
660 "\n"
661 "#ifdef MODE_POSTPROCESS\n"
662 "varying vec2 TexCoord1;\n"
663 "varying vec2 TexCoord2;\n"
664 "\n"
665 "#ifdef VERTEX_SHADER\n"
666 "void main(void)\n"
667 "{\n"
668 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
670 "#ifdef USEBLOOM\n"
671 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
672 "#endif\n"
673 "}\n"
674 "#endif\n"
675 "\n"
676 "#ifdef FRAGMENT_SHADER\n"
677 "uniform sampler2D Texture_First;\n"
678 "#ifdef USEBLOOM\n"
679 "uniform sampler2D Texture_Second;\n"
680 "uniform vec4 BloomColorSubtract;\n"
681 "#endif\n"
682 "#ifdef USEGAMMARAMPS\n"
683 "uniform sampler2D Texture_GammaRamps;\n"
684 "#endif\n"
685 "#ifdef USESATURATION\n"
686 "uniform float Saturation;\n"
687 "#endif\n"
688 "#ifdef USEVIEWTINT\n"
689 "uniform vec4 ViewTintColor;\n"
690 "#endif\n"
691 "//uncomment these if you want to use them:\n"
692 "uniform vec4 UserVec1;\n"
693 "uniform vec4 UserVec2;\n"
694 "// uniform vec4 UserVec3;\n"
695 "// uniform vec4 UserVec4;\n"
696 "// uniform float ClientTime;\n"
697 "uniform vec2 PixelSize;\n"
698 "void main(void)\n"
699 "{\n"
700 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
701 "#ifdef USEBLOOM\n"
702 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
703 "#endif\n"
704 "#ifdef USEVIEWTINT\n"
705 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
706 "#endif\n"
707 "\n"
708 "#ifdef USEPOSTPROCESSING\n"
709 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
710 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
711 "       float sobel = 1.0;\n"
712 "       // vec2 ts = textureSize(Texture_First, 0);\n"
713 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
714 "       vec2 px = PixelSize;\n"
715 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
716 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
717 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
720 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
723 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
724 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
725 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
726 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
727 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
728 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
729 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
730 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
731 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
732 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
733 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
734 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
735 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
736 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
737 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
738 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
739 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
740 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
741 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
742 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
743 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
744 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
745 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
746 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
747 "#endif\n"
748 "\n"
749 "#ifdef USESATURATION\n"
750 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
751 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
752 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
753 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
754 "#endif\n"
755 "\n"
756 "#ifdef USEGAMMARAMPS\n"
757 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
758 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
759 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
760 "#endif\n"
761 "}\n"
762 "#endif\n"
763 "#else // !MODE_POSTPROCESS\n"
764 "\n"
765 "\n"
766 "\n"
767 "\n"
768 "#ifdef MODE_GENERIC\n"
769 "#ifdef USEDIFFUSE\n"
770 "varying vec2 TexCoord1;\n"
771 "#endif\n"
772 "#ifdef USESPECULAR\n"
773 "varying vec2 TexCoord2;\n"
774 "#endif\n"
775 "#ifdef VERTEX_SHADER\n"
776 "void main(void)\n"
777 "{\n"
778 "       gl_FrontColor = gl_Color;\n"
779 "#ifdef USEDIFFUSE\n"
780 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
781 "#endif\n"
782 "#ifdef USESPECULAR\n"
783 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
784 "#endif\n"
785 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
786 "}\n"
787 "#endif\n"
788 "\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "#ifdef USEDIFFUSE\n"
791 "uniform sampler2D Texture_First;\n"
792 "#endif\n"
793 "#ifdef USESPECULAR\n"
794 "uniform sampler2D Texture_Second;\n"
795 "#endif\n"
796 "\n"
797 "void main(void)\n"
798 "{\n"
799 "       gl_FragColor = gl_Color;\n"
800 "#ifdef USEDIFFUSE\n"
801 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
802 "#endif\n"
803 "\n"
804 "#ifdef USESPECULAR\n"
805 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
806 "# ifdef USECOLORMAPPING\n"
807 "       gl_FragColor *= tex2;\n"
808 "# endif\n"
809 "# ifdef USEGLOW\n"
810 "       gl_FragColor += tex2;\n"
811 "# endif\n"
812 "# ifdef USEVERTEXTEXTUREBLEND\n"
813 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
814 "# endif\n"
815 "#endif\n"
816 "}\n"
817 "#endif\n"
818 "#else // !MODE_GENERIC\n"
819 "\n"
820 "\n"
821 "\n"
822 "\n"
823 "#ifdef MODE_BLOOMBLUR\n"
824 "varying TexCoord;\n"
825 "#ifdef VERTEX_SHADER\n"
826 "void main(void)\n"
827 "{\n"
828 "       gl_FrontColor = gl_Color;\n"
829 "       TexCoord = gl_MultiTexCoord0.xy;\n"
830 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
831 "}\n"
832 "#endif\n"
833 "\n"
834 "#ifdef FRAGMENT_SHADER\n"
835 "uniform sampler2D Texture_First;\n"
836 "uniform vec4 BloomBlur_Parameters;\n"
837 "\n"
838 "void main(void)\n"
839 "{\n"
840 "       int i;\n"
841 "       vec2 tc = TexCoord;\n"
842 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
843 "       tc += BloomBlur_Parameters.xy;\n"
844 "       for (i = 1;i < SAMPLES;i++)\n"
845 "       {\n"
846 "               color += texture2D(Texture_First, tc).rgb;\n"
847 "               tc += BloomBlur_Parameters.xy;\n"
848 "       }\n"
849 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
850 "}\n"
851 "#endif\n"
852 "#else // !MODE_BLOOMBLUR\n"
853 "#ifdef MODE_REFRACTION\n"
854 "varying vec2 TexCoord;\n"
855 "varying vec4 ModelViewProjectionPosition;\n"
856 "uniform mat4 TexMatrix;\n"
857 "#ifdef VERTEX_SHADER\n"
858 "\n"
859 "void main(void)\n"
860 "{\n"
861 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
862 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
863 "       ModelViewProjectionPosition = gl_Position;\n"
864 "}\n"
865 "#endif\n"
866 "\n"
867 "#ifdef FRAGMENT_SHADER\n"
868 "uniform sampler2D Texture_Normal;\n"
869 "uniform sampler2D Texture_Refraction;\n"
870 "uniform sampler2D Texture_Reflection;\n"
871 "\n"
872 "uniform vec4 DistortScaleRefractReflect;\n"
873 "uniform vec4 ScreenScaleRefractReflect;\n"
874 "uniform vec4 ScreenCenterRefractReflect;\n"
875 "uniform vec4 RefractColor;\n"
876 "uniform vec4 ReflectColor;\n"
877 "uniform float ReflectFactor;\n"
878 "uniform float ReflectOffset;\n"
879 "\n"
880 "void main(void)\n"
881 "{\n"
882 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
883 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
885 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
886 "       // FIXME temporary hack to detect the case that the reflection\n"
887 "       // gets blackened at edges due to leaving the area that contains actual\n"
888 "       // content.\n"
889 "       // Remove this 'ack once we have a better way to stop this thing from\n"
890 "       // 'appening.\n"
891 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
892 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
893 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
894 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
895 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
896 "       gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
897 "}\n"
898 "#endif\n"
899 "#else // !MODE_REFRACTION\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "#ifdef MODE_WATER\n"
905 "varying vec2 TexCoord;\n"
906 "varying vec3 EyeVector;\n"
907 "varying vec4 ModelViewProjectionPosition;\n"
908 "#ifdef VERTEX_SHADER\n"
909 "uniform vec3 EyePosition;\n"
910 "uniform mat4 TexMatrix;\n"
911 "\n"
912 "void main(void)\n"
913 "{\n"
914 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
915 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
916 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
917 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
918 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
919 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
920 "       ModelViewProjectionPosition = gl_Position;\n"
921 "}\n"
922 "#endif\n"
923 "\n"
924 "#ifdef FRAGMENT_SHADER\n"
925 "uniform sampler2D Texture_Normal;\n"
926 "uniform sampler2D Texture_Refraction;\n"
927 "uniform sampler2D Texture_Reflection;\n"
928 "\n"
929 "uniform vec4 DistortScaleRefractReflect;\n"
930 "uniform vec4 ScreenScaleRefractReflect;\n"
931 "uniform vec4 ScreenCenterRefractReflect;\n"
932 "uniform vec4 RefractColor;\n"
933 "uniform vec4 ReflectColor;\n"
934 "uniform float ReflectFactor;\n"
935 "uniform float ReflectOffset;\n"
936 "\n"
937 "void main(void)\n"
938 "{\n"
939 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
940 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
941 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
942 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
943 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
944 "       // FIXME temporary hack to detect the case that the reflection\n"
945 "       // gets blackened at edges due to leaving the area that contains actual\n"
946 "       // content.\n"
947 "       // Remove this 'ack once we have a better way to stop this thing from\n"
948 "       // 'appening.\n"
949 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
950 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
951 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
952 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
953 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
954 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
955 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
956 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
957 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
958 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
959 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
960 "       gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
961 "}\n"
962 "#endif\n"
963 "#else // !MODE_WATER\n"
964 "\n"
965 "\n"
966 "\n"
967 "\n"
968 "// common definitions between vertex shader and fragment shader:\n"
969 "\n"
970 "varying vec2 TexCoord;\n"
971 "#ifdef USEVERTEXTEXTUREBLEND\n"
972 "varying vec2 TexCoord2;\n"
973 "#endif\n"
974 "#ifdef USELIGHTMAP\n"
975 "varying vec2 TexCoordLightmap;\n"
976 "#endif\n"
977 "\n"
978 "#ifdef MODE_LIGHTSOURCE\n"
979 "varying vec3 CubeVector;\n"
980 "#endif\n"
981 "\n"
982 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
983 "varying vec3 LightVector;\n"
984 "#endif\n"
985 "\n"
986 "#ifdef USEEYEVECTOR\n"
987 "varying vec3 EyeVector;\n"
988 "#endif\n"
989 "#ifdef USEFOG\n"
990 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
991 "#endif\n"
992 "\n"
993 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
994 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
995 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
996 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
997 "#endif\n"
998 "\n"
999 "#ifdef USEREFLECTION\n"
1000 "varying vec4 ModelViewProjectionPosition;\n"
1001 "#endif\n"
1002 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1003 "uniform vec3 LightPosition;\n"
1004 "varying vec4 ModelViewPosition;\n"
1005 "#endif\n"
1006 "\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "uniform vec3 LightPosition;\n"
1009 "#endif\n"
1010 "uniform vec3 EyePosition;\n"
1011 "#ifdef MODE_LIGHTDIRECTION\n"
1012 "uniform vec3 LightDir;\n"
1013 "#endif\n"
1014 "uniform vec4 FogPlane;\n"
1015 "\n"
1016 "#ifdef USESHADOWMAPORTHO\n"
1017 "varying vec3 ShadowMapTC;\n"
1018 "#endif\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1025 "\n"
1026 "// fragment shader specific:\n"
1027 "#ifdef FRAGMENT_SHADER\n"
1028 "\n"
1029 "uniform sampler2D Texture_Normal;\n"
1030 "uniform sampler2D Texture_Color;\n"
1031 "uniform sampler2D Texture_Gloss;\n"
1032 "#ifdef USEGLOW\n"
1033 "uniform sampler2D Texture_Glow;\n"
1034 "#endif\n"
1035 "#ifdef USEVERTEXTEXTUREBLEND\n"
1036 "uniform sampler2D Texture_SecondaryNormal;\n"
1037 "uniform sampler2D Texture_SecondaryColor;\n"
1038 "uniform sampler2D Texture_SecondaryGloss;\n"
1039 "#ifdef USEGLOW\n"
1040 "uniform sampler2D Texture_SecondaryGlow;\n"
1041 "#endif\n"
1042 "#endif\n"
1043 "#ifdef USECOLORMAPPING\n"
1044 "uniform sampler2D Texture_Pants;\n"
1045 "uniform sampler2D Texture_Shirt;\n"
1046 "#endif\n"
1047 "#ifdef USEFOG\n"
1048 "#ifdef USEFOGHEIGHTTEXTURE\n"
1049 "uniform sampler2D Texture_FogHeightTexture;\n"
1050 "#endif\n"
1051 "uniform sampler2D Texture_FogMask;\n"
1052 "#endif\n"
1053 "#ifdef USELIGHTMAP\n"
1054 "uniform sampler2D Texture_Lightmap;\n"
1055 "#endif\n"
1056 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1057 "uniform sampler2D Texture_Deluxemap;\n"
1058 "#endif\n"
1059 "#ifdef USEREFLECTION\n"
1060 "uniform sampler2D Texture_Reflection;\n"
1061 "#endif\n"
1062 "\n"
1063 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1064 "uniform sampler2D Texture_ScreenDepth;\n"
1065 "uniform sampler2D Texture_ScreenNormalMap;\n"
1066 "#endif\n"
1067 "#ifdef USEDEFERREDLIGHTMAP\n"
1068 "uniform sampler2D Texture_ScreenDiffuse;\n"
1069 "uniform sampler2D Texture_ScreenSpecular;\n"
1070 "#endif\n"
1071 "\n"
1072 "uniform myhalf3 Color_Pants;\n"
1073 "uniform myhalf3 Color_Shirt;\n"
1074 "uniform myhalf3 FogColor;\n"
1075 "\n"
1076 "#ifdef USEFOG\n"
1077 "uniform float FogRangeRecip;\n"
1078 "uniform float FogPlaneViewDist;\n"
1079 "uniform float FogHeightFade;\n"
1080 "vec3 FogVertex(vec3 surfacecolor)\n"
1081 "{\n"
1082 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1083 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1084 "       float fogfrac;\n"
1085 "#ifdef USEFOGHEIGHTTEXTURE\n"
1086 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1087 "       fogfrac = fogheightpixel.a;\n"
1088 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1089 "#else\n"
1090 "# ifdef USEFOGOUTSIDE\n"
1091 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1092 "# else\n"
1093 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1094 "# endif\n"
1095 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1096 "#endif\n"
1097 "}\n"
1098 "#endif\n"
1099 "\n"
1100 "#ifdef USEOFFSETMAPPING\n"
1101 "uniform float OffsetMapping_Scale;\n"
1102 "vec2 OffsetMapping(vec2 TexCoord)\n"
1103 "{\n"
1104 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1105 "       // 14 sample relief mapping: linear search and then binary search\n"
1106 "       // this basically steps forward a small amount repeatedly until it finds\n"
1107 "       // itself inside solid, then jitters forward and back using decreasing\n"
1108 "       // amounts to find the impact\n"
1109 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1110 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1111 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1112 "       vec3 RT = vec3(TexCoord, 1);\n"
1113 "       OffsetVector *= 0.1;\n"
1114 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1124 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1125 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1126 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1127 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1128 "       return RT.xy;\n"
1129 "#else\n"
1130 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1131 "       // this basically moves forward the full distance, and then backs up based\n"
1132 "       // on height of samples\n"
1133 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1134 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1135 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1136 "       TexCoord += OffsetVector;\n"
1137 "       OffsetVector *= 0.333;\n"
1138 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1139 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 "       return TexCoord;\n"
1142 "#endif\n"
1143 "}\n"
1144 "#endif // USEOFFSETMAPPING\n"
1145 "\n"
1146 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1147 "uniform sampler2D Texture_Attenuation;\n"
1148 "uniform samplerCube Texture_Cube;\n"
1149 "#endif\n"
1150 "\n"
1151 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1152 "\n"
1153 "#ifdef USESHADOWMAP2D\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1156 "# else\n"
1157 "uniform sampler2D Texture_ShadowMap2D;\n"
1158 "# endif\n"
1159 "#endif\n"
1160 "\n"
1161 "#ifdef USESHADOWMAPVSDCT\n"
1162 "uniform samplerCube Texture_CubeProjection;\n"
1163 "#endif\n"
1164 "\n"
1165 "#if defined(USESHADOWMAP2D)\n"
1166 "uniform vec2 ShadowMap_TextureScale;\n"
1167 "uniform vec4 ShadowMap_Parameters;\n"
1168 "#endif\n"
1169 "\n"
1170 "#if defined(USESHADOWMAP2D)\n"
1171 "# ifdef USESHADOWMAPORTHO\n"
1172 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1173 "# else\n"
1174 "#  ifdef USESHADOWMAPVSDCT\n"
1175 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1176 "{\n"
1177 "       vec3 adir = abs(dir);\n"
1178 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1179 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1180 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1181 "}\n"
1182 "#  else\n"
1183 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1184 "{\n"
1185 "       vec3 adir = abs(dir);\n"
1186 "       float ma = adir.z;\n"
1187 "       vec4 proj = vec4(dir, 2.5);\n"
1188 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1189 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1190 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1191 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1192 "}\n"
1193 "#  endif\n"
1194 "# endif\n"
1195 "#endif // defined(USESHADOWMAP2D)\n"
1196 "\n"
1197 "# ifdef USESHADOWMAP2D\n"
1198 "float ShadowMapCompare(vec3 dir)\n"
1199 "{\n"
1200 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1201 "       float f;\n"
1202 "\n"
1203 "#  ifdef USESHADOWSAMPLER\n"
1204 "#    ifdef USESHADOWMAPPCF\n"
1205 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1206 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1207 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1208 "#    else\n"
1209 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1210 "#    endif\n"
1211 "#  else\n"
1212 "#    ifdef USESHADOWMAPPCF\n"
1213 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1214 "#      ifdef GL_ARB_texture_gather\n"
1215 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1216 "#      else\n"
1217 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1218 "#      endif\n"
1219 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1220 "#      if USESHADOWMAPPCF > 1\n"
1221 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1222 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1223 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1224 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1225 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1226 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1227 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1228 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1229 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1230 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1231 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1232 "       locols.yz += group2.ab;\n"
1233 "       hicols.yz += group8.rg;\n"
1234 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1235 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1236 "                               mix(locols, hicols, offset.y);\n"
1237 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1238 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1239 "       f = dot(cols, vec4(1.0/25.0));\n"
1240 "#      else\n"
1241 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1242 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1243 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1244 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1245 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1246 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1247 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1248 "#      endif\n"
1249 "#     else\n"
1250 "#      ifdef GL_EXT_gpu_shader4\n"
1251 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1252 "#      else\n"
1253 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1254 "#      endif\n"
1255 "#      if USESHADOWMAPPCF > 1\n"
1256 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1257 "       center *= ShadowMap_TextureScale;\n"
1258 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1259 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1260 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1261 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1262 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1263 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1264 "#      else\n"
1265 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1266 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1267 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1268 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1269 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1270 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1271 "#      endif\n"
1272 "#     endif\n"
1273 "#    else\n"
1274 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1275 "#    endif\n"
1276 "#  endif\n"
1277 "#  ifdef USESHADOWMAPORTHO\n"
1278 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1279 "#  else\n"
1280 "       return f;\n"
1281 "#  endif\n"
1282 "}\n"
1283 "# endif\n"
1284 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1285 "#endif // FRAGMENT_SHADER\n"
1286 "\n"
1287 "\n"
1288 "\n"
1289 "\n"
1290 "#ifdef MODE_DEFERREDGEOMETRY\n"
1291 "#ifdef VERTEX_SHADER\n"
1292 "uniform mat4 TexMatrix;\n"
1293 "#ifdef USEVERTEXTEXTUREBLEND\n"
1294 "uniform mat4 BackgroundTexMatrix;\n"
1295 "#endif\n"
1296 "uniform mat4 ModelViewMatrix;\n"
1297 "void main(void)\n"
1298 "{\n"
1299 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1300 "#ifdef USEVERTEXTEXTUREBLEND\n"
1301 "       gl_FrontColor = gl_Color;\n"
1302 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1303 "#endif\n"
1304 "\n"
1305 "       // transform unnormalized eye direction into tangent space\n"
1306 "#ifdef USEOFFSETMAPPING\n"
1307 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1308 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1309 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1310 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1311 "#endif\n"
1312 "\n"
1313 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1314 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1315 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1316 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1317 "}\n"
1318 "#endif // VERTEX_SHADER\n"
1319 "\n"
1320 "#ifdef FRAGMENT_SHADER\n"
1321 "void main(void)\n"
1322 "{\n"
1323 "#ifdef USEOFFSETMAPPING\n"
1324 "       // apply offsetmapping\n"
1325 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1326 "#define TexCoord TexCoordOffset\n"
1327 "#endif\n"
1328 "\n"
1329 "#ifdef USEALPHAKILL\n"
1330 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1331 "               discard;\n"
1332 "#endif\n"
1333 "\n"
1334 "#ifdef USEVERTEXTEXTUREBLEND\n"
1335 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1336 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1337 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1338 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1339 "#endif\n"
1340 "\n"
1341 "#ifdef USEVERTEXTEXTUREBLEND\n"
1342 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1343 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1344 "#else\n"
1345 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1346 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1347 "#endif\n"
1348 "\n"
1349 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1350 "}\n"
1351 "#endif // FRAGMENT_SHADER\n"
1352 "#else // !MODE_DEFERREDGEOMETRY\n"
1353 "\n"
1354 "\n"
1355 "\n"
1356 "\n"
1357 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1358 "#ifdef VERTEX_SHADER\n"
1359 "uniform mat4 ModelViewMatrix;\n"
1360 "void main(void)\n"
1361 "{\n"
1362 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1363 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1364 "}\n"
1365 "#endif // VERTEX_SHADER\n"
1366 "\n"
1367 "#ifdef FRAGMENT_SHADER\n"
1368 "uniform mat4 ViewToLight;\n"
1369 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1370 "uniform vec2 ScreenToDepth;\n"
1371 "uniform myhalf3 DeferredColor_Ambient;\n"
1372 "uniform myhalf3 DeferredColor_Diffuse;\n"
1373 "#ifdef USESPECULAR\n"
1374 "uniform myhalf3 DeferredColor_Specular;\n"
1375 "uniform myhalf SpecularPower;\n"
1376 "#endif\n"
1377 "uniform myhalf2 PixelToScreenTexCoord;\n"
1378 "void main(void)\n"
1379 "{\n"
1380 "       // calculate viewspace pixel position\n"
1381 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1382 "       vec3 position;\n"
1383 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1384 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1385 "       // decode viewspace pixel normal\n"
1386 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1387 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1388 "       // surfacenormal = pixel normal in viewspace\n"
1389 "       // LightVector = pixel to light in viewspace\n"
1390 "       // CubeVector = position in lightspace\n"
1391 "       // eyevector = pixel to view in viewspace\n"
1392 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1393 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1394 "#ifdef USEDIFFUSE\n"
1395 "       // calculate diffuse shading\n"
1396 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1397 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1398 "#endif\n"
1399 "#ifdef USESPECULAR\n"
1400 "       // calculate directional shading\n"
1401 "       vec3 eyevector = position * -1.0;\n"
1402 "#  ifdef USEEXACTSPECULARMATH\n"
1403 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1404 "#  else\n"
1405 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1406 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1407 "#  endif\n"
1408 "#endif\n"
1409 "\n"
1410 "#if defined(USESHADOWMAP2D)\n"
1411 "       fade *= ShadowMapCompare(CubeVector);\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEDIFFUSE\n"
1415 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1416 "#else\n"
1417 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1418 "#endif\n"
1419 "#ifdef USESPECULAR\n"
1420 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1421 "#else\n"
1422 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1423 "#endif\n"
1424 "\n"
1425 "# ifdef USECUBEFILTER\n"
1426 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1427 "       gl_FragData[0].rgb *= cubecolor;\n"
1428 "       gl_FragData[1].rgb *= cubecolor;\n"
1429 "# endif\n"
1430 "}\n"
1431 "#endif // FRAGMENT_SHADER\n"
1432 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1433 "\n"
1434 "\n"
1435 "\n"
1436 "\n"
1437 "#ifdef VERTEX_SHADER\n"
1438 "uniform mat4 TexMatrix;\n"
1439 "#ifdef USEVERTEXTEXTUREBLEND\n"
1440 "uniform mat4 BackgroundTexMatrix;\n"
1441 "#endif\n"
1442 "#ifdef MODE_LIGHTSOURCE\n"
1443 "uniform mat4 ModelToLight;\n"
1444 "#endif\n"
1445 "#ifdef USESHADOWMAPORTHO\n"
1446 "uniform mat4 ShadowMapMatrix;\n"
1447 "#endif\n"
1448 "void main(void)\n"
1449 "{\n"
1450 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1451 "       gl_FrontColor = gl_Color;\n"
1452 "#endif\n"
1453 "       // copy the surface texcoord\n"
1454 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1455 "#ifdef USEVERTEXTEXTUREBLEND\n"
1456 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1457 "#endif\n"
1458 "#ifdef USELIGHTMAP\n"
1459 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1460 "#endif\n"
1461 "\n"
1462 "#ifdef MODE_LIGHTSOURCE\n"
1463 "       // transform vertex position into light attenuation/cubemap space\n"
1464 "       // (-1 to +1 across the light box)\n"
1465 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1466 "\n"
1467 "# ifdef USEDIFFUSE\n"
1468 "       // transform unnormalized light direction into tangent space\n"
1469 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1470 "       //  normalize it per pixel)\n"
1471 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1472 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1473 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1474 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1475 "# endif\n"
1476 "#endif\n"
1477 "\n"
1478 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1479 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1480 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1481 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1482 "#endif\n"
1483 "\n"
1484 "       // transform unnormalized eye direction into tangent space\n"
1485 "#ifdef USEEYEVECTOR\n"
1486 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1487 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1488 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1489 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1490 "#endif\n"
1491 "\n"
1492 "#ifdef USEFOG\n"
1493 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1494 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1495 "#endif\n"
1496 "\n"
1497 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1498 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1499 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1500 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1501 "#endif\n"
1502 "\n"
1503 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1504 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1505 "\n"
1506 "#ifdef USESHADOWMAPORTHO\n"
1507 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1508 "#endif\n"
1509 "\n"
1510 "#ifdef USEREFLECTION\n"
1511 "       ModelViewProjectionPosition = gl_Position;\n"
1512 "#endif\n"
1513 "}\n"
1514 "#endif // VERTEX_SHADER\n"
1515 "\n"
1516 "\n"
1517 "\n"
1518 "\n"
1519 "#ifdef FRAGMENT_SHADER\n"
1520 "#ifdef USEDEFERREDLIGHTMAP\n"
1521 "uniform myhalf2 PixelToScreenTexCoord;\n"
1522 "uniform myhalf3 DeferredMod_Diffuse;\n"
1523 "uniform myhalf3 DeferredMod_Specular;\n"
1524 "#endif\n"
1525 "uniform myhalf3 Color_Ambient;\n"
1526 "uniform myhalf3 Color_Diffuse;\n"
1527 "uniform myhalf3 Color_Specular;\n"
1528 "uniform myhalf SpecularPower;\n"
1529 "#ifdef USEGLOW\n"
1530 "uniform myhalf3 Color_Glow;\n"
1531 "#endif\n"
1532 "uniform myhalf Alpha;\n"
1533 "#ifdef USEREFLECTION\n"
1534 "uniform vec4 DistortScaleRefractReflect;\n"
1535 "uniform vec4 ScreenScaleRefractReflect;\n"
1536 "uniform vec4 ScreenCenterRefractReflect;\n"
1537 "uniform myhalf4 ReflectColor;\n"
1538 "#endif\n"
1539 "#ifdef USEREFLECTCUBE\n"
1540 "uniform mat4 ModelToReflectCube;\n"
1541 "uniform sampler2D Texture_ReflectMask;\n"
1542 "uniform samplerCube Texture_ReflectCube;\n"
1543 "#endif\n"
1544 "#ifdef MODE_LIGHTDIRECTION\n"
1545 "uniform myhalf3 LightColor;\n"
1546 "#endif\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "uniform myhalf3 LightColor;\n"
1549 "#endif\n"
1550 "void main(void)\n"
1551 "{\n"
1552 "#ifdef USEOFFSETMAPPING\n"
1553 "       // apply offsetmapping\n"
1554 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1555 "#define TexCoord TexCoordOffset\n"
1556 "#endif\n"
1557 "\n"
1558 "       // combine the diffuse textures (base, pants, shirt)\n"
1559 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1560 "#ifdef USEALPHAKILL\n"
1561 "       if (color.a < 0.5)\n"
1562 "               discard;\n"
1563 "#endif\n"
1564 "       color.a *= Alpha;\n"
1565 "#ifdef USECOLORMAPPING\n"
1566 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1567 "#endif\n"
1568 "#ifdef USEVERTEXTEXTUREBLEND\n"
1569 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1570 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1571 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1572 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1573 "       color.a = 1.0;\n"
1574 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1575 "#endif\n"
1576 "\n"
1577 "       // get the surface normal\n"
1578 "#ifdef USEVERTEXTEXTUREBLEND\n"
1579 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1580 "#else\n"
1581 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1582 "#endif\n"
1583 "\n"
1584 "       // get the material colors\n"
1585 "       myhalf3 diffusetex = color.rgb;\n"
1586 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1587 "# ifdef USEVERTEXTEXTUREBLEND\n"
1588 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1589 "# else\n"
1590 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1591 "# endif\n"
1592 "#endif\n"
1593 "\n"
1594 "#ifdef USEREFLECTCUBE\n"
1595 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1596 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1597 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1598 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1599 "#endif\n"
1600 "\n"
1601 "\n"
1602 "\n"
1603 "\n"
1604 "#ifdef MODE_LIGHTSOURCE\n"
1605 "       // light source\n"
1606 "#ifdef USEDIFFUSE\n"
1607 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1608 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1609 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1610 "#ifdef USESPECULAR\n"
1611 "#ifdef USEEXACTSPECULARMATH\n"
1612 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1613 "#else\n"
1614 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1615 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1616 "#endif\n"
1617 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1618 "#endif\n"
1619 "#else\n"
1620 "       color.rgb = diffusetex * Color_Ambient;\n"
1621 "#endif\n"
1622 "       color.rgb *= LightColor;\n"
1623 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1624 "#if defined(USESHADOWMAP2D)\n"
1625 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1626 "#endif\n"
1627 "# ifdef USECUBEFILTER\n"
1628 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1629 "# endif\n"
1630 "#endif // MODE_LIGHTSOURCE\n"
1631 "\n"
1632 "\n"
1633 "\n"
1634 "\n"
1635 "#ifdef MODE_LIGHTDIRECTION\n"
1636 "#define SHADING\n"
1637 "#ifdef USEDIFFUSE\n"
1638 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1639 "#endif\n"
1640 "#define lightcolor LightColor\n"
1641 "#endif // MODE_LIGHTDIRECTION\n"
1642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1643 "#define SHADING\n"
1644 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1645 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1646 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1647 "       // convert modelspace light vector to tangentspace\n"
1648 "       myhalf3 lightnormal;\n"
1649 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1650 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1651 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1652 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1653 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1654 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1655 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1656 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1657 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1658 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1659 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1660 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1661 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1662 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1664 "#define SHADING\n"
1665 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1666 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1668 "#endif\n"
1669 "\n"
1670 "\n"
1671 "\n"
1672 "\n"
1673 "#ifdef MODE_FAKELIGHT\n"
1674 "#define SHADING\n"
1675 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1676 "myhalf3 lightcolor = myhalf3(1.0);\n"
1677 "#endif // MODE_FAKELIGHT\n"
1678 "\n"
1679 "\n"
1680 "\n"
1681 "\n"
1682 "#ifdef MODE_LIGHTMAP\n"
1683 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1684 "#endif // MODE_LIGHTMAP\n"
1685 "#ifdef MODE_VERTEXCOLOR\n"
1686 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1687 "#endif // MODE_VERTEXCOLOR\n"
1688 "#ifdef MODE_FLATCOLOR\n"
1689 "       color.rgb = diffusetex * Color_Ambient;\n"
1690 "#endif // MODE_FLATCOLOR\n"
1691 "\n"
1692 "\n"
1693 "\n"
1694 "\n"
1695 "#ifdef SHADING\n"
1696 "# ifdef USEDIFFUSE\n"
1697 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 "#  ifdef USESPECULAR\n"
1699 "#   ifdef USEEXACTSPECULARMATH\n"
1700 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1701 "#   else\n"
1702 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1703 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1704 "#   endif\n"
1705 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1706 "#  else\n"
1707 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1708 "#  endif\n"
1709 "# else\n"
1710 "       color.rgb = diffusetex * Color_Ambient;\n"
1711 "# endif\n"
1712 "#endif\n"
1713 "\n"
1714 "#ifdef USESHADOWMAPORTHO\n"
1715 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1716 "#endif\n"
1717 "\n"
1718 "#ifdef USEDEFERREDLIGHTMAP\n"
1719 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1720 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1721 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1722 "#endif\n"
1723 "\n"
1724 "#ifdef USEGLOW\n"
1725 "#ifdef USEVERTEXTEXTUREBLEND\n"
1726 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1727 "#else\n"
1728 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1729 "#endif\n"
1730 "#endif\n"
1731 "\n"
1732 "#ifdef USEFOG\n"
1733 "       color.rgb = FogVertex(color.rgb);\n"
1734 "#endif\n"
1735 "\n"
1736 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1737 "#ifdef USEREFLECTION\n"
1738 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1739 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1740 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1741 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1742 "       // FIXME temporary hack to detect the case that the reflection\n"
1743 "       // gets blackened at edges due to leaving the area that contains actual\n"
1744 "       // content.\n"
1745 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1746 "       // 'appening.\n"
1747 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1748 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1749 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1750 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1751 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1752 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1753 "#endif\n"
1754 "\n"
1755 "       gl_FragColor = vec4(color);\n"
1756 "}\n"
1757 "#endif // FRAGMENT_SHADER\n"
1758 "\n"
1759 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1760 "#endif // !MODE_DEFERREDGEOMETRY\n"
1761 "#endif // !MODE_WATER\n"
1762 "#endif // !MODE_REFRACTION\n"
1763 "#endif // !MODE_BLOOMBLUR\n"
1764 "#endif // !MODE_GENERIC\n"
1765 "#endif // !MODE_POSTPROCESS\n"
1766 "#endif // !MODE_SHOWDEPTH\n"
1767 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1768 ;
1769
1770 /*
1771 =========================================================================================================================================================
1772
1773
1774
1775 =========================================================================================================================================================
1776
1777
1778
1779 =========================================================================================================================================================
1780
1781
1782
1783 =========================================================================================================================================================
1784
1785
1786
1787 =========================================================================================================================================================
1788
1789
1790
1791 =========================================================================================================================================================
1792
1793
1794
1795 =========================================================================================================================================================
1796 */
1797
1798 const char *builtincgshaderstring =
1799 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1800 "// written by Forest 'LordHavoc' Hale\n"
1801 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1802 "\n"
1803 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1804 "#if defined(USEREFLECTION)\n"
1805 "#undef USESHADOWMAPORTHO\n"
1806 "#endif\n"
1807 "\n"
1808 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1809 "# define USEFOG\n"
1810 "#endif\n"
1811 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1812 "#define USELIGHTMAP\n"
1813 "#endif\n"
1814 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1815 "#define USEEYEVECTOR\n"
1816 "#endif\n"
1817 "\n"
1818 "#ifdef FRAGMENT_SHADER\n"
1819 "#ifdef HLSL\n"
1820 "//#undef USESHADOWMAPPCF\n"
1821 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1822 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1823 "#else\n"
1824 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1825 "#endif\n"
1826 "#endif\n"
1827 "\n"
1828 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1829 "#ifdef VERTEX_SHADER\n"
1830 "void main\n"
1831 "(\n"
1832 "float4 gl_Vertex : POSITION,\n"
1833 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1834 "out float4 gl_Position : POSITION,\n"
1835 "out float Depth : TEXCOORD0\n"
1836 ")\n"
1837 "{\n"
1838 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1839 "       Depth = gl_Position.z;\n"
1840 "}\n"
1841 "#endif\n"
1842 "\n"
1843 "#ifdef FRAGMENT_SHADER\n"
1844 "void main\n"
1845 "(\n"
1846 "float Depth : TEXCOORD0,\n"
1847 "out float4 gl_FragColor : COLOR\n"
1848 ")\n"
1849 "{\n"
1850 "//     float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1851 "       float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1852 "       temp.yz -= floor(temp.yz);\n"
1853 "       gl_FragColor = temp;\n"
1854 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1855 "}\n"
1856 "#endif\n"
1857 "#else // !MODE_DEPTH_ORSHADOW\n"
1858 "\n"
1859 "\n"
1860 "\n"
1861 "\n"
1862 "#ifdef MODE_SHOWDEPTH\n"
1863 "#ifdef VERTEX_SHADER\n"
1864 "void main\n"
1865 "(\n"
1866 "float4 gl_Vertex : POSITION,\n"
1867 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1868 "out float4 gl_Position : POSITION,\n"
1869 "out float4 gl_FrontColor : COLOR0\n"
1870 ")\n"
1871 "{\n"
1872 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1873 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1874 "}\n"
1875 "#endif\n"
1876 "\n"
1877 "#ifdef FRAGMENT_SHADER\n"
1878 "void main\n"
1879 "(\n"
1880 "float4 gl_FrontColor : COLOR0,\n"
1881 "out float4 gl_FragColor : COLOR\n"
1882 ")\n"
1883 "{\n"
1884 "       gl_FragColor = gl_FrontColor;\n"
1885 "}\n"
1886 "#endif\n"
1887 "#else // !MODE_SHOWDEPTH\n"
1888 "\n"
1889 "\n"
1890 "\n"
1891 "\n"
1892 "#ifdef MODE_POSTPROCESS\n"
1893 "\n"
1894 "#ifdef VERTEX_SHADER\n"
1895 "void main\n"
1896 "(\n"
1897 "float4 gl_Vertex : POSITION,\n"
1898 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1899 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1900 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1901 "out float4 gl_Position : POSITION,\n"
1902 "out float2 TexCoord1 : TEXCOORD0,\n"
1903 "out float2 TexCoord2 : TEXCOORD1\n"
1904 ")\n"
1905 "{\n"
1906 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1908 "#ifdef USEBLOOM\n"
1909 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1910 "#endif\n"
1911 "}\n"
1912 "#endif\n"
1913 "\n"
1914 "#ifdef FRAGMENT_SHADER\n"
1915 "void main\n"
1916 "(\n"
1917 "float2 TexCoord1 : TEXCOORD0,\n"
1918 "float2 TexCoord2 : TEXCOORD1,\n"
1919 "uniform sampler Texture_First : register(s0),\n"
1920 "#ifdef USEBLOOM\n"
1921 "uniform sampler Texture_Second : register(s1),\n"
1922 "#endif\n"
1923 "#ifdef USEGAMMARAMPS\n"
1924 "uniform sampler Texture_GammaRamps : register(s2),\n"
1925 "#endif\n"
1926 "#ifdef USESATURATION\n"
1927 "uniform float Saturation : register(c30),\n"
1928 "#endif\n"
1929 "#ifdef USEVIEWTINT\n"
1930 "uniform float4 ViewTintColor : register(c41),\n"
1931 "#endif\n"
1932 "uniform float4 UserVec1 : register(c37),\n"
1933 "uniform float4 UserVec2 : register(c38),\n"
1934 "uniform float4 UserVec3 : register(c39),\n"
1935 "uniform float4 UserVec4 : register(c40),\n"
1936 "uniform float ClientTime : register(c2),\n"
1937 "uniform float2 PixelSize : register(c25),\n"
1938 "uniform float4 BloomColorSubtract : register(c43),\n"
1939 "out float4 gl_FragColor : COLOR\n"
1940 ")\n"
1941 "{\n"
1942 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1943 "#ifdef USEBLOOM\n"
1944 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1945 "#endif\n"
1946 "#ifdef USEVIEWTINT\n"
1947 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1948 "#endif\n"
1949 "\n"
1950 "#ifdef USEPOSTPROCESSING\n"
1951 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1952 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1953 "       float sobel = 1.0;\n"
1954 "       // float2 ts = textureSize(Texture_First, 0);\n"
1955 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
1956 "       float2 px = PixelSize;\n"
1957 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1958 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
1959 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1960 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1961 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
1962 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1963 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1964 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
1965 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1966 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1967 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
1968 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1969 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1970 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1971 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1972 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1973 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1974 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1975 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1976 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1977 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1978 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1979 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1980 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1981 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1982 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1983 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1984 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1985 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1986 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1987 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1988 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1989 "#endif\n"
1990 "\n"
1991 "#ifdef USESATURATION\n"
1992 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1993 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1994 "       //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1995 "       gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1996 "#endif\n"
1997 "\n"
1998 "#ifdef USEGAMMARAMPS\n"
1999 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2000 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2001 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2002 "#endif\n"
2003 "}\n"
2004 "#endif\n"
2005 "#else // !MODE_POSTPROCESS\n"
2006 "\n"
2007 "\n"
2008 "\n"
2009 "\n"
2010 "#ifdef MODE_GENERIC\n"
2011 "#ifdef VERTEX_SHADER\n"
2012 "void main\n"
2013 "(\n"
2014 "float4 gl_Vertex : POSITION,\n"
2015 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2016 "float4 gl_Color : COLOR0,\n"
2017 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2018 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2019 "out float4 gl_Position : POSITION,\n"
2020 "#ifdef USEDIFFUSE\n"
2021 "out float2 TexCoord1 : TEXCOORD0,\n"
2022 "#endif\n"
2023 "#ifdef USESPECULAR\n"
2024 "out float2 TexCoord2 : TEXCOORD1,\n"
2025 "#endif\n"
2026 "out float4 gl_FrontColor : COLOR\n"
2027 ")\n"
2028 "{\n"
2029 "#ifdef HLSL\n"
2030 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2031 "#else\n"
2032 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2033 "#endif\n"
2034 "#ifdef USEDIFFUSE\n"
2035 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2036 "#endif\n"
2037 "#ifdef USESPECULAR\n"
2038 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2039 "#endif\n"
2040 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2041 "}\n"
2042 "#endif\n"
2043 "\n"
2044 "#ifdef FRAGMENT_SHADER\n"
2045 "\n"
2046 "void main\n"
2047 "(\n"
2048 "float4 gl_FrontColor : COLOR0,\n"
2049 "float2 TexCoord1 : TEXCOORD0,\n"
2050 "float2 TexCoord2 : TEXCOORD1,\n"
2051 "#ifdef USEDIFFUSE\n"
2052 "uniform sampler Texture_First : register(s0),\n"
2053 "#endif\n"
2054 "#ifdef USESPECULAR\n"
2055 "uniform sampler Texture_Second : register(s1),\n"
2056 "#endif\n"
2057 "out float4 gl_FragColor : COLOR\n"
2058 ")\n"
2059 "{\n"
2060 "       gl_FragColor = gl_FrontColor;\n"
2061 "#ifdef USEDIFFUSE\n"
2062 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2063 "#endif\n"
2064 "\n"
2065 "#ifdef USESPECULAR\n"
2066 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2067 "# ifdef USECOLORMAPPING\n"
2068 "       gl_FragColor *= tex2;\n"
2069 "# endif\n"
2070 "# ifdef USEGLOW\n"
2071 "       gl_FragColor += tex2;\n"
2072 "# endif\n"
2073 "# ifdef USEVERTEXTEXTUREBLEND\n"
2074 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2075 "# endif\n"
2076 "#endif\n"
2077 "}\n"
2078 "#endif\n"
2079 "#else // !MODE_GENERIC\n"
2080 "\n"
2081 "\n"
2082 "\n"
2083 "\n"
2084 "#ifdef MODE_BLOOMBLUR\n"
2085 "#ifdef VERTEX_SHADER\n"
2086 "void main\n"
2087 "(\n"
2088 "float4 gl_Vertex : POSITION,\n"
2089 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2090 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2091 "out float4 gl_Position : POSITION,\n"
2092 "out float2 TexCoord : TEXCOORD0\n"
2093 ")\n"
2094 "{\n"
2095 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2096 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2097 "}\n"
2098 "#endif\n"
2099 "\n"
2100 "#ifdef FRAGMENT_SHADER\n"
2101 "\n"
2102 "void main\n"
2103 "(\n"
2104 "float2 TexCoord : TEXCOORD0,\n"
2105 "uniform sampler Texture_First : register(s0),\n"
2106 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2107 "out float4 gl_FragColor : COLOR\n"
2108 ")\n"
2109 "{\n"
2110 "       int i;\n"
2111 "       float2 tc = TexCoord;\n"
2112 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2113 "       tc += BloomBlur_Parameters.xy;\n"
2114 "       for (i = 1;i < SAMPLES;i++)\n"
2115 "       {\n"
2116 "               color += tex2D(Texture_First, tc).rgb;\n"
2117 "               tc += BloomBlur_Parameters.xy;\n"
2118 "       }\n"
2119 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2120 "}\n"
2121 "#endif\n"
2122 "#else // !MODE_BLOOMBLUR\n"
2123 "#ifdef MODE_REFRACTION\n"
2124 "#ifdef VERTEX_SHADER\n"
2125 "void main\n"
2126 "(\n"
2127 "float4 gl_Vertex : POSITION,\n"
2128 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2129 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2130 "uniform float4x4 TexMatrix : register(c0),\n"
2131 "uniform float3 EyePosition : register(c24),\n"
2132 "out float4 gl_Position : POSITION,\n"
2133 "out float2 TexCoord : TEXCOORD0,\n"
2134 "out float3 EyeVector : TEXCOORD1,\n"
2135 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2136 ")\n"
2137 "{\n"
2138 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2139 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2140 "       ModelViewProjectionPosition = gl_Position;\n"
2141 "}\n"
2142 "#endif\n"
2143 "\n"
2144 "#ifdef FRAGMENT_SHADER\n"
2145 "void main\n"
2146 "(\n"
2147 "float2 TexCoord : TEXCOORD0,\n"
2148 "float3 EyeVector : TEXCOORD1,\n"
2149 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2150 "uniform sampler Texture_Normal : register(s0),\n"
2151 "uniform sampler Texture_Refraction : register(s3),\n"
2152 "uniform sampler Texture_Reflection : register(s7),\n"
2153 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2154 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2155 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2156 "uniform float4 RefractColor : register(c29),\n"
2157 "out float4 gl_FragColor : COLOR\n"
2158 ")\n"
2159 "{\n"
2160 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2161 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2162 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2163 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2164 "       // FIXME temporary hack to detect the case that the reflection\n"
2165 "       // gets blackened at edges due to leaving the area that contains actual\n"
2166 "       // content.\n"
2167 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2168 "       // 'appening.\n"
2169 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2170 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2171 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2172 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2173 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2174 "       gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2175 "}\n"
2176 "#endif\n"
2177 "#else // !MODE_REFRACTION\n"
2178 "\n"
2179 "\n"
2180 "\n"
2181 "\n"
2182 "#ifdef MODE_WATER\n"
2183 "#ifdef VERTEX_SHADER\n"
2184 "\n"
2185 "void main\n"
2186 "(\n"
2187 "float4 gl_Vertex : POSITION,\n"
2188 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2189 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2190 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2191 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2192 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2193 "uniform float4x4 TexMatrix : register(c0),\n"
2194 "uniform float3 EyePosition : register(c24),\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2199 ")\n"
2200 "{\n"
2201 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2202 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 "       ModelViewProjectionPosition = gl_Position;\n"
2208 "}\n"
2209 "#endif\n"
2210 "\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2212 "void main\n"
2213 "(\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler Texture_Normal : register(s0),\n"
2218 "uniform sampler Texture_Refraction : register(s3),\n"
2219 "uniform sampler Texture_Reflection : register(s7),\n"
2220 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2221 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2222 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2223 "uniform float4 RefractColor : register(c29),\n"
2224 "uniform float4 ReflectColor : register(c26),\n"
2225 "uniform float ReflectFactor : register(c27),\n"
2226 "uniform float ReflectOffset : register(c28),\n"
2227 "out float4 gl_FragColor : COLOR\n"
2228 ")\n"
2229 "{\n"
2230 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2234 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2235 "       // FIXME temporary hack to detect the case that the reflection\n"
2236 "       // gets blackened at edges due to leaving the area that contains actual\n"
2237 "       // content.\n"
2238 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2239 "       // 'appening.\n"
2240 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 "       gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2252 "}\n"
2253 "#endif\n"
2254 "#else // !MODE_WATER\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2260 "\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2263 "\n"
2264 "#ifdef USEFOG\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2266 "{\n"
2267 "       float fogfrac;\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 "       fogfrac = fogheightpixel.a;\n"
2271 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "#else\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 "# else\n"
2276 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 "# endif\n"
2278 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2279 "#endif\n"
2280 "}\n"
2281 "#endif\n"
2282 "\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2285 "{\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 "       // 14 sample relief mapping: linear search and then binary search\n"
2288 "       // this basically steps forward a small amount repeatedly until it finds\n"
2289 "       // itself inside solid, then jitters forward and back using decreasing\n"
2290 "       // amounts to find the impact\n"
2291 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 "       float3 RT = float3(TexCoord, 1);\n"
2295 "       OffsetVector *= 0.1;\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2309 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 "       return RT.xy;\n"
2311 "#else\n"
2312 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 "       // this basically moves forward the full distance, and then backs up based\n"
2314 "       // on height of samples\n"
2315 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 "       TexCoord += OffsetVector;\n"
2319 "       OffsetVector *= 0.333;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 "       return TexCoord;\n"
2324 "#endif\n"
2325 "}\n"
2326 "#endif // USEOFFSETMAPPING\n"
2327 "\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# else\n"
2333 "#  ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "{\n"
2336 "       float3 adir = abs(dir);\n"
2337 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "}\n"
2341 "#  else\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 "{\n"
2344 "       float3 adir = abs(dir);\n"
2345 "       float ma = adir.z;\n"
2346 "       float4 proj = float4(dir, 2.5);\n"
2347 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 "#ifdef HLSL\n"
2350 "       return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2351 "#else\n"
2352 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2353 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2354 "#endif\n"
2355 "}\n"
2356 "#  endif\n"
2357 "# endif\n"
2358 "#endif // defined(USESHADOWMAP2D)\n"
2359 "\n"
2360 "# ifdef USESHADOWMAP2D\n"
2361 "#ifdef USESHADOWMAPVSDCT\n"
2362 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2363 "#else\n"
2364 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2365 "#endif\n"
2366 "{\n"
2367 "#ifdef USESHADOWMAPVSDCT\n"
2368 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2369 "#else\n"
2370 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2371 "#endif\n"
2372 "       float f;\n"
2373 "\n"
2374 "#  ifdef USESHADOWSAMPLER\n"
2375 "#    ifdef USESHADOWMAPPCF\n"
2376 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2377 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2378 "       f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2379 "#    else\n"
2380 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2381 "#    endif\n"
2382 "#  else\n"
2383 "#    ifdef USESHADOWMAPPCF\n"
2384 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2385 "#      ifdef GL_ARB_texture_gather\n"
2386 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2387 "#      else\n"
2388 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2389 "#      endif\n"
2390 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2391 "#      if USESHADOWMAPPCF > 1\n"
2392 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2393 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2394 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2395 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2396 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2397 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2398 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2399 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2400 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2401 "       float4 locols = float4(group1.ab, group3.ab);\n"
2402 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2403 "       locols.yz += group2.ab;\n"
2404 "       hicols.yz += group8.rg;\n"
2405 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2406 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2407 "                               lerp(locols, hicols, offset.y);\n"
2408 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2409 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2410 "       f = dot(cols, float4(1.0/25.0));\n"
2411 "#      else\n"
2412 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2413 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2414 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2415 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2416 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2417 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2418 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2419 "#      endif\n"
2420 "#     else\n"
2421 "#      ifdef GL_EXT_gpu_shader4\n"
2422 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2423 "#      else\n"
2424 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2425 "#      endif\n"
2426 "#      if USESHADOWMAPPCF > 1\n"
2427 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2428 "       center *= ShadowMap_TextureScale;\n"
2429 "       float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2430 "       float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2431 "       float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2432 "       float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2433 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2434 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2435 "#      else\n"
2436 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2437 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2438 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2439 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2440 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2441 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2442 "#      endif\n"
2443 "#     endif\n"
2444 "#    else\n"
2445 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2446 "#    endif\n"
2447 "#  endif\n"
2448 "#  ifdef USESHADOWMAPORTHO\n"
2449 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2450 "#  else\n"
2451 "       return f;\n"
2452 "#  endif\n"
2453 "}\n"
2454 "# endif\n"
2455 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2456 "#endif // FRAGMENT_SHADER\n"
2457 "\n"
2458 "\n"
2459 "\n"
2460 "\n"
2461 "#ifdef MODE_DEFERREDGEOMETRY\n"
2462 "#ifdef VERTEX_SHADER\n"
2463 "void main\n"
2464 "(\n"
2465 "float4 gl_Vertex : POSITION,\n"
2466 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 "float4 gl_Color : COLOR0,\n"
2469 "#endif\n"
2470 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2471 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2472 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2473 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2474 "uniform float4x4 TexMatrix : register(c0),\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2476 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2477 "#endif\n"
2478 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2479 "#ifdef USEOFFSETMAPPING\n"
2480 "uniform float3 EyePosition : register(c24),\n"
2481 "#endif\n"
2482 "out float4 gl_Position : POSITION,\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "out float4 gl_FrontColor : COLOR,\n"
2485 "#endif\n"
2486 "out float4 TexCoordBoth : TEXCOORD0,\n"
2487 "#ifdef USEOFFSETMAPPING\n"
2488 "out float3 EyeVector : TEXCOORD2,\n"
2489 "#endif\n"
2490 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2491 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2492 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2493 ")\n"
2494 "{\n"
2495 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 "#ifdef HLSL\n"
2498 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2499 "#else\n"
2500 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2501 "#endif\n"
2502 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2503 "#endif\n"
2504 "\n"
2505 "       // transform unnormalized eye direction into tangent space\n"
2506 "#ifdef USEOFFSETMAPPING\n"
2507 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2508 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2509 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2510 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2511 "#endif\n"
2512 "\n"
2513 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2514 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2515 "       VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2516 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2517 "       VectorR.w = gl_Position.z;\n"
2518 "}\n"
2519 "#endif // VERTEX_SHADER\n"
2520 "\n"
2521 "#ifdef FRAGMENT_SHADER\n"
2522 "void main\n"
2523 "(\n"
2524 "float4 TexCoordBoth : TEXCOORD0,\n"
2525 "float3 EyeVector : TEXCOORD2,\n"
2526 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2527 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2528 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2529 "uniform sampler Texture_Normal : register(s0),\n"
2530 "#ifdef USEALPHAKILL\n"
2531 "uniform sampler Texture_Color : register(s1),\n"
2532 "#endif\n"
2533 "uniform sampler Texture_Gloss : register(s2),\n"
2534 "#ifdef USEVERTEXTEXTUREBLEND\n"
2535 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2536 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2537 "#endif\n"
2538 "#ifdef USEOFFSETMAPPING\n"
2539 "uniform float OffsetMapping_Scale : register(c24),\n"
2540 "#endif\n"
2541 "uniform half SpecularPower : register(c36),\n"
2542 "#ifdef HLSL\n"
2543 "out float4 gl_FragData0 : COLOR0,\n"
2544 "out float4 gl_FragData1 : COLOR1\n"
2545 "#else\n"
2546 "out float4 gl_FragColor : COLOR\n"
2547 "#endif\n"
2548 ")\n"
2549 "{\n"
2550 "       float2 TexCoord = TexCoordBoth.xy;\n"
2551 "#ifdef USEOFFSETMAPPING\n"
2552 "       // apply offsetmapping\n"
2553 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2554 "#define TexCoord TexCoordOffset\n"
2555 "#endif\n"
2556 "\n"
2557 "#ifdef USEALPHAKILL\n"
2558 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2559 "               discard;\n"
2560 "#endif\n"
2561 "\n"
2562 "#ifdef USEVERTEXTEXTUREBLEND\n"
2563 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2564 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2565 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2566 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2567 "#endif\n"
2568 "\n"
2569 "#ifdef USEVERTEXTEXTUREBLEND\n"
2570 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2571 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2572 "#else\n"
2573 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2574 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2575 "#endif\n"
2576 "\n"
2577 "#ifdef HLSL\n"
2578 "       gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2579 "       float Depth = VectorR.w / 256.0;\n"
2580 "       float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2581 "//     float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2582 "       depthcolor.yz -= floor(depthcolor.yz);\n"
2583 "       gl_FragData1 = depthcolor;\n"
2584 "#else\n"
2585 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2586 "#endif\n"
2587 "}\n"
2588 "#endif // FRAGMENT_SHADER\n"
2589 "#else // !MODE_DEFERREDGEOMETRY\n"
2590 "\n"
2591 "\n"
2592 "\n"
2593 "\n"
2594 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2595 "#ifdef VERTEX_SHADER\n"
2596 "void main\n"
2597 "(\n"
2598 "float4 gl_Vertex : POSITION,\n"
2599 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2600 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2601 "out float4 gl_Position : POSITION,\n"
2602 "out float4 ModelViewPosition : TEXCOORD0\n"
2603 ")\n"
2604 "{\n"
2605 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2606 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2607 "}\n"
2608 "#endif // VERTEX_SHADER\n"
2609 "\n"
2610 "#ifdef FRAGMENT_SHADER\n"
2611 "void main\n"
2612 "(\n"
2613 "#ifdef HLSL\n"
2614 "float2 Pixel : VPOS,\n"
2615 "#else\n"
2616 "float2 Pixel : WPOS,\n"
2617 "#endif\n"
2618 "float4 ModelViewPosition : TEXCOORD0,\n"
2619 "uniform float4x4 ViewToLight : register(c44),\n"
2620 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2621 "uniform float3 LightPosition : register(c23),\n"
2622 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2623 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2624 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2625 "#ifdef USESPECULAR\n"
2626 "uniform half3 DeferredColor_Specular : register(c11),\n"
2627 "uniform half SpecularPower : register(c36),\n"
2628 "#endif\n"
2629 "uniform sampler Texture_Attenuation : register(s9),\n"
2630 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2631 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2632 "\n"
2633 "#ifdef USECUBEFILTER\n"
2634 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2635 "#endif\n"
2636 "\n"
2637 "#ifdef USESHADOWMAP2D\n"
2638 "# ifdef USESHADOWSAMPLER\n"
2639 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2640 "# else\n"
2641 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2642 "# endif\n"
2643 "#endif\n"
2644 "\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2647 "#endif\n"
2648 "\n"
2649 "#if defined(USESHADOWMAP2D)\n"
2650 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2651 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2652 "#endif\n"
2653 "\n"
2654 "out float4 gl_FragData0 : COLOR0,\n"
2655 "out float4 gl_FragData1 : COLOR1\n"
2656 ")\n"
2657 "{\n"
2658 "       // calculate viewspace pixel position\n"
2659 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2660 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2661 "       float3 position;\n"
2662 "#ifdef HLSL\n"
2663 "       position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2664 "#else\n"
2665 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2666 "#endif\n"
2667 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2668 "       // decode viewspace pixel normal\n"
2669 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2670 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2671 "       // surfacenormal = pixel normal in viewspace\n"
2672 "       // LightVector = pixel to light in viewspace\n"
2673 "       // CubeVector = position in lightspace\n"
2674 "       // eyevector = pixel to view in viewspace\n"
2675 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2676 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2677 "#ifdef USEDIFFUSE\n"
2678 "       // calculate diffuse shading\n"
2679 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2680 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2681 "#endif\n"
2682 "#ifdef USESPECULAR\n"
2683 "       // calculate directional shading\n"
2684 "       float3 eyevector = position * -1.0;\n"
2685 "#  ifdef USEEXACTSPECULARMATH\n"
2686 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2687 "#  else\n"
2688 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2689 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2690 "#  endif\n"
2691 "#endif\n"
2692 "\n"
2693 "#if defined(USESHADOWMAP2D)\n"
2694 "       fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2695 "#ifdef USESHADOWMAPVSDCT\n"
2696 ", Texture_CubeProjection\n"
2697 "#endif\n"
2698 "       ));\n"
2699 "#endif\n"
2700 "\n"
2701 "#ifdef USEDIFFUSE\n"
2702 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2703 "#else\n"
2704 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2705 "#endif\n"
2706 "#ifdef USESPECULAR\n"
2707 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2708 "#else\n"
2709 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2710 "#endif\n"
2711 "\n"
2712 "# ifdef USECUBEFILTER\n"
2713 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2714 "       gl_FragData0.rgb *= cubecolor;\n"
2715 "       gl_FragData1.rgb *= cubecolor;\n"
2716 "# endif\n"
2717 "}\n"
2718 "#endif // FRAGMENT_SHADER\n"
2719 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2720 "\n"
2721 "\n"
2722 "\n"
2723 "\n"
2724 "#ifdef VERTEX_SHADER\n"
2725 "void main\n"
2726 "(\n"
2727 "float4 gl_Vertex : POSITION,\n"
2728 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2729 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2730 "float4 gl_Color : COLOR0,\n"
2731 "#endif\n"
2732 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2733 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2734 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2735 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2736 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2737 "\n"
2738 "uniform float3 EyePosition : register(c24),\n"
2739 "uniform float4x4 TexMatrix : register(c0),\n"
2740 "#ifdef USEVERTEXTEXTUREBLEND\n"
2741 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2742 "#endif\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "uniform float4x4 ModelToLight : register(c20),\n"
2745 "#endif\n"
2746 "#ifdef MODE_LIGHTSOURCE\n"
2747 "uniform float3 LightPosition : register(c27),\n"
2748 "#endif\n"
2749 "#ifdef MODE_LIGHTDIRECTION\n"
2750 "uniform float3 LightDir : register(c26),\n"
2751 "#endif\n"
2752 "uniform float4 FogPlane : register(c25),\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "uniform float3 LightPosition : register(c27),\n"
2755 "#endif\n"
2756 "#ifdef USESHADOWMAPORTHO\n"
2757 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2758 "#endif\n"
2759 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2760 "out float4 gl_FrontColor : COLOR,\n"
2761 "#endif\n"
2762 "out float4 TexCoordBoth : TEXCOORD0,\n"
2763 "#ifdef USELIGHTMAP\n"
2764 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2765 "#endif\n"
2766 "#ifdef USEEYEVECTOR\n"
2767 "out float3 EyeVector : TEXCOORD2,\n"
2768 "#endif\n"
2769 "#ifdef USEREFLECTION\n"
2770 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2771 "#endif\n"
2772 "#ifdef USEFOG\n"
2773 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2774 "#endif\n"
2775 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2776 "out float3 LightVector : TEXCOORD1,\n"
2777 "#endif\n"
2778 "#ifdef MODE_LIGHTSOURCE\n"
2779 "out float3 CubeVector : TEXCOORD3,\n"
2780 "#endif\n"
2781 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2782 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2783 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2784 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2785 "#endif\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2788 "#endif\n"
2789 "out float4 gl_Position : POSITION\n"
2790 ")\n"
2791 "{\n"
2792 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2793 "#ifdef HLSL\n"
2794 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2795 "#else\n"
2796 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2797 "#endif\n"
2798 "#endif\n"
2799 "       // copy the surface texcoord\n"
2800 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2803 "#endif\n"
2804 "#ifdef USELIGHTMAP\n"
2805 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2806 "#endif\n"
2807 "\n"
2808 "#ifdef MODE_LIGHTSOURCE\n"
2809 "       // transform vertex position into light attenuation/cubemap space\n"
2810 "       // (-1 to +1 across the light box)\n"
2811 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2812 "\n"
2813 "# ifdef USEDIFFUSE\n"
2814 "       // transform unnormalized light direction into tangent space\n"
2815 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2816 "       //  normalize it per pixel)\n"
2817 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2818 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2819 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2820 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2821 "# endif\n"
2822 "#endif\n"
2823 "\n"
2824 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2825 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2826 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2827 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2828 "#endif\n"
2829 "\n"
2830 "       // transform unnormalized eye direction into tangent space\n"
2831 "#ifdef USEEYEVECTOR\n"
2832 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2833 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2834 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2835 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2836 "#endif\n"
2837 "\n"
2838 "#ifdef USEFOG\n"
2839 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2840 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2841 "#endif\n"
2842 "\n"
2843 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2844 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2845 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2846 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2847 "#endif\n"
2848 "\n"
2849 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2850 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2851 "\n"
2852 "#ifdef USESHADOWMAPORTHO\n"
2853 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2854 "#endif\n"
2855 "\n"
2856 "#ifdef USEREFLECTION\n"
2857 "       ModelViewProjectionPosition = gl_Position;\n"
2858 "#endif\n"
2859 "}\n"
2860 "#endif // VERTEX_SHADER\n"
2861 "\n"
2862 "\n"
2863 "\n"
2864 "\n"
2865 "#ifdef FRAGMENT_SHADER\n"
2866 "void main\n"
2867 "(\n"
2868 "#ifdef USEDEFERREDLIGHTMAP\n"
2869 "#ifdef HLSL\n"
2870 "float2 Pixel : VPOS,\n"
2871 "#else\n"
2872 "float2 Pixel : WPOS,\n"
2873 "#endif\n"
2874 "#endif\n"
2875 "float4 gl_FrontColor : COLOR,\n"
2876 "float4 TexCoordBoth : TEXCOORD0,\n"
2877 "#ifdef USELIGHTMAP\n"
2878 "float2 TexCoordLightmap : TEXCOORD1,\n"
2879 "#endif\n"
2880 "#ifdef USEEYEVECTOR\n"
2881 "float3 EyeVector : TEXCOORD2,\n"
2882 "#endif\n"
2883 "#ifdef USEREFLECTION\n"
2884 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2885 "#endif\n"
2886 "#ifdef USEFOG\n"
2887 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2888 "#endif\n"
2889 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2890 "float3 LightVector : TEXCOORD1,\n"
2891 "#endif\n"
2892 "#ifdef MODE_LIGHTSOURCE\n"
2893 "float3 CubeVector : TEXCOORD3,\n"
2894 "#endif\n"
2895 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2896 "float4 ModelViewPosition : TEXCOORD0,\n"
2897 "#endif\n"
2898 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2899 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2900 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2901 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2902 "#endif\n"
2903 "#ifdef USESHADOWMAPORTHO\n"
2904 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2905 "#endif\n"
2906 "\n"
2907 "uniform sampler Texture_Normal : register(s0),\n"
2908 "uniform sampler Texture_Color : register(s1),\n"
2909 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2910 "uniform sampler Texture_Gloss : register(s2),\n"
2911 "#endif\n"
2912 "#ifdef USEGLOW\n"
2913 "uniform sampler Texture_Glow : register(s3),\n"
2914 "#endif\n"
2915 "#ifdef USEVERTEXTEXTUREBLEND\n"
2916 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2917 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2918 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2919 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2920 "#endif\n"
2921 "#ifdef USEGLOW\n"
2922 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2923 "#endif\n"
2924 "#endif\n"
2925 "#ifdef USECOLORMAPPING\n"
2926 "uniform sampler Texture_Pants : register(s4),\n"
2927 "uniform sampler Texture_Shirt : register(s7),\n"
2928 "#endif\n"
2929 "#ifdef USEFOG\n"
2930 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2931 "uniform sampler Texture_FogMask : register(s8),\n"
2932 "#endif\n"
2933 "#ifdef USELIGHTMAP\n"
2934 "uniform sampler Texture_Lightmap : register(s9),\n"
2935 "#endif\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2937 "uniform sampler Texture_Deluxemap : register(s10),\n"
2938 "#endif\n"
2939 "#ifdef USEREFLECTION\n"
2940 "uniform sampler Texture_Reflection : register(s7),\n"
2941 "#endif\n"
2942 "\n"
2943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2944 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2945 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2946 "#endif\n"
2947 "#ifdef USEDEFERREDLIGHTMAP\n"
2948 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2949 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2950 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2951 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2952 "#endif\n"
2953 "\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform half3 Color_Pants : register(c7),\n"
2956 "uniform half3 Color_Shirt : register(c8),\n"
2957 "#endif\n"
2958 "#ifdef USEFOG\n"
2959 "uniform float3 FogColor : register(c16),\n"
2960 "uniform float FogRangeRecip : register(c20),\n"
2961 "uniform float FogPlaneViewDist : register(c19),\n"
2962 "uniform float FogHeightFade : register(c17),\n"
2963 "#endif\n"
2964 "\n"
2965 "#ifdef USEOFFSETMAPPING\n"
2966 "uniform float OffsetMapping_Scale : register(c24),\n"
2967 "#endif\n"
2968 "\n"
2969 "#ifdef USEDEFERREDLIGHTMAP\n"
2970 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2971 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2972 "uniform half3 DeferredMod_Specular : register(c13),\n"
2973 "#endif\n"
2974 "uniform half3 Color_Ambient : register(c3),\n"
2975 "uniform half3 Color_Diffuse : register(c4),\n"
2976 "uniform half3 Color_Specular : register(c5),\n"
2977 "uniform half SpecularPower : register(c36),\n"
2978 "#ifdef USEGLOW\n"
2979 "uniform half3 Color_Glow : register(c6),\n"
2980 "#endif\n"
2981 "uniform half Alpha : register(c0),\n"
2982 "#ifdef USEREFLECTION\n"
2983 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2984 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2985 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2986 "uniform half4 ReflectColor : register(c26),\n"
2987 "#endif\n"
2988 "#ifdef USEREFLECTCUBE\n"
2989 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2990 "uniform sampler Texture_ReflectMask : register(s5),\n"
2991 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2992 "#endif\n"
2993 "#ifdef MODE_LIGHTDIRECTION\n"
2994 "uniform half3 LightColor : register(c21),\n"
2995 "#endif\n"
2996 "#ifdef MODE_LIGHTSOURCE\n"
2997 "uniform half3 LightColor : register(c21),\n"
2998 "#endif\n"
2999 "\n"
3000 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3001 "uniform sampler Texture_Attenuation : register(s9),\n"
3002 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3003 "#endif\n"
3004 "\n"
3005 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3006 "\n"
3007 "#ifdef USESHADOWMAP2D\n"
3008 "# ifdef USESHADOWSAMPLER\n"
3009 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3010 "# else\n"
3011 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3012 "# endif\n"
3013 "#endif\n"
3014 "\n"
3015 "#ifdef USESHADOWMAPVSDCT\n"
3016 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3017 "#endif\n"
3018 "\n"
3019 "#if defined(USESHADOWMAP2D)\n"
3020 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3021 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3022 "#endif\n"
3023 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3024 "\n"
3025 "out float4 gl_FragColor : COLOR\n"
3026 ")\n"
3027 "{\n"
3028 "       float2 TexCoord = TexCoordBoth.xy;\n"
3029 "#ifdef USEVERTEXTEXTUREBLEND\n"
3030 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3031 "#endif\n"
3032 "#ifdef USEOFFSETMAPPING\n"
3033 "       // apply offsetmapping\n"
3034 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3035 "#define TexCoord TexCoordOffset\n"
3036 "#endif\n"
3037 "\n"
3038 "       // combine the diffuse textures (base, pants, shirt)\n"
3039 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3040 "#ifdef USEALPHAKILL\n"
3041 "       if (color.a < 0.5)\n"
3042 "               discard;\n"
3043 "#endif\n"
3044 "       color.a *= Alpha;\n"
3045 "#ifdef USECOLORMAPPING\n"
3046 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3047 "#endif\n"
3048 "#ifdef USEVERTEXTEXTUREBLEND\n"
3049 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3050 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3051 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3052 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3053 "       color.a = 1.0;\n"
3054 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3055 "#endif\n"
3056 "\n"
3057 "       // get the surface normal\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3060 "#else\n"
3061 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3062 "#endif\n"
3063 "\n"
3064 "       // get the material colors\n"
3065 "       half3 diffusetex = color.rgb;\n"
3066 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3067 "# ifdef USEVERTEXTEXTUREBLEND\n"
3068 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3069 "# else\n"
3070 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3071 "# endif\n"
3072 "#endif\n"
3073 "\n"
3074 "#ifdef USEREFLECTCUBE\n"
3075 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3076 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3077 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3078 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3079 "#endif\n"
3080 "\n"
3081 "\n"
3082 "\n"
3083 "\n"
3084 "#ifdef MODE_LIGHTSOURCE\n"
3085 "       // light source\n"
3086 "#ifdef USEDIFFUSE\n"
3087 "       half3 lightnormal = half3(normalize(LightVector));\n"
3088 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3089 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3090 "#ifdef USESPECULAR\n"
3091 "#ifdef USEEXACTSPECULARMATH\n"
3092 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3093 "#else\n"
3094 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3095 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3096 "#endif\n"
3097 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3098 "#endif\n"
3099 "#else\n"
3100 "       color.rgb = diffusetex * Color_Ambient;\n"
3101 "#endif\n"
3102 "       color.rgb *= LightColor;\n"
3103 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3104 "#if defined(USESHADOWMAP2D)\n"
3105 "       color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3106 "#ifdef USESHADOWMAPVSDCT\n"
3107 ", Texture_CubeProjection\n"
3108 "#endif\n"
3109 "       ));\n"
3110 "\n"
3111 "#endif\n"
3112 "# ifdef USECUBEFILTER\n"
3113 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3114 "# endif\n"
3115 "\n"
3116 "#ifdef USESHADOWMAP2D\n"
3117 "#ifdef USESHADOWMAPVSDCT\n"
3118 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3119 "#else\n"
3120 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3121 "#endif\n"
3122 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3123 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3124 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3125 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3126 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3127 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3128 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3129 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3130 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3131 "//     color.r = half(shadowmaptc.z);\n"
3132 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3133 "//     color.r = half(shadowmaptc.z);\n"
3134 "//     color.r = 1;\n"
3135 "//     color.rgb = abs(CubeVector);\n"
3136 "#endif\n"
3137 "//     color.rgb = half3(1,1,1);\n"
3138 "#endif // MODE_LIGHTSOURCE\n"
3139 "\n"
3140 "\n"
3141 "\n"
3142 "\n"
3143 "#ifdef MODE_LIGHTDIRECTION\n"
3144 "#define SHADING\n"
3145 "#ifdef USEDIFFUSE\n"
3146 "       half3 lightnormal = half3(normalize(LightVector));\n"
3147 "#endif\n"
3148 "#define lightcolor LightColor\n"
3149 "#endif // MODE_LIGHTDIRECTION\n"
3150 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3151 "#define SHADING\n"
3152 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3153 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3154 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3155 "       // convert modelspace light vector to tangentspace\n"
3156 "       half3 lightnormal;\n"
3157 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3158 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3159 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3160 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3161 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3162 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3163 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3164 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3165 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3166 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3167 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3168 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3169 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3170 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3171 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3172 "#define SHADING\n"
3173 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3174 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3175 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3176 "#endif\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "#ifdef MODE_FAKELIGHT\n"
3182 "#define SHADING\n"
3183 "half3 lightnormal = half3(normalize(EyeVector));\n"
3184 "half3 lightcolor = half3(1.0);\n"
3185 "#endif // MODE_FAKELIGHT\n"
3186 "\n"
3187 "\n"
3188 "\n"
3189 "\n"
3190 "#ifdef MODE_LIGHTMAP\n"
3191 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3192 "#endif // MODE_LIGHTMAP\n"
3193 "#ifdef MODE_VERTEXCOLOR\n"
3194 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3195 "#endif // MODE_VERTEXCOLOR\n"
3196 "#ifdef MODE_FLATCOLOR\n"
3197 "       color.rgb = diffusetex * Color_Ambient;\n"
3198 "#endif // MODE_FLATCOLOR\n"
3199 "\n"
3200 "\n"
3201 "\n"
3202 "\n"
3203 "#ifdef SHADING\n"
3204 "# ifdef USEDIFFUSE\n"
3205 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3206 "#  ifdef USESPECULAR\n"
3207 "#   ifdef USEEXACTSPECULARMATH\n"
3208 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3209 "#   else\n"
3210 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3211 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3212 "#   endif\n"
3213 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3214 "#  else\n"
3215 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3216 "#  endif\n"
3217 "# else\n"
3218 "       color.rgb = diffusetex * Color_Ambient;\n"
3219 "# endif\n"
3220 "#endif\n"
3221 "\n"
3222 "#ifdef USESHADOWMAPORTHO\n"
3223 "       color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3224 "#endif\n"
3225 "\n"
3226 "#ifdef USEDEFERREDLIGHTMAP\n"
3227 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3228 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3229 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3230 "//     color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3231 "//     color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3232 "#endif\n"
3233 "\n"
3234 "#ifdef USEGLOW\n"
3235 "#ifdef USEVERTEXTEXTUREBLEND\n"
3236 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3237 "#else\n"
3238 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3239 "#endif\n"
3240 "#endif\n"
3241 "\n"
3242 "#ifdef USEFOG\n"
3243 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3244 "#endif\n"
3245 "\n"
3246 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3247 "#ifdef USEREFLECTION\n"
3248 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3249 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3250 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3251 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3252 "       // FIXME temporary hack to detect the case that the reflection\n"
3253 "       // gets blackened at edges due to leaving the area that contains actual\n"
3254 "       // content.\n"
3255 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3256 "       // 'appening.\n"
3257 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3258 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3259 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3260 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3261 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3262 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3263 "#endif\n"
3264 "\n"
3265 "       gl_FragColor = float4(color);\n"
3266 "}\n"
3267 "#endif // FRAGMENT_SHADER\n"
3268 "\n"
3269 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3270 "#endif // !MODE_DEFERREDGEOMETRY\n"
3271 "#endif // !MODE_WATER\n"
3272 "#endif // !MODE_REFRACTION\n"
3273 "#endif // !MODE_BLOOMBLUR\n"
3274 "#endif // !MODE_GENERIC\n"
3275 "#endif // !MODE_POSTPROCESS\n"
3276 "#endif // !MODE_SHOWDEPTH\n"
3277 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3278 ;
3279
3280 char *glslshaderstring = NULL;
3281 char *cgshaderstring = NULL;
3282 char *hlslshaderstring = NULL;
3283
3284 //=======================================================================================================================================================
3285
3286 typedef struct shaderpermutationinfo_s
3287 {
3288         const char *pretext;
3289         const char *name;
3290 }
3291 shaderpermutationinfo_t;
3292
3293 typedef struct shadermodeinfo_s
3294 {
3295         const char *vertexfilename;
3296         const char *geometryfilename;
3297         const char *fragmentfilename;
3298         const char *pretext;
3299         const char *name;
3300 }
3301 shadermodeinfo_t;
3302
3303 typedef enum shaderpermutation_e
3304 {
3305         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3306         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3307         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3308         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3309         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3310         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3311         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3312         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3313         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3314         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3315         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3316         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3317         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3318         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3319         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3320         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3321         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3322         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3323         SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3324         SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3325         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3326         SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3327         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3328         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3329         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3330         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3331         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3332         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3333         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3334 }
3335 shaderpermutation_t;
3336
3337 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3338 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3339 {
3340         {"#define USEDIFFUSE\n", " diffuse"},
3341         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3342         {"#define USEVIEWTINT\n", " viewtint"},
3343         {"#define USECOLORMAPPING\n", " colormapping"},
3344         {"#define USESATURATION\n", " saturation"},
3345         {"#define USEFOGINSIDE\n", " foginside"},
3346         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3347         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3348         {"#define USEGAMMARAMPS\n", " gammaramps"},
3349         {"#define USECUBEFILTER\n", " cubefilter"},
3350         {"#define USEGLOW\n", " glow"},
3351         {"#define USEBLOOM\n", " bloom"},
3352         {"#define USESPECULAR\n", " specular"},
3353         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3354         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3355         {"#define USEREFLECTION\n", " reflection"},
3356         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3357         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3358         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3359         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3360         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3361         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3362         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3363         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3364         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3365         {"#define USEALPHAKILL\n", " alphakill"},
3366         {"#define USEREFLECTCUBE\n", " reflectcube"},
3367 };
3368
3369 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3370 typedef enum shadermode_e
3371 {
3372         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3373         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3374         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3375         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3376         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3377         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3378         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3379         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3380         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3381         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3382         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3383         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3384         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3385         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3386         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3387         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3388         SHADERMODE_COUNT
3389 }
3390 shadermode_t;
3391
3392 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3393 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3394 {
3395         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3396         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3397         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3398         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3399         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3400         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3401         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3402         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3403         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3404         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3405         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3406         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3407         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3408         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3409         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3410         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3411 };
3412
3413 #ifdef SUPPORTCG
3414 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3415 {
3416         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3417         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3418         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3419         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3420         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3421         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3422         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3423         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3424         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3425         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3426         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3427         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3428         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3429         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3430         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3431         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3432 };
3433 #endif
3434
3435 #ifdef SUPPORTD3D
3436 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3437 {
3438         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3439         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3440         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3441         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3442         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3443         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3444         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3449         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3450         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3453 };
3454 #endif
3455
3456 struct r_glsl_permutation_s;
3457 typedef struct r_glsl_permutation_s
3458 {
3459         /// hash lookup data
3460         struct r_glsl_permutation_s *hashnext;
3461         unsigned int mode;
3462         unsigned int permutation;
3463
3464         /// indicates if we have tried compiling this permutation already
3465         qboolean compiled;
3466         /// 0 if compilation failed
3467         int program;
3468         /// locations of detected uniforms in program object, or -1 if not found
3469         int loc_Texture_First;
3470         int loc_Texture_Second;
3471         int loc_Texture_GammaRamps;
3472         int loc_Texture_Normal;
3473         int loc_Texture_Color;
3474         int loc_Texture_Gloss;
3475         int loc_Texture_Glow;
3476         int loc_Texture_SecondaryNormal;
3477         int loc_Texture_SecondaryColor;
3478         int loc_Texture_SecondaryGloss;
3479         int loc_Texture_SecondaryGlow;
3480         int loc_Texture_Pants;
3481         int loc_Texture_Shirt;
3482         int loc_Texture_FogHeightTexture;
3483         int loc_Texture_FogMask;
3484         int loc_Texture_Lightmap;
3485         int loc_Texture_Deluxemap;
3486         int loc_Texture_Attenuation;
3487         int loc_Texture_Cube;
3488         int loc_Texture_Refraction;
3489         int loc_Texture_Reflection;
3490         int loc_Texture_ShadowMap2D;
3491         int loc_Texture_CubeProjection;
3492         int loc_Texture_ScreenDepth;
3493         int loc_Texture_ScreenNormalMap;
3494         int loc_Texture_ScreenDiffuse;
3495         int loc_Texture_ScreenSpecular;
3496         int loc_Texture_ReflectMask;
3497         int loc_Texture_ReflectCube;
3498         int loc_Alpha;
3499         int loc_BloomBlur_Parameters;
3500         int loc_ClientTime;
3501         int loc_Color_Ambient;
3502         int loc_Color_Diffuse;
3503         int loc_Color_Specular;
3504         int loc_Color_Glow;
3505         int loc_Color_Pants;
3506         int loc_Color_Shirt;
3507         int loc_DeferredColor_Ambient;
3508         int loc_DeferredColor_Diffuse;
3509         int loc_DeferredColor_Specular;
3510         int loc_DeferredMod_Diffuse;
3511         int loc_DeferredMod_Specular;
3512         int loc_DistortScaleRefractReflect;
3513         int loc_EyePosition;
3514         int loc_FogColor;
3515         int loc_FogHeightFade;
3516         int loc_FogPlane;
3517         int loc_FogPlaneViewDist;
3518         int loc_FogRangeRecip;
3519         int loc_LightColor;
3520         int loc_LightDir;
3521         int loc_LightPosition;
3522         int loc_OffsetMapping_Scale;
3523         int loc_PixelSize;
3524         int loc_ReflectColor;
3525         int loc_ReflectFactor;
3526         int loc_ReflectOffset;
3527         int loc_RefractColor;
3528         int loc_Saturation;
3529         int loc_ScreenCenterRefractReflect;
3530         int loc_ScreenScaleRefractReflect;
3531         int loc_ScreenToDepth;
3532         int loc_ShadowMap_Parameters;
3533         int loc_ShadowMap_TextureScale;
3534         int loc_SpecularPower;
3535         int loc_UserVec1;
3536         int loc_UserVec2;
3537         int loc_UserVec3;
3538         int loc_UserVec4;
3539         int loc_ViewTintColor;
3540         int loc_ViewToLight;
3541         int loc_ModelToLight;
3542         int loc_TexMatrix;
3543         int loc_BackgroundTexMatrix;
3544         int loc_ModelViewProjectionMatrix;
3545         int loc_ModelViewMatrix;
3546         int loc_PixelToScreenTexCoord;
3547         int loc_ModelToReflectCube;
3548         int loc_ShadowMapMatrix;
3549         int loc_BloomColorSubtract;
3550 }
3551 r_glsl_permutation_t;
3552
3553 #define SHADERPERMUTATION_HASHSIZE 256
3554
3555 /// information about each possible shader permutation
3556 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3557 /// currently selected permutation
3558 r_glsl_permutation_t *r_glsl_permutation;
3559 /// storage for permutations linked in the hash table
3560 memexpandablearray_t r_glsl_permutationarray;
3561
3562 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3563 {
3564         //unsigned int hashdepth = 0;
3565         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3566         r_glsl_permutation_t *p;
3567         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3568         {
3569                 if (p->mode == mode && p->permutation == permutation)
3570                 {
3571                         //if (hashdepth > 10)
3572                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3573                         return p;
3574                 }
3575                 //hashdepth++;
3576         }
3577         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3578         p->mode = mode;
3579         p->permutation = permutation;
3580         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3581         r_glsl_permutationhash[mode][hashindex] = p;
3582         //if (hashdepth > 10)
3583         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3584         return p;
3585 }
3586
3587 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3588 {
3589         char *shaderstring;
3590         if (!filename || !filename[0])
3591                 return NULL;
3592         if (!strcmp(filename, "glsl/default.glsl"))
3593         {
3594                 if (!glslshaderstring)
3595                 {
3596                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3597                         if (glslshaderstring)
3598                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3599                         else
3600                                 glslshaderstring = (char *)builtinshaderstring;
3601                 }
3602                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3603                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3604                 return shaderstring;
3605         }
3606         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3607         if (shaderstring)
3608         {
3609                 if (printfromdisknotice)
3610                         Con_DPrintf("from disk %s... ", filename);
3611                 return shaderstring;
3612         }
3613         return shaderstring;
3614 }
3615
3616 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3617 {
3618         int i;
3619         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3620         int vertstrings_count = 0;
3621         int geomstrings_count = 0;
3622         int fragstrings_count = 0;
3623         char *vertexstring, *geometrystring, *fragmentstring;
3624         const char *vertstrings_list[32+3];
3625         const char *geomstrings_list[32+3];
3626         const char *fragstrings_list[32+3];
3627         char permutationname[256];
3628
3629         if (p->compiled)
3630                 return;
3631         p->compiled = true;
3632         p->program = 0;
3633
3634         permutationname[0] = 0;
3635         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3636         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3637         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3638
3639         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3640
3641         // the first pretext is which type of shader to compile as
3642         // (later these will all be bound together as a program object)
3643         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3644         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3645         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3646
3647         // the second pretext is the mode (for example a light source)
3648         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3649         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3650         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3651         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3652
3653         // now add all the permutation pretexts
3654         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3655         {
3656                 if (permutation & (1<<i))
3657                 {
3658                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3659                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3660                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3661                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3662                 }
3663                 else
3664                 {
3665                         // keep line numbers correct
3666                         vertstrings_list[vertstrings_count++] = "\n";
3667                         geomstrings_list[geomstrings_count++] = "\n";
3668                         fragstrings_list[fragstrings_count++] = "\n";
3669                 }
3670         }
3671
3672         // now append the shader text itself
3673         vertstrings_list[vertstrings_count++] = vertexstring;
3674         geomstrings_list[geomstrings_count++] = geometrystring;
3675         fragstrings_list[fragstrings_count++] = fragmentstring;
3676
3677         // if any sources were NULL, clear the respective list
3678         if (!vertexstring)
3679                 vertstrings_count = 0;
3680         if (!geometrystring)
3681                 geomstrings_count = 0;
3682         if (!fragmentstring)
3683                 fragstrings_count = 0;
3684
3685         // compile the shader program
3686         if (vertstrings_count + geomstrings_count + fragstrings_count)
3687                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3688         if (p->program)
3689         {
3690                 CHECKGLERROR
3691                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3692                 // look up all the uniform variable names we care about, so we don't
3693                 // have to look them up every time we set them
3694
3695                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3696                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3697                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3698                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3699                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3700                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3701                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3702                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3703                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3704                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3705                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3706                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3707                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3708                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3709                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3710                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3711                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3712                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3713                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3714                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3715                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3716                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3717                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3718                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3719                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3720                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3721                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3722                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3723                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3724                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3725                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3726                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3727                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3728                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3729                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3730                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3731                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3732                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3733                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3734                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3735                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3736                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3737                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3738                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3739                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3740                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3741                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3742                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3743                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3744                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3745                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3746                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3747                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3748                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3749                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3750                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3751                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3752                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3753                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3754                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3755                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3756                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3757                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3758                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3759                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3760                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3761                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3762                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3763                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3764                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3765                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3766                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3767                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3768                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3769                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3770                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3771                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3772                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3773                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3774                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3775                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3776                 // initialize the samplers to refer to the texture units we use
3777                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3778                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3779                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3780                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3781                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3782                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3783                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3784                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3785                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3786                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3787                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3788                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3789                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3790                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3791                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3792                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3793                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3794                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3795                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3796                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3797                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3798                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3799                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3800                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3801                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3802                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3803                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3804                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3805                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3806                 CHECKGLERROR
3807                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3808         }
3809         else
3810                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3811
3812         // free the strings
3813         if (vertexstring)
3814                 Mem_Free(vertexstring);
3815         if (geometrystring)
3816                 Mem_Free(geometrystring);
3817         if (fragmentstring)
3818                 Mem_Free(fragmentstring);
3819 }
3820
3821 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3822 {
3823         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3824         if (r_glsl_permutation != perm)
3825         {
3826                 r_glsl_permutation = perm;
3827                 if (!r_glsl_permutation->program)
3828                 {
3829                         if (!r_glsl_permutation->compiled)
3830                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3831                         if (!r_glsl_permutation->program)
3832                         {
3833                                 // remove features until we find a valid permutation
3834                                 int i;
3835                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3836                                 {
3837                                         // reduce i more quickly whenever it would not remove any bits
3838                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3839                                         if (!(permutation & j))
3840                                                 continue;
3841                                         permutation -= j;
3842                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3843                                         if (!r_glsl_permutation->compiled)
3844                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3845                                         if (r_glsl_permutation->program)
3846                                                 break;
3847                                 }
3848                                 if (i >= SHADERPERMUTATION_COUNT)
3849                                 {
3850                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3851                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3852                                         qglUseProgramObjectARB(0);CHECKGLERROR
3853                                         return; // no bit left to clear, entire mode is broken
3854                                 }
3855                         }
3856                 }
3857                 CHECKGLERROR
3858                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3859         }
3860         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3861         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3862         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3863 }
3864
3865 #ifdef SUPPORTCG
3866 #include <Cg/cgGL.h>
3867 struct r_cg_permutation_s;
3868 typedef struct r_cg_permutation_s
3869 {
3870         /// hash lookup data
3871         struct r_cg_permutation_s *hashnext;
3872         unsigned int mode;
3873         unsigned int permutation;
3874
3875         /// indicates if we have tried compiling this permutation already
3876         qboolean compiled;
3877         /// 0 if compilation failed
3878         CGprogram vprogram;
3879         CGprogram fprogram;
3880         /// locations of detected parameters in programs, or NULL if not found
3881         CGparameter vp_EyePosition;
3882         CGparameter vp_FogPlane;
3883         CGparameter vp_LightDir;
3884         CGparameter vp_LightPosition;
3885         CGparameter vp_ModelToLight;
3886         CGparameter vp_TexMatrix;
3887         CGparameter vp_BackgroundTexMatrix;
3888         CGparameter vp_ModelViewProjectionMatrix;
3889         CGparameter vp_ModelViewMatrix;
3890         CGparameter vp_ShadowMapMatrix;
3891
3892         CGparameter fp_Texture_First;
3893         CGparameter fp_Texture_Second;
3894         CGparameter fp_Texture_GammaRamps;
3895         CGparameter fp_Texture_Normal;
3896         CGparameter fp_Texture_Color;
3897         CGparameter fp_Texture_Gloss;
3898         CGparameter fp_Texture_Glow;
3899         CGparameter fp_Texture_SecondaryNormal;
3900         CGparameter fp_Texture_SecondaryColor;
3901         CGparameter fp_Texture_SecondaryGloss;
3902         CGparameter fp_Texture_SecondaryGlow;
3903         CGparameter fp_Texture_Pants;
3904         CGparameter fp_Texture_Shirt;
3905         CGparameter fp_Texture_FogHeightTexture;
3906         CGparameter fp_Texture_FogMask;
3907         CGparameter fp_Texture_Lightmap;
3908         CGparameter fp_Texture_Deluxemap;
3909         CGparameter fp_Texture_Attenuation;
3910         CGparameter fp_Texture_Cube;
3911         CGparameter fp_Texture_Refraction;
3912         CGparameter fp_Texture_Reflection;
3913         CGparameter fp_Texture_ShadowMap2D;
3914         CGparameter fp_Texture_CubeProjection;
3915         CGparameter fp_Texture_ScreenDepth;
3916         CGparameter fp_Texture_ScreenNormalMap;
3917         CGparameter fp_Texture_ScreenDiffuse;
3918         CGparameter fp_Texture_ScreenSpecular;
3919         CGparameter fp_Texture_ReflectMask;
3920         CGparameter fp_Texture_ReflectCube;
3921         CGparameter fp_Alpha;
3922         CGparameter fp_BloomBlur_Parameters;
3923         CGparameter fp_ClientTime;
3924         CGparameter fp_Color_Ambient;
3925         CGparameter fp_Color_Diffuse;
3926         CGparameter fp_Color_Specular;
3927         CGparameter fp_Color_Glow;
3928         CGparameter fp_Color_Pants;
3929         CGparameter fp_Color_Shirt;
3930         CGparameter fp_DeferredColor_Ambient;
3931         CGparameter fp_DeferredColor_Diffuse;
3932         CGparameter fp_DeferredColor_Specular;
3933         CGparameter fp_DeferredMod_Diffuse;
3934         CGparameter fp_DeferredMod_Specular;
3935         CGparameter fp_DistortScaleRefractReflect;
3936         CGparameter fp_EyePosition;
3937         CGparameter fp_FogColor;
3938         CGparameter fp_FogHeightFade;
3939         CGparameter fp_FogPlane;
3940         CGparameter fp_FogPlaneViewDist;
3941         CGparameter fp_FogRangeRecip;
3942         CGparameter fp_LightColor;
3943         CGparameter fp_LightDir;
3944         CGparameter fp_LightPosition;
3945         CGparameter fp_OffsetMapping_Scale;
3946         CGparameter fp_PixelSize;
3947         CGparameter fp_ReflectColor;
3948         CGparameter fp_ReflectFactor;
3949         CGparameter fp_ReflectOffset;
3950         CGparameter fp_RefractColor;
3951         CGparameter fp_Saturation;
3952         CGparameter fp_ScreenCenterRefractReflect;
3953         CGparameter fp_ScreenScaleRefractReflect;
3954         CGparameter fp_ScreenToDepth;
3955         CGparameter fp_ShadowMap_Parameters;
3956         CGparameter fp_ShadowMap_TextureScale;
3957         CGparameter fp_SpecularPower;
3958         CGparameter fp_UserVec1;
3959         CGparameter fp_UserVec2;
3960         CGparameter fp_UserVec3;
3961         CGparameter fp_UserVec4;
3962         CGparameter fp_ViewTintColor;
3963         CGparameter fp_ViewToLight;
3964         CGparameter fp_PixelToScreenTexCoord;
3965         CGparameter fp_ModelToReflectCube;
3966         CGparameter fp_BloomColorSubtract;
3967 }
3968 r_cg_permutation_t;
3969
3970 /// information about each possible shader permutation
3971 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3972 /// currently selected permutation
3973 r_cg_permutation_t *r_cg_permutation;
3974 /// storage for permutations linked in the hash table
3975 memexpandablearray_t r_cg_permutationarray;
3976
3977 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3978
3979 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3980 {
3981         //unsigned int hashdepth = 0;
3982         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3983         r_cg_permutation_t *p;
3984         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3985         {
3986                 if (p->mode == mode && p->permutation == permutation)
3987                 {
3988                         //if (hashdepth > 10)
3989                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3990                         return p;
3991                 }
3992                 //hashdepth++;
3993         }
3994         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3995         p->mode = mode;
3996         p->permutation = permutation;
3997         p->hashnext = r_cg_permutationhash[mode][hashindex];
3998         r_cg_permutationhash[mode][hashindex] = p;
3999         //if (hashdepth > 10)
4000         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4001         return p;
4002 }
4003
4004 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4005 {
4006         char *shaderstring;
4007         if (!filename || !filename[0])
4008                 return NULL;
4009         if (!strcmp(filename, "cg/default.cg"))
4010         {
4011                 if (!cgshaderstring)
4012                 {
4013                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4014                         if (cgshaderstring)
4015                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4016                         else
4017                                 cgshaderstring = (char *)builtincgshaderstring;
4018                 }
4019                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4020                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4021                 return shaderstring;
4022         }
4023         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4024         if (shaderstring)
4025         {
4026                 if (printfromdisknotice)
4027                         Con_DPrintf("from disk %s... ", filename);
4028                 return shaderstring;
4029         }
4030         return shaderstring;
4031 }
4032
4033 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4034 {
4035         // TODO: load or create .fp and .vp shader files
4036 }
4037
4038 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4039 {
4040         int i;
4041         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4042         int vertstrings_count = 0, vertstring_length = 0;
4043         int geomstrings_count = 0, geomstring_length = 0;
4044         int fragstrings_count = 0, fragstring_length = 0;
4045         char *t;
4046         char *vertexstring, *geometrystring, *fragmentstring;
4047         char *vertstring, *geomstring, *fragstring;
4048         const char *vertstrings_list[32+3];
4049         const char *geomstrings_list[32+3];
4050         const char *fragstrings_list[32+3];
4051         char permutationname[256];
4052         char cachename[256];
4053         CGprofile vertexProfile;
4054         CGprofile fragmentProfile;
4055
4056         if (p->compiled)
4057                 return;
4058         p->compiled = true;
4059         p->vprogram = NULL;
4060         p->fprogram = NULL;
4061
4062         permutationname[0] = 0;
4063         cachename[0] = 0;
4064         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4065         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4066         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4067
4068         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4069         strlcat(cachename, "cg/", sizeof(cachename));
4070
4071         // the first pretext is which type of shader to compile as
4072         // (later these will all be bound together as a program object)
4073         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4074         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4075         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4076
4077         // the second pretext is the mode (for example a light source)
4078         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4079         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4080         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4081         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4082         strlcat(cachename, modeinfo->name, sizeof(cachename));
4083
4084         // now add all the permutation pretexts
4085         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4086         {
4087                 if (permutation & (1<<i))
4088                 {
4089                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4090                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4091                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4092                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4093                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4094                 }
4095                 else
4096                 {
4097                         // keep line numbers correct
4098                         vertstrings_list[vertstrings_count++] = "\n";
4099                         geomstrings_list[geomstrings_count++] = "\n";
4100                         fragstrings_list[fragstrings_count++] = "\n";
4101                 }
4102         }
4103
4104         // replace spaces in the cachename with _ characters
4105         for (i = 0;cachename[i];i++)
4106                 if (cachename[i] == ' ')
4107                         cachename[i] = '_';
4108
4109         // now append the shader text itself
4110         vertstrings_list[vertstrings_count++] = vertexstring;
4111         geomstrings_list[geomstrings_count++] = geometrystring;
4112         fragstrings_list[fragstrings_count++] = fragmentstring;
4113
4114         // if any sources were NULL, clear the respective list
4115         if (!vertexstring)
4116                 vertstrings_count = 0;
4117         if (!geometrystring)
4118                 geomstrings_count = 0;
4119         if (!fragmentstring)
4120                 fragstrings_count = 0;
4121
4122         vertstring_length = 0;
4123         for (i = 0;i < vertstrings_count;i++)
4124                 vertstring_length += strlen(vertstrings_list[i]);
4125         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4126         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4127                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4128
4129         geomstring_length = 0;
4130         for (i = 0;i < geomstrings_count;i++)
4131                 geomstring_length += strlen(geomstrings_list[i]);
4132         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4133         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4134                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4135
4136         fragstring_length = 0;
4137         for (i = 0;i < fragstrings_count;i++)
4138                 fragstring_length += strlen(fragstrings_list[i]);
4139         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4140         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4141                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4142
4143         CHECKGLERROR
4144         CHECKCGERROR
4145         //vertexProfile = CG_PROFILE_ARBVP1;
4146         //fragmentProfile = CG_PROFILE_ARBFP1;
4147         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4148         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4149         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4150         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4151         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4152         CHECKGLERROR
4153
4154         // try to load the cached shader, or generate one
4155         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4156
4157         // if caching failed, do a dynamic compile for now
4158         CHECKCGERROR
4159         if (vertstring[0] && !p->vprogram)
4160                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4161         CHECKCGERROR
4162         if (fragstring[0] && !p->fprogram)
4163                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4164         CHECKCGERROR
4165
4166         // look up all the uniform variable names we care about, so we don't
4167         // have to look them up every time we set them
4168         if (p->vprogram)
4169         {
4170                 CHECKCGERROR
4171                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4172                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4173                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4174                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4175                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4176                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4177                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4178                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4179                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4180                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4181                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4182                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4183                 CHECKCGERROR
4184         }
4185         if (p->fprogram)
4186         {
4187                 CHECKCGERROR
4188                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4189                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4190                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4191                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4192                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4193                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4194                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4195                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4196                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4197                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4198                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4199                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4200                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4201                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4202                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4203                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4204                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4205                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4206                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4207                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4208                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4209                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4210                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4211                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4212                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4213                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4214                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4215                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4216                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4217                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4218                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4219                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4220                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4221                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4222                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4223                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4224                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4225                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4226                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4227                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4228                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4229                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4230                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4231                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4232                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4233                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4234                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4235                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4236                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4237                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4238                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4239                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4240                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4241                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4242                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4243                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4244                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4245                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4246                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4247                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4248                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4249                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4250                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4251                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4252                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4253                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4254                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4255                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4256                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4257                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4258                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4259                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4260                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4261                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4262                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4263                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4264                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4265                 CHECKCGERROR
4266         }
4267
4268         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4269                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4270         else
4271                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4272
4273         // free the strings
4274         if (vertstring)
4275                 Mem_Free(vertstring);
4276         if (geomstring)
4277                 Mem_Free(geomstring);
4278         if (fragstring)
4279                 Mem_Free(fragstring);
4280         if (vertexstring)
4281                 Mem_Free(vertexstring);
4282         if (geometrystring)
4283                 Mem_Free(geometrystring);
4284         if (fragmentstring)
4285                 Mem_Free(fragmentstring);
4286 }
4287
4288 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4289 {
4290         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4291         CHECKGLERROR
4292         CHECKCGERROR
4293         if (r_cg_permutation != perm)
4294         {
4295                 r_cg_permutation = perm;
4296                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4297                 {
4298                         if (!r_cg_permutation->compiled)
4299                                 R_CG_CompilePermutation(perm, mode, permutation);
4300                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4301                         {
4302                                 // remove features until we find a valid permutation
4303                                 int i;
4304                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305                                 {
4306                                         // reduce i more quickly whenever it would not remove any bits
4307                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4308                                         if (!(permutation & j))
4309                                                 continue;
4310                                         permutation -= j;
4311                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4312                                         if (!r_cg_permutation->compiled)
4313                                                 R_CG_CompilePermutation(perm, mode, permutation);
4314                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4315                                                 break;
4316                                 }
4317                                 if (i >= SHADERPERMUTATION_COUNT)
4318                                 {
4319                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4320                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4321                                         return; // no bit left to clear, entire mode is broken
4322                                 }
4323                         }
4324                 }
4325                 CHECKGLERROR
4326                 CHECKCGERROR
4327                 if (r_cg_permutation->vprogram)
4328                 {
4329                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4330                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4331                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4332                 }
4333                 else
4334                 {
4335                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4336                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4337                 }
4338                 if (r_cg_permutation->fprogram)
4339                 {
4340                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4341                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4342                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4343                 }
4344                 else
4345                 {
4346                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4347                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4348                 }
4349         }
4350         CHECKCGERROR
4351         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4352         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4353         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4354 }
4355
4356 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4357 {
4358         cgGLSetTextureParameter(param, R_GetTexture(tex));
4359         cgGLEnableTextureParameter(param);
4360 }
4361 #endif
4362
4363 #ifdef SUPPORTD3D
4364
4365 #ifdef SUPPORTD3D
4366 #include <d3d9.h>
4367 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4368 extern D3DCAPS9 vid_d3d9caps;
4369 #endif
4370
4371 struct r_hlsl_permutation_s;
4372 typedef struct r_hlsl_permutation_s
4373 {
4374         /// hash lookup data
4375         struct r_hlsl_permutation_s *hashnext;
4376         unsigned int mode;
4377         unsigned int permutation;
4378
4379         /// indicates if we have tried compiling this permutation already
4380         qboolean compiled;
4381         /// NULL if compilation failed
4382         IDirect3DVertexShader9 *vertexshader;
4383         IDirect3DPixelShader9 *pixelshader;
4384 }
4385 r_hlsl_permutation_t;
4386
4387 typedef enum D3DVSREGISTER_e
4388 {
4389         D3DVSREGISTER_TexMatrix = 0, // float4x4
4390         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4391         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4392         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4393         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4394         D3DVSREGISTER_ModelToLight = 20, // float4x4
4395         D3DVSREGISTER_EyePosition = 24,
4396         D3DVSREGISTER_FogPlane = 25,
4397         D3DVSREGISTER_LightDir = 26,
4398         D3DVSREGISTER_LightPosition = 27,
4399 }
4400 D3DVSREGISTER_t;
4401
4402 typedef enum D3DPSREGISTER_e
4403 {
4404         D3DPSREGISTER_Alpha = 0,
4405         D3DPSREGISTER_BloomBlur_Parameters = 1,
4406         D3DPSREGISTER_ClientTime = 2,
4407         D3DPSREGISTER_Color_Ambient = 3,
4408         D3DPSREGISTER_Color_Diffuse = 4,
4409         D3DPSREGISTER_Color_Specular = 5,
4410         D3DPSREGISTER_Color_Glow = 6,
4411         D3DPSREGISTER_Color_Pants = 7,
4412         D3DPSREGISTER_Color_Shirt = 8,
4413         D3DPSREGISTER_DeferredColor_Ambient = 9,
4414         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4415         D3DPSREGISTER_DeferredColor_Specular = 11,
4416         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4417         D3DPSREGISTER_DeferredMod_Specular = 13,
4418         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4419         D3DPSREGISTER_EyePosition = 15, // unused
4420         D3DPSREGISTER_FogColor = 16,
4421         D3DPSREGISTER_FogHeightFade = 17,
4422         D3DPSREGISTER_FogPlane = 18,
4423         D3DPSREGISTER_FogPlaneViewDist = 19,
4424         D3DPSREGISTER_FogRangeRecip = 20,
4425         D3DPSREGISTER_LightColor = 21,
4426         D3DPSREGISTER_LightDir = 22, // unused
4427         D3DPSREGISTER_LightPosition = 23,
4428         D3DPSREGISTER_OffsetMapping_Scale = 24,
4429         D3DPSREGISTER_PixelSize = 25,
4430         D3DPSREGISTER_ReflectColor = 26,
4431         D3DPSREGISTER_ReflectFactor = 27,
4432         D3DPSREGISTER_ReflectOffset = 28,
4433         D3DPSREGISTER_RefractColor = 29,
4434         D3DPSREGISTER_Saturation = 30,
4435         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4436         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4437         D3DPSREGISTER_ScreenToDepth = 33,
4438         D3DPSREGISTER_ShadowMap_Parameters = 34,
4439         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4440         D3DPSREGISTER_SpecularPower = 36,
4441         D3DPSREGISTER_UserVec1 = 37,
4442         D3DPSREGISTER_UserVec2 = 38,
4443         D3DPSREGISTER_UserVec3 = 39,
4444         D3DPSREGISTER_UserVec4 = 40,
4445         D3DPSREGISTER_ViewTintColor = 41,
4446         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4447         D3DPSREGISTER_BloomColorSubtract = 43,
4448         D3DPSREGISTER_ViewToLight = 44, // float4x4
4449         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4450         // next at 52
4451 }
4452 D3DPSREGISTER_t;
4453
4454 /// information about each possible shader permutation
4455 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4456 /// currently selected permutation
4457 r_hlsl_permutation_t *r_hlsl_permutation;
4458 /// storage for permutations linked in the hash table
4459 memexpandablearray_t r_hlsl_permutationarray;
4460
4461 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4462 {
4463         //unsigned int hashdepth = 0;
4464         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4465         r_hlsl_permutation_t *p;
4466         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4467         {
4468                 if (p->mode == mode && p->permutation == permutation)
4469                 {
4470                         //if (hashdepth > 10)
4471                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4472                         return p;
4473                 }
4474                 //hashdepth++;
4475         }
4476         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4477         p->mode = mode;
4478         p->permutation = permutation;
4479         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4480         r_hlsl_permutationhash[mode][hashindex] = p;
4481         //if (hashdepth > 10)
4482         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4483         return p;
4484 }
4485
4486 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4487 {
4488         char *shaderstring;
4489         if (!filename || !filename[0])
4490                 return NULL;
4491         if (!strcmp(filename, "hlsl/default.hlsl"))
4492         {
4493                 if (!hlslshaderstring)
4494                 {
4495                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4496                         if (hlslshaderstring)
4497                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4498                         else
4499                                 hlslshaderstring = (char *)builtincgshaderstring;
4500                 }
4501                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4502                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4503                 return shaderstring;
4504         }
4505         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4506         if (shaderstring)
4507         {
4508                 if (printfromdisknotice)
4509                         Con_DPrintf("from disk %s... ", filename);
4510                 return shaderstring;
4511         }
4512         return shaderstring;
4513 }
4514
4515 #include <d3dx9.h>
4516 //#include <d3dx9shader.h>
4517 //#include <d3dx9mesh.h>
4518
4519 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4520 {
4521         DWORD *vsbin = NULL;
4522         DWORD *psbin = NULL;
4523         fs_offset_t vsbinsize;
4524         fs_offset_t psbinsize;
4525 //      IDirect3DVertexShader9 *vs = NULL;
4526 //      IDirect3DPixelShader9 *ps = NULL;
4527         ID3DXBuffer *vslog = NULL;
4528         ID3DXBuffer *vsbuffer = NULL;
4529         ID3DXConstantTable *vsconstanttable = NULL;
4530         ID3DXBuffer *pslog = NULL;
4531         ID3DXBuffer *psbuffer = NULL;
4532         ID3DXConstantTable *psconstanttable = NULL;
4533         int vsresult = 0;
4534         int psresult = 0;
4535         char temp[MAX_INPUTLINE];
4536         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4537         qboolean debugshader = gl_paranoid.integer != 0;
4538         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4539         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4540         if (!debugshader)
4541         {
4542                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4543                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4544         }
4545         if ((!vsbin && vertstring) || (!psbin && fragstring))
4546         {
4547                 const char* dllnames_d3dx9 [] =
4548                 {
4549                         "d3dx9_43.dll",
4550                         "d3dx9_42.dll",
4551                         "d3dx9_41.dll",
4552                         "d3dx9_40.dll",
4553                         "d3dx9_39.dll",
4554                         "d3dx9_38.dll",
4555                         "d3dx9_37.dll",
4556                         "d3dx9_36.dll",
4557                         "d3dx9_35.dll",
4558                         "d3dx9_34.dll",
4559                         "d3dx9_33.dll",
4560                         "d3dx9_32.dll",
4561                         "d3dx9_31.dll",
4562                         "d3dx9_30.dll",
4563                         "d3dx9_29.dll",
4564                         "d3dx9_28.dll",
4565                         "d3dx9_27.dll",
4566                         "d3dx9_26.dll",
4567                         "d3dx9_25.dll",
4568                         "d3dx9_24.dll",
4569                         NULL
4570                 };
4571                 dllhandle_t d3dx9_dll = NULL;
4572                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4573                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4574                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4575                 dllfunction_t d3dx9_dllfuncs[] =
4576                 {
4577                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
4578                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
4579                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
4580                         {NULL, NULL}
4581                 };
4582                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4583                 {
4584                         DWORD shaderflags = 0;
4585                         if (debugshader)
4586                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4587                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4588                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4589                         if (vertstring && vertstring[0])
4590                         {
4591                                 if (debugshader)
4592                                 {
4593 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4594 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4595                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4596                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4597                                 }
4598                                 else
4599                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4600                                 if (vsbuffer)
4601                                 {
4602                                         vsbinsize = vsbuffer->GetBufferSize();
4603                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4604                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4605                                         vsbuffer->Release();
4606                                 }
4607                                 if (vslog)
4608                                 {
4609                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4610                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4611                                         vslog->Release();
4612                                 }
4613                         }
4614                         if (fragstring && fragstring[0])
4615                         {
4616                                 if (debugshader)
4617                                 {
4618 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4619 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4620                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4621                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4622                                 }
4623                                 else
4624                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4625                                 if (psbuffer)
4626                                 {
4627                                         psbinsize = psbuffer->GetBufferSize();
4628                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4629                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4630                                         psbuffer->Release();
4631                                 }
4632                                 if (pslog)
4633                                 {
4634                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4635                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4636                                         pslog->Release();
4637                                 }
4638                         }
4639                         Sys_UnloadLibrary(&d3dx9_dll);
4640                 }
4641                 else
4642                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4643         }
4644         if (vsbin && psbin)
4645         {
4646                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4647                 if (FAILED(vsresult))
4648                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4649                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4650                 if (FAILED(psresult))
4651                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4652         }
4653         // free the shader data
4654         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4655         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4656 }
4657
4658 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4659 {
4660         int i;
4661         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4662         int vertstrings_count = 0, vertstring_length = 0;
4663         int geomstrings_count = 0, geomstring_length = 0;
4664         int fragstrings_count = 0, fragstring_length = 0;
4665         char *t;
4666         char *vertexstring, *geometrystring, *fragmentstring;
4667         char *vertstring, *geomstring, *fragstring;
4668         const char *vertstrings_list[32+3];
4669         const char *geomstrings_list[32+3];
4670         const char *fragstrings_list[32+3];
4671         char permutationname[256];
4672         char cachename[256];
4673
4674         if (p->compiled)
4675                 return;
4676         p->compiled = true;
4677         p->vertexshader = NULL;
4678         p->pixelshader = NULL;
4679
4680         permutationname[0] = 0;
4681         cachename[0] = 0;
4682         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4683         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4684         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4685
4686         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4687         strlcat(cachename, "hlsl/", sizeof(cachename));
4688
4689         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4690         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4691         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4692         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4693
4694         // the first pretext is which type of shader to compile as
4695         // (later these will all be bound together as a program object)
4696         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4697         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4698         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4699
4700         // the second pretext is the mode (for example a light source)
4701         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4702         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4703         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4704         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4705         strlcat(cachename, modeinfo->name, sizeof(cachename));
4706
4707         // now add all the permutation pretexts
4708         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4709         {
4710                 if (permutation & (1<<i))
4711                 {
4712                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4713                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4714                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4715                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4716                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4717                 }
4718                 else
4719                 {
4720                         // keep line numbers correct
4721                         vertstrings_list[vertstrings_count++] = "\n";
4722                         geomstrings_list[geomstrings_count++] = "\n";
4723                         fragstrings_list[fragstrings_count++] = "\n";
4724                 }
4725         }
4726
4727         // replace spaces in the cachename with _ characters
4728         for (i = 0;cachename[i];i++)
4729                 if (cachename[i] == ' ')
4730                         cachename[i] = '_';
4731
4732         // now append the shader text itself
4733         vertstrings_list[vertstrings_count++] = vertexstring;
4734         geomstrings_list[geomstrings_count++] = geometrystring;
4735         fragstrings_list[fragstrings_count++] = fragmentstring;
4736
4737         // if any sources were NULL, clear the respective list
4738         if (!vertexstring)
4739                 vertstrings_count = 0;
4740         if (!geometrystring)
4741                 geomstrings_count = 0;
4742         if (!fragmentstring)
4743                 fragstrings_count = 0;
4744
4745         vertstring_length = 0;
4746         for (i = 0;i < vertstrings_count;i++)
4747                 vertstring_length += strlen(vertstrings_list[i]);
4748         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4749         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4750                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4751
4752         geomstring_length = 0;
4753         for (i = 0;i < geomstrings_count;i++)
4754                 geomstring_length += strlen(geomstrings_list[i]);
4755         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4756         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4757                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4758
4759         fragstring_length = 0;
4760         for (i = 0;i < fragstrings_count;i++)
4761                 fragstring_length += strlen(fragstrings_list[i]);
4762         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4763         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4764                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4765
4766         // try to load the cached shader, or generate one
4767         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4768
4769         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4770                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4771         else
4772                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4773
4774         // free the strings
4775         if (vertstring)
4776                 Mem_Free(vertstring);
4777         if (geomstring)
4778                 Mem_Free(geomstring);
4779         if (fragstring)
4780                 Mem_Free(fragstring);
4781         if (vertexstring)
4782                 Mem_Free(vertexstring);
4783         if (geometrystring)
4784                 Mem_Free(geometrystring);
4785         if (fragmentstring)
4786                 Mem_Free(fragmentstring);
4787 }
4788
4789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4791 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4792 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4793 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4794 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4795
4796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4798 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4799 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4800 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4801 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4802
4803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4804 {
4805         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4806         if (r_hlsl_permutation != perm)
4807         {
4808                 r_hlsl_permutation = perm;
4809                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4810                 {
4811                         if (!r_hlsl_permutation->compiled)
4812                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4813                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4814                         {
4815                                 // remove features until we find a valid permutation
4816                                 int i;
4817                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4818                                 {
4819                                         // reduce i more quickly whenever it would not remove any bits
4820                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4821                                         if (!(permutation & j))
4822                                                 continue;
4823                                         permutation -= j;
4824                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4825                                         if (!r_hlsl_permutation->compiled)
4826                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4827                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4828                                                 break;
4829                                 }
4830                                 if (i >= SHADERPERMUTATION_COUNT)
4831                                 {
4832                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4833                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4834                                         return; // no bit left to clear, entire mode is broken
4835                                 }
4836                         }
4837                 }
4838                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4839                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4840         }
4841         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4842         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4843         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4844 }
4845 #endif
4846
4847 void R_GLSL_Restart_f(void)
4848 {
4849         unsigned int i, limit;
4850         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4851                 Mem_Free(glslshaderstring);
4852         glslshaderstring = NULL;
4853         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4854                 Mem_Free(cgshaderstring);
4855         cgshaderstring = NULL;
4856         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4857                 Mem_Free(hlslshaderstring);
4858         hlslshaderstring = NULL;
4859         switch(vid.renderpath)
4860         {
4861         case RENDERPATH_D3D9:
4862 #ifdef SUPPORTD3D
4863                 {
4864                         r_hlsl_permutation_t *p;
4865                         r_hlsl_permutation = NULL;
4866 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4867 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4868 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4869 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4870                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4871                         for (i = 0;i < limit;i++)
4872                         {
4873                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4874                                 {
4875                                         if (p->vertexshader)
4876                                                 IDirect3DVertexShader9_Release(p->vertexshader);
4877                                         if (p->pixelshader)
4878                                                 IDirect3DPixelShader9_Release(p->pixelshader);
4879                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4880                                 }
4881                         }
4882                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4883                 }
4884 #endif
4885                 break;
4886         case RENDERPATH_D3D10:
4887                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4888                 break;
4889         case RENDERPATH_D3D11:
4890                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4891                 break;
4892         case RENDERPATH_GL20:
4893                 {
4894                         r_glsl_permutation_t *p;
4895                         r_glsl_permutation = NULL;
4896                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4897                         for (i = 0;i < limit;i++)
4898                         {
4899                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4900                                 {
4901                                         GL_Backend_FreeProgram(p->program);
4902                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4903                                 }
4904                         }
4905                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4906                 }
4907                 break;
4908         case RENDERPATH_CGGL:
4909 #ifdef SUPPORTCG
4910                 {
4911                         r_cg_permutation_t *p;
4912                         r_cg_permutation = NULL;
4913                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4914                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4915                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4916                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4917                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4918                         for (i = 0;i < limit;i++)
4919                         {
4920                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4921                                 {
4922                                         if (p->vprogram)
4923                                                 cgDestroyProgram(p->vprogram);
4924                                         if (p->fprogram)
4925                                                 cgDestroyProgram(p->fprogram);
4926                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4927                                 }
4928                         }
4929                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4930                 }
4931 #endif
4932                 break;
4933         case RENDERPATH_GL13:
4934         case RENDERPATH_GL11:
4935                 break;
4936         }
4937 }
4938
4939 void R_GLSL_DumpShader_f(void)
4940 {
4941         int i;
4942         qfile_t *file;
4943
4944         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4945         if (file)
4946         {
4947                 FS_Print(file, "/* The engine may define the following macros:\n");
4948                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4949                 for (i = 0;i < SHADERMODE_COUNT;i++)
4950                         FS_Print(file, glslshadermodeinfo[i].pretext);
4951                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4952                         FS_Print(file, shaderpermutationinfo[i].pretext);
4953                 FS_Print(file, "*/\n");
4954                 FS_Print(file, builtinshaderstring);
4955                 FS_Close(file);
4956                 Con_Printf("glsl/default.glsl written\n");
4957         }
4958         else
4959                 Con_Printf("failed to write to glsl/default.glsl\n");
4960
4961 #ifdef SUPPORTCG
4962         file = FS_OpenRealFile("cg/default.cg", "w", false);
4963         if (file)
4964         {
4965                 FS_Print(file, "/* The engine may define the following macros:\n");
4966                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4967                 for (i = 0;i < SHADERMODE_COUNT;i++)
4968                         FS_Print(file, cgshadermodeinfo[i].pretext);
4969                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4970                         FS_Print(file, shaderpermutationinfo[i].pretext);
4971                 FS_Print(file, "*/\n");
4972                 FS_Print(file, builtincgshaderstring);
4973                 FS_Close(file);
4974                 Con_Printf("cg/default.cg written\n");
4975         }
4976         else
4977                 Con_Printf("failed to write to cg/default.cg\n");
4978 #endif
4979
4980 #ifdef SUPPORTD3D
4981         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4982         if (file)
4983         {
4984                 FS_Print(file, "/* The engine may define the following macros:\n");
4985                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4986                 for (i = 0;i < SHADERMODE_COUNT;i++)
4987                         FS_Print(file, hlslshadermodeinfo[i].pretext);
4988                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4989                         FS_Print(file, shaderpermutationinfo[i].pretext);
4990                 FS_Print(file, "*/\n");
4991                 FS_Print(file, builtincgshaderstring);
4992                 FS_Close(file);
4993                 Con_Printf("hlsl/default.hlsl written\n");
4994         }
4995         else
4996                 Con_Printf("failed to write to hlsl/default.hlsl\n");
4997 #endif
4998 }
4999
5000 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5001 {
5002         if (!second)
5003                 texturemode = GL_MODULATE;
5004         switch (vid.renderpath)
5005         {
5006         case RENDERPATH_D3D9:
5007 #ifdef SUPPORTD3D
5008                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5009                 R_Mesh_TexBind(GL20TU_FIRST , first );
5010                 R_Mesh_TexBind(GL20TU_SECOND, second);
5011 #endif
5012                 break;
5013         case RENDERPATH_D3D10:
5014                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5015                 break;
5016         case RENDERPATH_D3D11:
5017                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5018                 break;
5019         case RENDERPATH_GL20:
5020                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5021                 R_Mesh_TexBind(GL20TU_FIRST , first );
5022                 R_Mesh_TexBind(GL20TU_SECOND, second);
5023                 break;
5024         case RENDERPATH_CGGL:
5025 #ifdef SUPPORTCG
5026                 CHECKCGERROR
5027                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5028                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5029                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5030 #endif
5031                 break;
5032         case RENDERPATH_GL13:
5033                 R_Mesh_TexBind(0, first );
5034                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5035                 R_Mesh_TexBind(1, second);
5036                 if (second)
5037                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5038                 break;
5039         case RENDERPATH_GL11:
5040                 R_Mesh_TexBind(0, first );
5041                 break;
5042         }
5043 }
5044
5045 void R_SetupShader_DepthOrShadow(void)
5046 {
5047         switch (vid.renderpath)
5048         {
5049         case RENDERPATH_D3D9:
5050 #ifdef SUPPORTD3D
5051                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5052 #endif
5053                 break;
5054         case RENDERPATH_D3D10:
5055                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5056                 break;
5057         case RENDERPATH_D3D11:
5058                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5059                 break;
5060         case RENDERPATH_GL20:
5061                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5062                 break;
5063         case RENDERPATH_CGGL:
5064 #ifdef SUPPORTCG
5065                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5066 #endif
5067                 break;
5068         case RENDERPATH_GL13:
5069                 R_Mesh_TexBind(0, 0);
5070                 R_Mesh_TexBind(1, 0);
5071                 break;
5072         case RENDERPATH_GL11:
5073                 R_Mesh_TexBind(0, 0);
5074                 break;
5075         }
5076 }
5077
5078 void R_SetupShader_ShowDepth(void)
5079 {
5080         switch (vid.renderpath)
5081         {
5082         case RENDERPATH_D3D9:
5083 #ifdef SUPPORTHLSL
5084                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5085 #endif
5086                 break;
5087         case RENDERPATH_D3D10:
5088                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5089                 break;
5090         case RENDERPATH_D3D11:
5091                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5092                 break;
5093         case RENDERPATH_GL20:
5094                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5095                 break;
5096         case RENDERPATH_CGGL:
5097 #ifdef SUPPORTCG
5098                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5099 #endif
5100                 break;
5101         case RENDERPATH_GL13:
5102                 break;
5103         case RENDERPATH_GL11:
5104                 break;
5105         }
5106 }
5107
5108 extern qboolean r_shadow_usingdeferredprepass;
5109 extern cvar_t r_shadow_deferred_8bitrange;
5110 extern rtexture_t *r_shadow_attenuationgradienttexture;
5111 extern rtexture_t *r_shadow_attenuation2dtexture;
5112 extern rtexture_t *r_shadow_attenuation3dtexture;
5113 extern qboolean r_shadow_usingshadowmap2d;
5114 extern qboolean r_shadow_usingshadowmaportho;
5115 extern float r_shadow_shadowmap_texturescale[2];
5116 extern float r_shadow_shadowmap_parameters[4];
5117 extern qboolean r_shadow_shadowmapvsdct;
5118 extern qboolean r_shadow_shadowmapsampler;
5119 extern int r_shadow_shadowmappcf;
5120 extern rtexture_t *r_shadow_shadowmap2dtexture;
5121 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5122 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5123 extern matrix4x4_t r_shadow_shadowmapmatrix;
5124 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5125 extern int r_shadow_prepass_width;
5126 extern int r_shadow_prepass_height;
5127 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5128 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5129 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5130 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5131 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5132 extern cvar_t gl_mesh_separatearrays;
5133 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5134 {
5135         // a blendfunc allows colormod if:
5136         // a) it can never keep the destination pixel invariant, or
5137         // b) it can keep the destination pixel invariant, and still can do so if colormodded
5138         // this is to prevent unintended side effects from colormod
5139
5140         // in formulas:
5141         // IF there is a (s, sa) for which for all (d, da),
5142         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5143         // THEN, for this (s, sa) and all (colormod, d, da):
5144         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5145         // OBVIOUSLY, this means that
5146         //   s*colormod * src(s*colormod, d, sa, da) = 0
5147         //   dst(s*colormod, d, sa, da)              = 1
5148
5149         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5150
5151         // main condition to leave dst color invariant:
5152         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5153         //   src == GL_ZERO:
5154         //     s * 0 + d * dst(s, d, sa, da) == d
5155         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5156         //       => colormod is a problem for GL_SRC_COLOR only
5157         //   src == GL_ONE:
5158         //     s + d * dst(s, d, sa, da) == d
5159         //       => s == 0
5160         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161         //       => colormod is never problematic for these
5162         //   src == GL_SRC_COLOR:
5163         //     s*s + d * dst(s, d, sa, da) == d
5164         //       => s == 0
5165         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166         //       => colormod is never problematic for these
5167         //   src == GL_ONE_MINUS_SRC_COLOR:
5168         //     s*(1-s) + d * dst(s, d, sa, da) == d
5169         //       => s == 0 or s == 1
5170         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171         //       => colormod is a problem for GL_SRC_COLOR only
5172         //   src == GL_DST_COLOR
5173         //     s*d + d * dst(s, d, sa, da) == d
5174         //       => s == 1
5175         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176         //       => colormod is always a problem
5177         //     or
5178         //       => s == 0
5179         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5180         //       => colormod is never problematic for these
5181         //       => BUT, we do not know s! We must assume it is problematic
5182         //       then... except in GL_ONE case, where we know all invariant
5183         //       cases are fine
5184         //   src == GL_ONE_MINUS_DST_COLOR
5185         //     s*(1-d) + d * dst(s, d, sa, da) == d
5186         //       => s == 0 (1-d is impossible to handle for our desired result)
5187         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5188         //       => colormod is never problematic for these
5189         //   src == GL_SRC_ALPHA
5190         //     s*sa + d * dst(s, d, sa, da) == d
5191         //       => s == 0, or sa == 0
5192         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5193         //       => colormod breaks in the case GL_SRC_COLOR only
5194         //   src == GL_ONE_MINUS_SRC_ALPHA
5195         //     s*(1-sa) + d * dst(s, d, sa, da) == d
5196         //       => s == 0, or sa == 1
5197         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5198         //       => colormod breaks in the case GL_SRC_COLOR only
5199         //   src == GL_DST_ALPHA
5200         //     s*da + d * dst(s, d, sa, da) == d
5201         //       => s == 0
5202         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5203         //       => colormod is never problematic for these
5204
5205         switch(src)
5206         {
5207                 case GL_ZERO:
5208                 case GL_ONE_MINUS_SRC_COLOR:
5209                 case GL_SRC_ALPHA:
5210                 case GL_ONE_MINUS_SRC_ALPHA:
5211                         if(dst == GL_SRC_COLOR)
5212                                 return false;
5213                         return true;
5214                 case GL_ONE:
5215                 case GL_SRC_COLOR:
5216                 case GL_ONE_MINUS_DST_COLOR:
5217                 case GL_DST_ALPHA:
5218                 case GL_ONE_MINUS_DST_ALPHA:
5219                         return true;
5220                 case GL_DST_COLOR:
5221                         if(dst == GL_ONE)
5222                                 return true;
5223                         return false;
5224                 default:
5225                         return false;
5226         }
5227 }
5228 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5229 {
5230         // select a permutation of the lighting shader appropriate to this
5231         // combination of texture, entity, light source, and fogging, only use the
5232         // minimum features necessary to avoid wasting rendering time in the
5233         // fragment shader on features that are not being used
5234         unsigned int permutation = 0;
5235         unsigned int mode = 0;
5236         qboolean allow_colormod;
5237         static float dummy_colormod[3] = {1, 1, 1};
5238         float *colormod = rsurface.colormod;
5239         float m16f[16];
5240         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5241         if (rsurfacepass == RSURFPASS_BACKGROUND)
5242         {
5243                 // distorted background
5244                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5245                 {
5246                         mode = SHADERMODE_WATER;
5247                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5248                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5249                 }
5250                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5251                 {
5252                         mode = SHADERMODE_REFRACTION;
5253                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5254                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5255                 }
5256                 else
5257                 {
5258                         mode = SHADERMODE_GENERIC;
5259                         permutation |= SHADERPERMUTATION_DIFFUSE;
5260                         GL_BlendFunc(GL_ONE, GL_ZERO);
5261                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5262                 }
5263                 GL_AlphaTest(false);
5264         }
5265         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5266         {
5267                 if (r_glsl_offsetmapping.integer)
5268                 {
5269                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5270                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5271                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5272                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5273                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5274                         {
5275                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5276                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5277                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5278                         }
5279                 }
5280                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5281                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5282                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5283                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5284                 // normalmap (deferred prepass), may use alpha test on diffuse
5285                 mode = SHADERMODE_DEFERREDGEOMETRY;
5286                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5287                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5288                 GL_AlphaTest(false);
5289                 GL_BlendFunc(GL_ONE, GL_ZERO);
5290                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5291         }
5292         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5293         {
5294                 if (r_glsl_offsetmapping.integer)
5295                 {
5296                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5297                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5298                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5299                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5300                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5301                         {
5302                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5303                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5304                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5305                         }
5306                 }
5307                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5308                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5309                 // light source
5310                 mode = SHADERMODE_LIGHTSOURCE;
5311                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5312                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5313                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5314                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5315                 if (diffusescale > 0)
5316                         permutation |= SHADERPERMUTATION_DIFFUSE;
5317                 if (specularscale > 0)
5318                 {
5319                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5320                         if (r_shadow_glossexact.integer)
5321                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5322                 }
5323                 if (r_refdef.fogenabled)
5324                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5325                 if (rsurface.texture->colormapping)
5326                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5327                 if (r_shadow_usingshadowmap2d)
5328                 {
5329                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5330                         if(r_shadow_shadowmapvsdct)
5331                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5332
5333                         if (r_shadow_shadowmapsampler)
5334                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5335                         if (r_shadow_shadowmappcf > 1)
5336                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5337                         else if (r_shadow_shadowmappcf)
5338                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5339                 }
5340                 if (rsurface.texture->reflectmasktexture)
5341                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5342                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5343                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5344                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5345         }
5346         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5347         {
5348                 if (r_glsl_offsetmapping.integer)
5349                 {
5350                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5351                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5352                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5353                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5354                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5355                         {
5356                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5357                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5358                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5359                         }
5360                 }
5361                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5362                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5363                 // unshaded geometry (fullbright or ambient model lighting)
5364                 mode = SHADERMODE_FLATCOLOR;
5365                 ambientscale = diffusescale = specularscale = 0;
5366                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5367                         permutation |= SHADERPERMUTATION_GLOW;
5368                 if (r_refdef.fogenabled)
5369                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5370                 if (rsurface.texture->colormapping)
5371                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5372                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5373                 {
5374                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5375                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5376
5377                         if (r_shadow_shadowmapsampler)
5378                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5379                         if (r_shadow_shadowmappcf > 1)
5380                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5381                         else if (r_shadow_shadowmappcf)
5382                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5383                 }
5384                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5385                         permutation |= SHADERPERMUTATION_REFLECTION;
5386                 if (rsurface.texture->reflectmasktexture)
5387                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5388                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5389                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5390                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5391         }
5392         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5393         {
5394                 if (r_glsl_offsetmapping.integer)
5395                 {
5396                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5397                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5398                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5399                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5400                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5401                         {
5402                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5403                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5404                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5405                         }
5406                 }
5407                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5408                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5409                 // directional model lighting
5410                 mode = SHADERMODE_LIGHTDIRECTION;
5411                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5412                         permutation |= SHADERPERMUTATION_GLOW;
5413                 permutation |= SHADERPERMUTATION_DIFFUSE;
5414                 if (specularscale > 0)
5415                 {
5416                         permutation |= SHADERPERMUTATION_SPECULAR;
5417                         if (r_shadow_glossexact.integer)
5418                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5419                 }
5420                 if (r_refdef.fogenabled)
5421                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5422                 if (rsurface.texture->colormapping)
5423                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5424                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5425                 {
5426                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5427                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5428
5429                         if (r_shadow_shadowmapsampler)
5430                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5431                         if (r_shadow_shadowmappcf > 1)
5432                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5433                         else if (r_shadow_shadowmappcf)
5434                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5435                 }
5436                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5437                         permutation |= SHADERPERMUTATION_REFLECTION;
5438                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5439                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5440                 if (rsurface.texture->reflectmasktexture)
5441                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5442                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5443                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5444                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5445         }
5446         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5447         {
5448                 if (r_glsl_offsetmapping.integer)
5449                 {
5450                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5451                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5452                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5453                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5454                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5455                         {
5456                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5457                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5458                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5459                         }
5460                 }
5461                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5462                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5463                 // ambient model lighting
5464                 mode = SHADERMODE_LIGHTDIRECTION;
5465                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5466                         permutation |= SHADERPERMUTATION_GLOW;
5467                 if (r_refdef.fogenabled)
5468                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5469                 if (rsurface.texture->colormapping)
5470                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5471                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5472                 {
5473                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5474                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5475
5476                         if (r_shadow_shadowmapsampler)
5477                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5478                         if (r_shadow_shadowmappcf > 1)
5479                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5480                         else if (r_shadow_shadowmappcf)
5481                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5482                 }
5483                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5484                         permutation |= SHADERPERMUTATION_REFLECTION;
5485                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5486                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5487                 if (rsurface.texture->reflectmasktexture)
5488                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5489                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5490                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5491                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5492         }
5493         else
5494         {
5495                 if (r_glsl_offsetmapping.integer)
5496                 {
5497                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5498                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5500                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5501                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5502                         {
5503                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5504                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5505                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5506                         }
5507                 }
5508                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5509                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5510                 // lightmapped wall
5511                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5512                         permutation |= SHADERPERMUTATION_GLOW;
5513                 if (r_refdef.fogenabled)
5514                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5515                 if (rsurface.texture->colormapping)
5516                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5517                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5518                 {
5519                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5520                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5521
5522                         if (r_shadow_shadowmapsampler)
5523                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5524                         if (r_shadow_shadowmappcf > 1)
5525                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5526                         else if (r_shadow_shadowmappcf)
5527                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5528                 }
5529                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5530                         permutation |= SHADERPERMUTATION_REFLECTION;
5531                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5532                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5533                 if (rsurface.texture->reflectmasktexture)
5534                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5535                 if (FAKELIGHT_ENABLED)
5536                 {
5537                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
5538                         mode = SHADERMODE_FAKELIGHT;
5539                         permutation |= SHADERPERMUTATION_DIFFUSE;
5540                         if (specularscale > 0)
5541                         {
5542                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5543                                 if (r_shadow_glossexact.integer)
5544                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5545                         }
5546                 }
5547                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5548                 {
5549                         // deluxemapping (light direction texture)
5550                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5551                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5552                         else
5553                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5554                         permutation |= SHADERPERMUTATION_DIFFUSE;
5555                         if (specularscale > 0)
5556                         {
5557                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5558                                 if (r_shadow_glossexact.integer)
5559                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5560                         }
5561                 }
5562                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5563                 {
5564                         // fake deluxemapping (uniform light direction in tangentspace)
5565                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5566                         permutation |= SHADERPERMUTATION_DIFFUSE;
5567                         if (specularscale > 0)
5568                         {
5569                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5570                                 if (r_shadow_glossexact.integer)
5571                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5572                         }
5573                 }
5574                 else if (rsurface.uselightmaptexture)
5575                 {
5576                         // ordinary lightmapping (q1bsp, q3bsp)
5577                         mode = SHADERMODE_LIGHTMAP;
5578                 }
5579                 else
5580                 {
5581                         // ordinary vertex coloring (q3bsp)
5582                         mode = SHADERMODE_VERTEXCOLOR;
5583                 }
5584                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5585                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5587         }
5588         if(!allow_colormod)
5589                 colormod = dummy_colormod;
5590         switch(vid.renderpath)
5591         {
5592         case RENDERPATH_D3D9:
5593 #ifdef SUPPORTD3D
5594                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5595                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5596                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5597                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5598                 if (mode == SHADERMODE_LIGHTSOURCE)
5599                 {
5600                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5601                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5602                 }
5603                 else
5604                 {
5605                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5606                         {
5607                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5608                         }
5609                 }
5610                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5611                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5612                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5613                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5614                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5615
5616                 if (mode == SHADERMODE_LIGHTSOURCE)
5617                 {
5618                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5619                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5620                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5621                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5622                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5623
5624                         // additive passes are only darkened by fog, not tinted
5625                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5626                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5627                 }
5628                 else
5629                 {
5630                         if (mode == SHADERMODE_FLATCOLOR)
5631                         {
5632                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5633                         }
5634                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5635                         {
5636                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5637                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5638                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5639                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5640                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5641                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5642                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5643                         }
5644                         else
5645                         {
5646                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5647                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5648                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5649                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5650                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5651                         }
5652                         // additive passes are only darkened by fog, not tinted
5653                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5654                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5655                         else
5656                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5657                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5658                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5659                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5660                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5661                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5662                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5663                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5664                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5665                 }
5666                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5667                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5668                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5669                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5670                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5671                 if (rsurface.texture->pantstexture)
5672                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5673                 else
5674                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5675                 if (rsurface.texture->shirttexture)
5676                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5677                 else
5678                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5679                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5680                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5681                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5682                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5683                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5684                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5685                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5686
5687                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5688                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5689                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5690                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5691                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5692                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5693                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5694                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5695                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5696                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5697                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5698                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5699                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5700                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5701                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5702                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5703                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5704                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5705                 {
5706                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5707                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5708                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5709                 }
5710                 else
5711                 {
5712                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5713                 }
5714 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5715 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5716                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5717                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5718                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5719                 {
5720                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5721                         if (rsurface.rtlight)
5722                         {
5723                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5724                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5725                         }
5726                 }
5727 #endif
5728                 break;
5729         case RENDERPATH_D3D10:
5730                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5731                 break;
5732         case RENDERPATH_D3D11:
5733                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5734                 break;
5735         case RENDERPATH_GL20:
5736                 if (gl_mesh_separatearrays.integer)
5737                 {
5738                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5739                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5740                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5741                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5742                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5743                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5744                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5745                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5746                 }
5747                 else
5748                 {
5749                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5750                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5751                 }
5752                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5753                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5754                 if (mode == SHADERMODE_LIGHTSOURCE)
5755                 {
5756                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5757                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5758                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5759                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5760                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5761                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5762         
5763                         // additive passes are only darkened by fog, not tinted
5764                         if (r_glsl_permutation->loc_FogColor >= 0)
5765                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5766                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5767                 }
5768                 else
5769                 {
5770                         if (mode == SHADERMODE_FLATCOLOR)
5771                         {
5772                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5773                         }
5774                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5775                         {
5776                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5777                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5778                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5779                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5780                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5781                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5782                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5783                         }
5784                         else
5785                         {
5786                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5787                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5788                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5789                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5790                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5791                         }
5792                         // additive passes are only darkened by fog, not tinted
5793                         if (r_glsl_permutation->loc_FogColor >= 0)
5794                         {
5795                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5796                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5797                                 else
5798                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5799                         }
5800                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5801                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5802                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5803                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5804                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5805                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5806                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5807                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5808                 }
5809                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5810                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5811                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5812                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5813                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5814
5815                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5816                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5817                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5818                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5819                 {
5820                         if (rsurface.texture->pantstexture)
5821                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5822                         else
5823                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5824                 }
5825                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5826                 {
5827                         if (rsurface.texture->shirttexture)
5828                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5829                         else
5830                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5831                 }
5832                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5833                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5834                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5835                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5836                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5837                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5838                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5839
5840         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5841         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5842         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5843                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5844                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5845                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5846                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5847                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5848                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5849                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5850                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5851                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5852                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5853                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5854                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5855                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5856                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5857                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5858                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5859                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5860                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5861                 {
5862                         if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5863                         else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5864                         if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5865                 }
5866                 else
5867                 {
5868                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5869                 }
5870 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5871 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5872                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5873                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5874                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5875                 {
5876                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5877                         if (rsurface.rtlight)
5878                         {
5879                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5880                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5881                         }
5882                 }
5883                 CHECKGLERROR
5884                 break;
5885         case RENDERPATH_CGGL:
5886 #ifdef SUPPORTCG
5887                 if (gl_mesh_separatearrays.integer)
5888                 {
5889                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5890                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5891                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5892                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5893                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5894                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5895                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5896                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5897                 }
5898                 else
5899                 {
5900                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5901                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5902                 }
5903                 R_SetupShader_SetPermutationCG(mode, permutation);
5904                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5905                 if (mode == SHADERMODE_LIGHTSOURCE)
5906                 {
5907                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5908                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5909                 }
5910                 else
5911                 {
5912                         if (mode == SHADERMODE_LIGHTDIRECTION)
5913                         {
5914                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5915                         }
5916                 }
5917                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5918                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5919                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5920                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5921                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5922                 CHECKGLERROR
5923
5924                 if (mode == SHADERMODE_LIGHTSOURCE)
5925                 {
5926                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5927                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5928                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5929                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5930                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5931
5932                         // additive passes are only darkened by fog, not tinted
5933                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5934                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5935                 }
5936                 else
5937                 {
5938                         if (mode == SHADERMODE_FLATCOLOR)
5939                         {
5940                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5941                         }
5942                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5943                         {
5944                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5945                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5946                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5947                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5948                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5949                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5950                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5951                         }
5952                         else
5953                         {
5954                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5955                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5956                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5957                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5958                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5959                         }
5960                         // additive passes are only darkened by fog, not tinted
5961                         if (r_cg_permutation->fp_FogColor)
5962                         {
5963                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5964                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5965                                 else
5966                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5967                                 CHECKCGERROR
5968                         }
5969                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5970                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5971                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5972                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5973                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5974                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5975                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5976                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5977                 }
5978                 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5979                 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5980                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5981                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5982                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5983                 if (r_cg_permutation->fp_Color_Pants)
5984                 {
5985                         if (rsurface.texture->pantstexture)
5986                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5987                         else
5988                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5989                         CHECKCGERROR
5990                 }
5991                 if (r_cg_permutation->fp_Color_Shirt)
5992                 {
5993                         if (rsurface.texture->shirttexture)
5994                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5995                         else
5996                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5997                         CHECKCGERROR
5998                 }
5999                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
6000                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6001                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6002                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6003                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6004                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6005                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6006
6007         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
6008         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
6009         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
6010                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
6011                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
6012                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
6013                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
6014                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
6015                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
6016                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
6017                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
6018                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
6019                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
6020                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
6021                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
6022                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
6023                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
6024                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6025                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6026                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6027                 if (rsurfacepass == RSURFPASS_BACKGROUND)
6028                 {
6029                         if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6030                         else if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6031                         if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6032                 }
6033                 else
6034                 {
6035                         if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6036                 }
6037                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6038                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6039                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
6040                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
6041                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6042                 {
6043                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6044                         if (rsurface.rtlight)
6045                         {
6046                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6047                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6048                         }
6049                 }
6050
6051                 CHECKGLERROR
6052 #endif
6053                 break;
6054         case RENDERPATH_GL13:
6055         case RENDERPATH_GL11:
6056                 break;
6057         }
6058 }
6059
6060 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6061 {
6062         // select a permutation of the lighting shader appropriate to this
6063         // combination of texture, entity, light source, and fogging, only use the
6064         // minimum features necessary to avoid wasting rendering time in the
6065         // fragment shader on features that are not being used
6066         unsigned int permutation = 0;
6067         unsigned int mode = 0;
6068         const float *lightcolorbase = rtlight->currentcolor;
6069         float ambientscale = rtlight->ambientscale;
6070         float diffusescale = rtlight->diffusescale;
6071         float specularscale = rtlight->specularscale;
6072         // this is the location of the light in view space
6073         vec3_t viewlightorigin;
6074         // this transforms from view space (camera) to light space (cubemap)
6075         matrix4x4_t viewtolight;
6076         matrix4x4_t lighttoview;
6077         float viewtolight16f[16];
6078         float range = 1.0f / r_shadow_deferred_8bitrange.value;
6079         // light source
6080         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6081         if (rtlight->currentcubemap != r_texture_whitecube)
6082                 permutation |= SHADERPERMUTATION_CUBEFILTER;
6083         if (diffusescale > 0)
6084                 permutation |= SHADERPERMUTATION_DIFFUSE;
6085         if (specularscale > 0)
6086         {
6087                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6088                 if (r_shadow_glossexact.integer)
6089                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6090         }
6091         if (r_shadow_usingshadowmap2d)
6092         {
6093                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6094                 if (r_shadow_shadowmapvsdct)
6095                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6096
6097                 if (r_shadow_shadowmapsampler)
6098                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6099                 if (r_shadow_shadowmappcf > 1)
6100                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6101                 else if (r_shadow_shadowmappcf)
6102                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6103         }
6104         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6105         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6106         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6107         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6108         switch(vid.renderpath)
6109         {
6110         case RENDERPATH_D3D9:
6111 #ifdef SUPPORTD3D
6112                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6113                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6114                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6115                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6116                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6117                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6118                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6119                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6120                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6121                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6122                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6123
6124                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6125                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
6126                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6127                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6128                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
6129                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6130 #endif
6131                 break;
6132         case RENDERPATH_D3D10:
6133                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6134                 break;
6135         case RENDERPATH_D3D11:
6136                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6137                 break;
6138         case RENDERPATH_GL20:
6139                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6140                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6141                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6142                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6143                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6144                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6145                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6146                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6147                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6148                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6149                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6150
6151                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6152                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6153                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6154                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6155                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6156                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6157                 break;
6158         case RENDERPATH_CGGL:
6159 #ifdef SUPPORTCG
6160                 R_SetupShader_SetPermutationCG(mode, permutation);
6161                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6162                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6163                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
6164                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
6165                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
6166                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
6167                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
6168                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6169                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6170                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6171
6172                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6173                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6174                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6175                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6176                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6177                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6178 #endif
6179                 break;
6180         case RENDERPATH_GL13:
6181         case RENDERPATH_GL11:
6182                 break;
6183         }
6184 }
6185
6186 #define SKINFRAME_HASH 1024
6187
6188 typedef struct
6189 {
6190         int loadsequence; // incremented each level change
6191         memexpandablearray_t array;
6192         skinframe_t *hash[SKINFRAME_HASH];
6193 }
6194 r_skinframe_t;
6195 r_skinframe_t r_skinframe;
6196
6197 void R_SkinFrame_PrepareForPurge(void)
6198 {
6199         r_skinframe.loadsequence++;
6200         // wrap it without hitting zero
6201         if (r_skinframe.loadsequence >= 200)
6202                 r_skinframe.loadsequence = 1;
6203 }
6204
6205 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6206 {
6207         if (!skinframe)
6208                 return;
6209         // mark the skinframe as used for the purging code
6210         skinframe->loadsequence = r_skinframe.loadsequence;
6211 }
6212
6213 void R_SkinFrame_Purge(void)
6214 {
6215         int i;
6216         skinframe_t *s;
6217         for (i = 0;i < SKINFRAME_HASH;i++)
6218         {
6219                 for (s = r_skinframe.hash[i];s;s = s->next)
6220                 {
6221                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6222                         {
6223                                 if (s->merged == s->base)
6224                                         s->merged = NULL;
6225                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6226                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6227                                 R_PurgeTexture(s->merged);s->merged = NULL;
6228                                 R_PurgeTexture(s->base  );s->base   = NULL;
6229                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6230                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6231                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6232                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6233                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6234                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6235                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6236                                 s->loadsequence = 0;
6237                         }
6238                 }
6239         }
6240 }
6241
6242 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6243         skinframe_t *item;
6244         char basename[MAX_QPATH];
6245
6246         Image_StripImageExtension(name, basename, sizeof(basename));
6247
6248         if( last == NULL ) {
6249                 int hashindex;
6250                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6251                 item = r_skinframe.hash[hashindex];
6252         } else {
6253                 item = last->next;
6254         }
6255
6256         // linearly search through the hash bucket
6257         for( ; item ; item = item->next ) {
6258                 if( !strcmp( item->basename, basename ) ) {
6259                         return item;
6260                 }
6261         }
6262         return NULL;
6263 }
6264
6265 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6266 {
6267         skinframe_t *item;
6268         int hashindex;
6269         char basename[MAX_QPATH];
6270
6271         Image_StripImageExtension(name, basename, sizeof(basename));
6272
6273         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6274         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6275                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6276                         break;
6277
6278         if (!item) {
6279                 rtexture_t *dyntexture;
6280                 // check whether its a dynamic texture
6281                 dyntexture = CL_GetDynTexture( basename );
6282                 if (!add && !dyntexture)
6283                         return NULL;
6284                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6285                 memset(item, 0, sizeof(*item));
6286                 strlcpy(item->basename, basename, sizeof(item->basename));
6287                 item->base = dyntexture; // either NULL or dyntexture handle
6288                 item->textureflags = textureflags;
6289                 item->comparewidth = comparewidth;
6290                 item->compareheight = compareheight;
6291                 item->comparecrc = comparecrc;
6292                 item->next = r_skinframe.hash[hashindex];
6293                 r_skinframe.hash[hashindex] = item;
6294         }
6295         else if( item->base == NULL )
6296         {
6297                 rtexture_t *dyntexture;
6298                 // check whether its a dynamic texture
6299                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
6300                 dyntexture = CL_GetDynTexture( basename );
6301                 item->base = dyntexture; // either NULL or dyntexture handle
6302         }
6303
6304         R_SkinFrame_MarkUsed(item);
6305         return item;
6306 }
6307
6308 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6309         { \
6310                 unsigned long long avgcolor[5], wsum; \
6311                 int pix, comp, w; \
6312                 avgcolor[0] = 0; \
6313                 avgcolor[1] = 0; \
6314                 avgcolor[2] = 0; \
6315                 avgcolor[3] = 0; \
6316                 avgcolor[4] = 0; \
6317                 wsum = 0; \
6318                 for(pix = 0; pix < cnt; ++pix) \
6319                 { \
6320                         w = 0; \
6321                         for(comp = 0; comp < 3; ++comp) \
6322                                 w += getpixel; \
6323                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6324                         { \
6325                                 ++wsum; \
6326                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6327                                 w = getpixel; \
6328                                 for(comp = 0; comp < 3; ++comp) \
6329                                         avgcolor[comp] += getpixel * w; \
6330                                 avgcolor[3] += w; \
6331                         } \
6332                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6333                         avgcolor[4] += getpixel; \
6334                 } \
6335                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6336                         avgcolor[3] = 1; \
6337                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6338                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6339                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6340                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6341         }
6342
6343 extern cvar_t gl_picmip;
6344 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6345 {
6346         int j;
6347         unsigned char *pixels;
6348         unsigned char *bumppixels;
6349         unsigned char *basepixels = NULL;
6350         int basepixels_width = 0;
6351         int basepixels_height = 0;
6352         skinframe_t *skinframe;
6353         rtexture_t *ddsbase = NULL;
6354         qboolean ddshasalpha = false;
6355         float ddsavgcolor[4];
6356         char basename[MAX_QPATH];
6357         int miplevel = R_PicmipForFlags(textureflags);
6358         int savemiplevel = miplevel;
6359         int mymiplevel;
6360
6361         if (cls.state == ca_dedicated)
6362                 return NULL;
6363
6364         // return an existing skinframe if already loaded
6365         // if loading of the first image fails, don't make a new skinframe as it
6366         // would cause all future lookups of this to be missing
6367         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6368         if (skinframe && skinframe->base)
6369                 return skinframe;
6370
6371         Image_StripImageExtension(name, basename, sizeof(basename));
6372
6373         // check for DDS texture file first
6374         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6375         {
6376                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6377                 if (basepixels == NULL)
6378                         return NULL;
6379         }
6380
6381         // FIXME handle miplevel
6382
6383         if (developer_loading.integer)
6384                 Con_Printf("loading skin \"%s\"\n", name);
6385
6386         // we've got some pixels to store, so really allocate this new texture now
6387         if (!skinframe)
6388                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6389         skinframe->stain = NULL;
6390         skinframe->merged = NULL;
6391         skinframe->base = NULL;
6392         skinframe->pants = NULL;
6393         skinframe->shirt = NULL;
6394         skinframe->nmap = NULL;
6395         skinframe->gloss = NULL;
6396         skinframe->glow = NULL;
6397         skinframe->fog = NULL;
6398         skinframe->reflect = NULL;
6399         skinframe->hasalpha = false;
6400
6401         if (ddsbase)
6402         {
6403                 skinframe->base = ddsbase;
6404                 skinframe->hasalpha = ddshasalpha;
6405                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6406                 if (r_loadfog && skinframe->hasalpha)
6407                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6408                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6409         }
6410         else
6411         {
6412                 basepixels_width = image_width;
6413                 basepixels_height = image_height;
6414                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6415                 if (textureflags & TEXF_ALPHA)
6416                 {
6417                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6418                         {
6419                                 if (basepixels[j] < 255)
6420                                 {
6421                                         skinframe->hasalpha = true;
6422                                         break;
6423                                 }
6424                         }
6425                         if (r_loadfog && skinframe->hasalpha)
6426                         {
6427                                 // has transparent pixels
6428                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6429                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6430                                 {
6431                                         pixels[j+0] = 255;
6432                                         pixels[j+1] = 255;
6433                                         pixels[j+2] = 255;
6434                                         pixels[j+3] = basepixels[j+3];
6435                                 }
6436                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6437                                 Mem_Free(pixels);
6438                         }
6439                 }
6440                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6441                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6443                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6444                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6445                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6446         }
6447
6448         if (r_loaddds)
6449         {
6450                 mymiplevel = savemiplevel;
6451                 if (r_loadnormalmap)
6452                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6453                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6454                 if (r_loadgloss)
6455                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6456                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6457                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6458                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6459         }
6460
6461         // _norm is the name used by tenebrae and has been adopted as standard
6462         if (r_loadnormalmap && skinframe->nmap == NULL)
6463         {
6464                 mymiplevel = savemiplevel;
6465                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6466                 {
6467                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6468                         Mem_Free(pixels);
6469                         pixels = NULL;
6470                 }
6471                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6472                 {
6473                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6474                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6475                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6476                         Mem_Free(pixels);
6477                         Mem_Free(bumppixels);
6478                 }
6479                 else if (r_shadow_bumpscale_basetexture.value > 0)
6480                 {
6481                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6482                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6483                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6484                         Mem_Free(pixels);
6485                 }
6486                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6487                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6488         }
6489
6490         // _luma is supported only for tenebrae compatibility
6491         // _glow is the preferred name
6492         mymiplevel = savemiplevel;
6493         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6494         {
6495                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6496                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6497                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6498                 Mem_Free(pixels);pixels = NULL;
6499         }
6500
6501         mymiplevel = savemiplevel;
6502         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6503         {
6504                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6505                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6506                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6507                 Mem_Free(pixels);
6508                 pixels = NULL;
6509         }
6510
6511         mymiplevel = savemiplevel;
6512         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6513         {
6514                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6515                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6516                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6517                 Mem_Free(pixels);
6518                 pixels = NULL;
6519         }
6520
6521         mymiplevel = savemiplevel;
6522         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6523         {
6524                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6525                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6526                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6527                 Mem_Free(pixels);
6528                 pixels = NULL;
6529         }
6530
6531         mymiplevel = savemiplevel;
6532         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6533         {
6534                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6535                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6536                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6537                 Mem_Free(pixels);
6538                 pixels = NULL;
6539         }
6540
6541         if (basepixels)
6542                 Mem_Free(basepixels);
6543
6544         return skinframe;
6545 }
6546
6547 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6549 {
6550         int i;
6551         unsigned char *temp1, *temp2;
6552         skinframe_t *skinframe;
6553
6554         if (cls.state == ca_dedicated)
6555                 return NULL;
6556
6557         // if already loaded just return it, otherwise make a new skinframe
6558         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6559         if (skinframe && skinframe->base)
6560                 return skinframe;
6561
6562         skinframe->stain = NULL;
6563         skinframe->merged = NULL;
6564         skinframe->base = NULL;
6565         skinframe->pants = NULL;
6566         skinframe->shirt = NULL;
6567         skinframe->nmap = NULL;
6568         skinframe->gloss = NULL;
6569         skinframe->glow = NULL;
6570         skinframe->fog = NULL;
6571         skinframe->reflect = NULL;
6572         skinframe->hasalpha = false;
6573
6574         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6575         if (!skindata)
6576                 return NULL;
6577
6578         if (developer_loading.integer)
6579                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6580
6581         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6582         {
6583                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6584                 temp2 = temp1 + width * height * 4;
6585                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6586                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6587                 Mem_Free(temp1);
6588         }
6589         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6590         if (textureflags & TEXF_ALPHA)
6591         {
6592                 for (i = 3;i < width * height * 4;i += 4)
6593                 {
6594                         if (skindata[i] < 255)
6595                         {
6596                                 skinframe->hasalpha = true;
6597                                 break;
6598                         }
6599                 }
6600                 if (r_loadfog && skinframe->hasalpha)
6601                 {
6602                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6603                         memcpy(fogpixels, skindata, width * height * 4);
6604                         for (i = 0;i < width * height * 4;i += 4)
6605                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6606                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6607                         Mem_Free(fogpixels);
6608                 }
6609         }
6610
6611         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6612         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6613
6614         return skinframe;
6615 }
6616
6617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6618 {
6619         int i;
6620         int featuresmask;
6621         skinframe_t *skinframe;
6622
6623         if (cls.state == ca_dedicated)
6624                 return NULL;
6625
6626         // if already loaded just return it, otherwise make a new skinframe
6627         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6628         if (skinframe && skinframe->base)
6629                 return skinframe;
6630
6631         skinframe->stain = NULL;
6632         skinframe->merged = NULL;
6633         skinframe->base = NULL;
6634         skinframe->pants = NULL;
6635         skinframe->shirt = NULL;
6636         skinframe->nmap = NULL;
6637         skinframe->gloss = NULL;
6638         skinframe->glow = NULL;
6639         skinframe->fog = NULL;
6640         skinframe->reflect = NULL;
6641         skinframe->hasalpha = false;
6642
6643         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6644         if (!skindata)
6645                 return NULL;
6646
6647         if (developer_loading.integer)
6648                 Con_Printf("loading quake skin \"%s\"\n", name);
6649
6650         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
6651         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6652         memcpy(skinframe->qpixels, skindata, width*height);
6653         skinframe->qwidth = width;
6654         skinframe->qheight = height;
6655
6656         featuresmask = 0;
6657         for (i = 0;i < width * height;i++)
6658                 featuresmask |= palette_featureflags[skindata[i]];
6659
6660         skinframe->hasalpha = false;
6661         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6662         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6663         skinframe->qgeneratemerged = true;
6664         skinframe->qgeneratebase = skinframe->qhascolormapping;
6665         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6666
6667         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6668         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6669
6670         return skinframe;
6671 }
6672
6673 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6674 {
6675         int width;
6676         int height;
6677         unsigned char *skindata;
6678
6679         if (!skinframe->qpixels)
6680                 return;
6681
6682         if (!skinframe->qhascolormapping)
6683                 colormapped = false;
6684
6685         if (colormapped)
6686         {
6687                 if (!skinframe->qgeneratebase)
6688                         return;
6689         }
6690         else
6691         {
6692                 if (!skinframe->qgeneratemerged)
6693                         return;
6694         }
6695
6696         width = skinframe->qwidth;
6697         height = skinframe->qheight;
6698         skindata = skinframe->qpixels;
6699
6700         if (skinframe->qgeneratenmap)
6701         {
6702                 unsigned char *temp1, *temp2;
6703                 skinframe->qgeneratenmap = false;
6704                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6705                 temp2 = temp1 + width * height * 4;
6706                 // use either a custom palette or the quake palette
6707                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6708                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6709                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6710                 Mem_Free(temp1);
6711         }
6712
6713         if (skinframe->qgenerateglow)
6714         {
6715                 skinframe->qgenerateglow = false;
6716                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6717         }
6718
6719         if (colormapped)
6720         {
6721                 skinframe->qgeneratebase = false;
6722                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6723                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6724                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6725         }
6726         else
6727         {
6728                 skinframe->qgeneratemerged = false;
6729                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6730         }
6731
6732         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6733         {
6734                 Mem_Free(skinframe->qpixels);
6735                 skinframe->qpixels = NULL;
6736         }
6737 }
6738
6739 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
6740 {
6741         int i;
6742         skinframe_t *skinframe;
6743
6744         if (cls.state == ca_dedicated)
6745                 return NULL;
6746
6747         // if already loaded just return it, otherwise make a new skinframe
6748         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6749         if (skinframe && skinframe->base)
6750                 return skinframe;
6751
6752         skinframe->stain = NULL;
6753         skinframe->merged = NULL;
6754         skinframe->base = NULL;
6755         skinframe->pants = NULL;
6756         skinframe->shirt = NULL;
6757         skinframe->nmap = NULL;
6758         skinframe->gloss = NULL;
6759         skinframe->glow = NULL;
6760         skinframe->fog = NULL;
6761         skinframe->reflect = NULL;
6762         skinframe->hasalpha = false;
6763
6764         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6765         if (!skindata)
6766                 return NULL;
6767
6768         if (developer_loading.integer)
6769                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6770
6771         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6772         if (textureflags & TEXF_ALPHA)
6773         {
6774                 for (i = 0;i < width * height;i++)
6775                 {
6776                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6777                         {
6778                                 skinframe->hasalpha = true;
6779                                 break;
6780                         }
6781                 }
6782                 if (r_loadfog && skinframe->hasalpha)
6783                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6784         }
6785
6786         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6787         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6788
6789         return skinframe;
6790 }
6791
6792 skinframe_t *R_SkinFrame_LoadMissing(void)
6793 {
6794         skinframe_t *skinframe;
6795
6796         if (cls.state == ca_dedicated)
6797                 return NULL;
6798
6799         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6800         skinframe->stain = NULL;
6801         skinframe->merged = NULL;
6802         skinframe->base = NULL;
6803         skinframe->pants = NULL;
6804         skinframe->shirt = NULL;
6805         skinframe->nmap = NULL;
6806         skinframe->gloss = NULL;
6807         skinframe->glow = NULL;
6808         skinframe->fog = NULL;
6809         skinframe->reflect = NULL;
6810         skinframe->hasalpha = false;
6811
6812         skinframe->avgcolor[0] = rand() / RAND_MAX;
6813         skinframe->avgcolor[1] = rand() / RAND_MAX;
6814         skinframe->avgcolor[2] = rand() / RAND_MAX;
6815         skinframe->avgcolor[3] = 1;
6816
6817         return skinframe;
6818 }
6819
6820 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6821 typedef struct suffixinfo_s
6822 {
6823         const char *suffix;
6824         qboolean flipx, flipy, flipdiagonal;
6825 }
6826 suffixinfo_t;
6827 static suffixinfo_t suffix[3][6] =
6828 {
6829         {
6830                 {"px",   false, false, false},
6831                 {"nx",   false, false, false},
6832                 {"py",   false, false, false},
6833                 {"ny",   false, false, false},
6834                 {"pz",   false, false, false},
6835                 {"nz",   false, false, false}
6836         },
6837         {
6838                 {"posx", false, false, false},
6839                 {"negx", false, false, false},
6840                 {"posy", false, false, false},
6841                 {"negy", false, false, false},
6842                 {"posz", false, false, false},
6843                 {"negz", false, false, false}
6844         },
6845         {
6846                 {"rt",    true, false,  true},
6847                 {"lf",   false,  true,  true},
6848                 {"ft",    true,  true, false},
6849                 {"bk",   false, false, false},
6850                 {"up",    true, false,  true},
6851                 {"dn",    true, false,  true}
6852         }
6853 };
6854
6855 static int componentorder[4] = {0, 1, 2, 3};
6856
6857 rtexture_t *R_LoadCubemap(const char *basename)
6858 {
6859         int i, j, cubemapsize;
6860         unsigned char *cubemappixels, *image_buffer;
6861         rtexture_t *cubemaptexture;
6862         char name[256];
6863         // must start 0 so the first loadimagepixels has no requested width/height
6864         cubemapsize = 0;
6865         cubemappixels = NULL;
6866         cubemaptexture = NULL;
6867         // keep trying different suffix groups (posx, px, rt) until one loads
6868         for (j = 0;j < 3 && !cubemappixels;j++)
6869         {
6870                 // load the 6 images in the suffix group
6871                 for (i = 0;i < 6;i++)
6872                 {
6873                         // generate an image name based on the base and and suffix
6874                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6875                         // load it
6876                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6877                         {
6878                                 // an image loaded, make sure width and height are equal
6879                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6880                                 {
6881                                         // if this is the first image to load successfully, allocate the cubemap memory
6882                                         if (!cubemappixels && image_width >= 1)
6883                                         {
6884                                                 cubemapsize = image_width;
6885                                                 // note this clears to black, so unavailable sides are black
6886                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6887                                         }
6888                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6889                                         if (cubemappixels)
6890                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6891                                 }
6892                                 else
6893                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6894                                 // free the image
6895                                 Mem_Free(image_buffer);
6896                         }
6897                 }
6898         }
6899         // if a cubemap loaded, upload it
6900         if (cubemappixels)
6901         {
6902                 if (developer_loading.integer)
6903                         Con_Printf("loading cubemap \"%s\"\n", basename);
6904
6905                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6906                 Mem_Free(cubemappixels);
6907         }
6908         else
6909         {
6910                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6911                 if (developer_loading.integer)
6912                 {
6913                         Con_Printf("(tried tried images ");
6914                         for (j = 0;j < 3;j++)
6915                                 for (i = 0;i < 6;i++)
6916                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6917                         Con_Print(" and was unable to find any of them).\n");
6918                 }
6919         }
6920         return cubemaptexture;
6921 }
6922
6923 rtexture_t *R_GetCubemap(const char *basename)
6924 {
6925         int i;
6926         for (i = 0;i < r_texture_numcubemaps;i++)
6927                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6928                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6929         if (i >= MAX_CUBEMAPS)
6930                 return r_texture_whitecube;
6931         r_texture_numcubemaps++;
6932         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6933         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6934         return r_texture_cubemaps[i].texture;
6935 }
6936
6937 void R_FreeCubemaps(void)
6938 {
6939         int i;
6940         for (i = 0;i < r_texture_numcubemaps;i++)
6941         {
6942                 if (developer_loading.integer)
6943                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6944                 if (r_texture_cubemaps[i].texture)
6945                         R_FreeTexture(r_texture_cubemaps[i].texture);
6946         }
6947         r_texture_numcubemaps = 0;
6948 }
6949
6950 void R_Main_FreeViewCache(void)
6951 {
6952         if (r_refdef.viewcache.entityvisible)
6953                 Mem_Free(r_refdef.viewcache.entityvisible);
6954         if (r_refdef.viewcache.world_pvsbits)
6955                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6956         if (r_refdef.viewcache.world_leafvisible)
6957                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6958         if (r_refdef.viewcache.world_surfacevisible)
6959                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6960         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6961 }
6962
6963 void R_Main_ResizeViewCache(void)
6964 {
6965         int numentities = r_refdef.scene.numentities;
6966         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6967         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6968         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6969         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6970         if (r_refdef.viewcache.maxentities < numentities)
6971         {
6972                 r_refdef.viewcache.maxentities = numentities;
6973                 if (r_refdef.viewcache.entityvisible)
6974                         Mem_Free(r_refdef.viewcache.entityvisible);
6975                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6976         }
6977         if (r_refdef.viewcache.world_numclusters != numclusters)
6978         {
6979                 r_refdef.viewcache.world_numclusters = numclusters;
6980                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6981                 if (r_refdef.viewcache.world_pvsbits)
6982                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6983                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6984         }
6985         if (r_refdef.viewcache.world_numleafs != numleafs)
6986         {
6987                 r_refdef.viewcache.world_numleafs = numleafs;
6988                 if (r_refdef.viewcache.world_leafvisible)
6989                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6990                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6991         }
6992         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6993         {
6994                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6995                 if (r_refdef.viewcache.world_surfacevisible)
6996                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6997                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6998         }
6999 }
7000
7001 extern rtexture_t *loadingscreentexture;
7002 void gl_main_start(void)
7003 {
7004         loadingscreentexture = NULL;
7005         r_texture_blanknormalmap = NULL;
7006         r_texture_white = NULL;
7007         r_texture_grey128 = NULL;
7008         r_texture_black = NULL;
7009         r_texture_whitecube = NULL;
7010         r_texture_normalizationcube = NULL;
7011         r_texture_fogattenuation = NULL;
7012         r_texture_fogheighttexture = NULL;
7013         r_texture_gammaramps = NULL;
7014         r_texture_numcubemaps = 0;
7015
7016         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7017         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7018
7019         switch(vid.renderpath)
7020         {
7021         case RENDERPATH_GL20:
7022         case RENDERPATH_CGGL:
7023         case RENDERPATH_D3D9:
7024         case RENDERPATH_D3D10:
7025         case RENDERPATH_D3D11:
7026                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7027                 Cvar_SetValueQuick(&gl_combine, 1);
7028                 Cvar_SetValueQuick(&r_glsl, 1);
7029                 r_loadnormalmap = true;
7030                 r_loadgloss = true;
7031                 r_loadfog = false;
7032                 break;
7033         case RENDERPATH_GL13:
7034                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7035                 Cvar_SetValueQuick(&gl_combine, 1);
7036                 Cvar_SetValueQuick(&r_glsl, 0);
7037                 r_loadnormalmap = false;
7038                 r_loadgloss = false;
7039                 r_loadfog = true;
7040                 break;
7041         case RENDERPATH_GL11:
7042                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7043                 Cvar_SetValueQuick(&gl_combine, 0);
7044                 Cvar_SetValueQuick(&r_glsl, 0);
7045                 r_loadnormalmap = false;
7046                 r_loadgloss = false;
7047                 r_loadfog = true;
7048                 break;
7049         }
7050
7051         R_AnimCache_Free();
7052         R_FrameData_Reset();
7053
7054         r_numqueries = 0;
7055         r_maxqueries = 0;
7056         memset(r_queries, 0, sizeof(r_queries));
7057
7058         r_qwskincache = NULL;
7059         r_qwskincache_size = 0;
7060
7061         // set up r_skinframe loading system for textures
7062         memset(&r_skinframe, 0, sizeof(r_skinframe));
7063         r_skinframe.loadsequence = 1;
7064         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7065
7066         r_main_texturepool = R_AllocTexturePool();
7067         R_BuildBlankTextures();
7068         R_BuildNoTexture();
7069         if (vid.support.arb_texture_cube_map)
7070         {
7071                 R_BuildWhiteCube();
7072                 R_BuildNormalizationCube();
7073         }
7074         r_texture_fogattenuation = NULL;
7075         r_texture_fogheighttexture = NULL;
7076         r_texture_gammaramps = NULL;
7077         //r_texture_fogintensity = NULL;
7078         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7079         memset(&r_waterstate, 0, sizeof(r_waterstate));
7080         r_glsl_permutation = NULL;
7081         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7082         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7083         glslshaderstring = NULL;
7084 #ifdef SUPPORTCG
7085         r_cg_permutation = NULL;
7086         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7087         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7088         cgshaderstring = NULL;
7089 #endif
7090 #ifdef SUPPORTD3D
7091         r_hlsl_permutation = NULL;
7092         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7093         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7094         hlslshaderstring = NULL;
7095 #endif
7096         memset(&r_svbsp, 0, sizeof (r_svbsp));
7097
7098         r_refdef.fogmasktable_density = 0;
7099 }
7100
7101 void gl_main_shutdown(void)
7102 {
7103         R_AnimCache_Free();
7104         R_FrameData_Reset();
7105
7106         R_Main_FreeViewCache();
7107
7108         switch(vid.renderpath)
7109         {
7110         case RENDERPATH_GL11:
7111         case RENDERPATH_GL13:
7112         case RENDERPATH_GL20:
7113         case RENDERPATH_CGGL:
7114                 if (r_maxqueries)
7115                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7116                 break;
7117         case RENDERPATH_D3D9:
7118                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7119                 break;
7120         case RENDERPATH_D3D10:
7121                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7122                 break;
7123         case RENDERPATH_D3D11:
7124                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7125                 break;
7126         }
7127
7128         r_numqueries = 0;
7129         r_maxqueries = 0;
7130         memset(r_queries, 0, sizeof(r_queries));
7131
7132         r_qwskincache = NULL;
7133         r_qwskincache_size = 0;
7134
7135         // clear out the r_skinframe state
7136         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7137         memset(&r_skinframe, 0, sizeof(r_skinframe));
7138
7139         if (r_svbsp.nodes)
7140                 Mem_Free(r_svbsp.nodes);
7141         memset(&r_svbsp, 0, sizeof (r_svbsp));
7142         R_FreeTexturePool(&r_main_texturepool);
7143         loadingscreentexture = NULL;
7144         r_texture_blanknormalmap = NULL;
7145         r_texture_white = NULL;
7146         r_texture_grey128 = NULL;
7147         r_texture_black = NULL;
7148         r_texture_whitecube = NULL;
7149         r_texture_normalizationcube = NULL;
7150         r_texture_fogattenuation = NULL;
7151         r_texture_fogheighttexture = NULL;
7152         r_texture_gammaramps = NULL;
7153         r_texture_numcubemaps = 0;
7154         //r_texture_fogintensity = NULL;
7155         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7156         memset(&r_waterstate, 0, sizeof(r_waterstate));
7157         R_GLSL_Restart_f();
7158 }
7159
7160 extern void CL_ParseEntityLump(char *entitystring);
7161 void gl_main_newmap(void)
7162 {
7163         // FIXME: move this code to client
7164         char *entities, entname[MAX_QPATH];
7165         if (r_qwskincache)
7166                 Mem_Free(r_qwskincache);
7167         r_qwskincache = NULL;
7168         r_qwskincache_size = 0;
7169         if (cl.worldmodel)
7170         {
7171                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7172                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7173                 {
7174                         CL_ParseEntityLump(entities);
7175                         Mem_Free(entities);
7176                         return;
7177                 }
7178                 if (cl.worldmodel->brush.entities)
7179                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7180         }
7181         R_Main_FreeViewCache();
7182
7183         R_FrameData_Reset();
7184 }
7185
7186 void GL_Main_Init(void)
7187 {
7188         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7189
7190         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7191         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7192         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7193         if (gamemode == GAME_NEHAHRA)
7194         {
7195                 Cvar_RegisterVariable (&gl_fogenable);
7196                 Cvar_RegisterVariable (&gl_fogdensity);
7197                 Cvar_RegisterVariable (&gl_fogred);
7198                 Cvar_RegisterVariable (&gl_foggreen);
7199                 Cvar_RegisterVariable (&gl_fogblue);
7200                 Cvar_RegisterVariable (&gl_fogstart);
7201                 Cvar_RegisterVariable (&gl_fogend);
7202                 Cvar_RegisterVariable (&gl_skyclip);
7203         }
7204         Cvar_RegisterVariable(&r_motionblur);
7205         Cvar_RegisterVariable(&r_motionblur_maxblur);
7206         Cvar_RegisterVariable(&r_motionblur_bmin);
7207         Cvar_RegisterVariable(&r_motionblur_vmin);
7208         Cvar_RegisterVariable(&r_motionblur_vmax);
7209         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7210         Cvar_RegisterVariable(&r_motionblur_randomize);
7211         Cvar_RegisterVariable(&r_damageblur);
7212         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7213         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7214         Cvar_RegisterVariable(&r_equalize_entities_by);
7215         Cvar_RegisterVariable(&r_equalize_entities_to);
7216         Cvar_RegisterVariable(&r_depthfirst);
7217         Cvar_RegisterVariable(&r_useinfinitefarclip);
7218         Cvar_RegisterVariable(&r_farclip_base);
7219         Cvar_RegisterVariable(&r_farclip_world);
7220         Cvar_RegisterVariable(&r_nearclip);
7221         Cvar_RegisterVariable(&r_showbboxes);
7222         Cvar_RegisterVariable(&r_showsurfaces);
7223         Cvar_RegisterVariable(&r_showtris);
7224         Cvar_RegisterVariable(&r_shownormals);
7225         Cvar_RegisterVariable(&r_showlighting);
7226         Cvar_RegisterVariable(&r_showshadowvolumes);
7227         Cvar_RegisterVariable(&r_showcollisionbrushes);
7228         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7229         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7230         Cvar_RegisterVariable(&r_showdisabledepthtest);
7231         Cvar_RegisterVariable(&r_drawportals);
7232         Cvar_RegisterVariable(&r_drawentities);
7233         Cvar_RegisterVariable(&r_draw2d);
7234         Cvar_RegisterVariable(&r_drawworld);
7235         Cvar_RegisterVariable(&r_cullentities_trace);
7236         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7237         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7238         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7239         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7240         Cvar_RegisterVariable(&r_drawviewmodel);
7241         Cvar_RegisterVariable(&r_drawexteriormodel);
7242         Cvar_RegisterVariable(&r_speeds);
7243         Cvar_RegisterVariable(&r_fullbrights);
7244         Cvar_RegisterVariable(&r_wateralpha);
7245         Cvar_RegisterVariable(&r_dynamic);
7246         Cvar_RegisterVariable(&r_fakelight);
7247         Cvar_RegisterVariable(&r_fakelight_intensity);
7248         Cvar_RegisterVariable(&r_fullbright);
7249         Cvar_RegisterVariable(&r_shadows);
7250         Cvar_RegisterVariable(&r_shadows_darken);
7251         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7252         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7253         Cvar_RegisterVariable(&r_shadows_throwdistance);
7254         Cvar_RegisterVariable(&r_shadows_throwdirection);
7255         Cvar_RegisterVariable(&r_shadows_focus);
7256         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7257         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7258         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7259         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7260         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7261         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7262         Cvar_RegisterVariable(&r_fog_exp2);
7263         Cvar_RegisterVariable(&r_drawfog);
7264         Cvar_RegisterVariable(&r_transparentdepthmasking);
7265         Cvar_RegisterVariable(&r_texture_dds_load);
7266         Cvar_RegisterVariable(&r_texture_dds_save);
7267         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7268         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7269         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7270         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7271         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7272         Cvar_RegisterVariable(&r_textureunits);
7273         Cvar_RegisterVariable(&gl_combine);
7274         Cvar_RegisterVariable(&r_glsl);
7275         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7276         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7277         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7278         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7279         Cvar_RegisterVariable(&r_glsl_postprocess);
7280         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7281         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7282         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7283         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7284         Cvar_RegisterVariable(&r_water);
7285         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7286         Cvar_RegisterVariable(&r_water_clippingplanebias);
7287         Cvar_RegisterVariable(&r_water_refractdistort);
7288         Cvar_RegisterVariable(&r_water_reflectdistort);
7289         Cvar_RegisterVariable(&r_water_scissormode);
7290         Cvar_RegisterVariable(&r_lerpsprites);
7291         Cvar_RegisterVariable(&r_lerpmodels);
7292         Cvar_RegisterVariable(&r_lerplightstyles);
7293         Cvar_RegisterVariable(&r_waterscroll);
7294         Cvar_RegisterVariable(&r_bloom);
7295         Cvar_RegisterVariable(&r_bloom_colorscale);
7296         Cvar_RegisterVariable(&r_bloom_brighten);
7297         Cvar_RegisterVariable(&r_bloom_blur);
7298         Cvar_RegisterVariable(&r_bloom_resolution);
7299         Cvar_RegisterVariable(&r_bloom_colorexponent);
7300         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7301         Cvar_RegisterVariable(&r_hdr);
7302         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7303         Cvar_RegisterVariable(&r_hdr_glowintensity);
7304         Cvar_RegisterVariable(&r_hdr_range);
7305         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7306         Cvar_RegisterVariable(&developer_texturelogging);
7307         Cvar_RegisterVariable(&gl_lightmaps);
7308         Cvar_RegisterVariable(&r_test);
7309         Cvar_RegisterVariable(&r_glsl_saturation);
7310         Cvar_RegisterVariable(&r_framedatasize);
7311         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7312                 Cvar_SetValue("r_fullbrights", 0);
7313         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7314
7315         Cvar_RegisterVariable(&r_track_sprites);
7316         Cvar_RegisterVariable(&r_track_sprites_flags);
7317         Cvar_RegisterVariable(&r_track_sprites_scalew);
7318         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7319         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7320         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7321 }
7322
7323 extern void R_Textures_Init(void);
7324 extern void GL_Draw_Init(void);
7325 extern void GL_Main_Init(void);
7326 extern void R_Shadow_Init(void);
7327 extern void R_Sky_Init(void);
7328 extern void GL_Surf_Init(void);
7329 extern void R_Particles_Init(void);
7330 extern void R_Explosion_Init(void);
7331 extern void gl_backend_init(void);
7332 extern void Sbar_Init(void);
7333 extern void R_LightningBeams_Init(void);
7334 extern void Mod_RenderInit(void);
7335 extern void Font_Init(void);
7336
7337 void Render_Init(void)
7338 {
7339         gl_backend_init();
7340         R_Textures_Init();
7341         GL_Main_Init();
7342         Font_Init();
7343         GL_Draw_Init();
7344         R_Shadow_Init();
7345         R_Sky_Init();
7346         GL_Surf_Init();
7347         Sbar_Init();
7348         R_Particles_Init();
7349         R_Explosion_Init();
7350         R_LightningBeams_Init();
7351         Mod_RenderInit();
7352 }
7353
7354 /*
7355 ===============
7356 GL_Init
7357 ===============
7358 */
7359 extern char *ENGINE_EXTENSIONS;
7360 void GL_Init (void)
7361 {
7362         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7363         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7364         gl_version = (const char *)qglGetString(GL_VERSION);
7365         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7366
7367         if (!gl_extensions)
7368                 gl_extensions = "";
7369         if (!gl_platformextensions)
7370                 gl_platformextensions = "";
7371
7372         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7373         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7374         Con_Printf("GL_VERSION: %s\n", gl_version);
7375         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7376         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7377
7378         VID_CheckExtensions();
7379
7380         // LordHavoc: report supported extensions
7381         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7382
7383         // clear to black (loading plaque will be seen over this)
7384         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7385 }
7386
7387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7388 {
7389         int i;
7390         mplane_t *p;
7391         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7392         {
7393                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7394                 if (i == 4)
7395                         continue;
7396                 p = r_refdef.view.frustum + i;
7397                 switch(p->signbits)
7398                 {
7399                 default:
7400                 case 0:
7401                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7402                                 return true;
7403                         break;
7404                 case 1:
7405                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7406                                 return true;
7407                         break;
7408                 case 2:
7409                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7410                                 return true;
7411                         break;
7412                 case 3:
7413                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7414                                 return true;
7415                         break;
7416                 case 4:
7417                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7418                                 return true;
7419                         break;
7420                 case 5:
7421                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7422                                 return true;
7423                         break;
7424                 case 6:
7425                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7426                                 return true;
7427                         break;
7428                 case 7:
7429                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7430                                 return true;
7431                         break;
7432                 }
7433         }
7434         return false;
7435 }
7436
7437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7438 {
7439         int i;
7440         const mplane_t *p;
7441         for (i = 0;i < numplanes;i++)
7442         {
7443                 p = planes + i;
7444                 switch(p->signbits)
7445                 {
7446                 default:
7447                 case 0:
7448                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7449                                 return true;
7450                         break;
7451                 case 1:
7452                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7453                                 return true;
7454                         break;
7455                 case 2:
7456                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7457                                 return true;
7458                         break;
7459                 case 3:
7460                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7461                                 return true;
7462                         break;
7463                 case 4:
7464                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7465                                 return true;
7466                         break;
7467                 case 5:
7468                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7469                                 return true;
7470                         break;
7471                 case 6:
7472                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7473                                 return true;
7474                         break;
7475                 case 7:
7476                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7477                                 return true;
7478                         break;
7479                 }
7480         }
7481         return false;
7482 }
7483
7484 //==================================================================================
7485
7486 // LordHavoc: this stores temporary data used within the same frame
7487
7488 qboolean r_framedata_failed;
7489 static size_t r_framedata_size;
7490 static size_t r_framedata_current;
7491 static void *r_framedata_base;
7492
7493 void R_FrameData_Reset(void)
7494 {
7495         if (r_framedata_base)
7496                 Mem_Free(r_framedata_base);
7497         r_framedata_base = NULL;
7498         r_framedata_size = 0;
7499         r_framedata_current = 0;
7500         r_framedata_failed = false;
7501 }
7502
7503 void R_FrameData_NewFrame(void)
7504 {
7505         size_t wantedsize;
7506         if (r_framedata_failed)
7507                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7508         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7509         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7510         if (r_framedata_size != wantedsize)
7511         {
7512                 r_framedata_size = wantedsize;
7513                 if (r_framedata_base)
7514                         Mem_Free(r_framedata_base);
7515                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7516         }
7517         r_framedata_current = 0;
7518         r_framedata_failed = false;
7519 }
7520
7521 void *R_FrameData_Alloc(size_t size)
7522 {
7523         void *data;
7524
7525         // align to 16 byte boundary
7526         size = (size + 15) & ~15;
7527         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7528         r_framedata_current += size;
7529
7530         // check overflow
7531         if (r_framedata_current > r_framedata_size)
7532                 r_framedata_failed = true;
7533
7534         // return NULL on everything after a failure
7535         if (r_framedata_failed)
7536                 return NULL;
7537
7538         return data;
7539 }
7540
7541 void *R_FrameData_Store(size_t size, void *data)
7542 {
7543         void *d = R_FrameData_Alloc(size);
7544         if (d)
7545                 memcpy(d, data, size);
7546         return d;
7547 }
7548
7549 //==================================================================================
7550
7551 // LordHavoc: animcache originally written by Echon, rewritten since then
7552
7553 /**
7554  * Animation cache prevents re-generating mesh data for an animated model
7555  * multiple times in one frame for lighting, shadowing, reflections, etc.
7556  */
7557
7558 void R_AnimCache_Free(void)
7559 {
7560 }
7561
7562 void R_AnimCache_ClearCache(void)
7563 {
7564         int i;
7565         entity_render_t *ent;
7566
7567         for (i = 0;i < r_refdef.scene.numentities;i++)
7568         {
7569                 ent = r_refdef.scene.entities[i];
7570                 ent->animcache_vertex3f = NULL;
7571                 ent->animcache_normal3f = NULL;
7572                 ent->animcache_svector3f = NULL;
7573                 ent->animcache_tvector3f = NULL;
7574                 ent->animcache_vertexposition = NULL;
7575                 ent->animcache_vertexmesh = NULL;
7576                 ent->animcache_vertexpositionbuffer = NULL;
7577                 ent->animcache_vertexmeshbuffer = NULL;
7578         }
7579 }
7580
7581 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7582 {
7583         int i;
7584
7585         // identical memory layout, so no need to allocate...
7586         // this also provides the vertexposition structure to everything, e.g.
7587         // depth masked rendering currently uses it even if having separate
7588         // arrays
7589         // NOTE: get rid of this optimization if changing it to e.g. 4f
7590         ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7591
7592         // TODO:
7593         // get rid of following uses of VERTEXPOSITION, change to the array:
7594         // R_DrawTextureSurfaceList_Sky if skyrendermasked
7595         // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7596         // R_DrawTextureSurfaceList_DepthOnly
7597         // R_Q1BSP_DrawShadowMap
7598
7599         switch(vid.renderpath)
7600         {
7601         case RENDERPATH_GL20:
7602         case RENDERPATH_CGGL:
7603                 // need the meshbuffers if !gl_mesh_separatearrays.integer
7604                 if (gl_mesh_separatearrays.integer)
7605                         return;
7606                 break;
7607         case RENDERPATH_D3D9:
7608         case RENDERPATH_D3D10:
7609         case RENDERPATH_D3D11:
7610                 // always need the meshbuffers
7611                 break;
7612         case RENDERPATH_GL13:
7613         case RENDERPATH_GL11:
7614                 // never need the meshbuffers
7615                 return;
7616         }
7617
7618         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7619                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7620         /*
7621         if (!ent->animcache_vertexposition)
7622                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7623         */
7624         if (ent->animcache_vertexposition)
7625         {
7626                 /*
7627                 for (i = 0;i < numvertices;i++)
7628                         memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7629                 */
7630                 // TODO: upload vertex buffer?
7631         }
7632         if (ent->animcache_vertexmesh)
7633         {
7634                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7635                 for (i = 0;i < numvertices;i++)
7636                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7637                 if (ent->animcache_svector3f)
7638                         for (i = 0;i < numvertices;i++)
7639                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7640                 if (ent->animcache_tvector3f)
7641                         for (i = 0;i < numvertices;i++)
7642                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7643                 if (ent->animcache_normal3f)
7644                         for (i = 0;i < numvertices;i++)
7645                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7646                 // TODO: upload vertex buffer?
7647         }
7648 }
7649
7650 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7651 {
7652         dp_model_t *model = ent->model;
7653         int numvertices;
7654         // see if it's already cached this frame
7655         if (ent->animcache_vertex3f)
7656         {
7657                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7658                 if (wantnormals || wanttangents)
7659                 {
7660                         if (ent->animcache_normal3f)
7661                                 wantnormals = false;
7662                         if (ent->animcache_svector3f)
7663                                 wanttangents = false;
7664                         if (wantnormals || wanttangents)
7665                         {
7666                                 numvertices = model->surfmesh.num_vertices;
7667                                 if (wantnormals)
7668                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7669                                 if (wanttangents)
7670                                 {
7671                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7672                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7673                                 }
7674                                 if (!r_framedata_failed)
7675                                 {
7676                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7677                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7678                                 }
7679                         }
7680                 }
7681         }
7682         else
7683         {
7684                 // see if this ent is worth caching
7685                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7686                         return false;
7687                 // get some memory for this entity and generate mesh data
7688                 numvertices = model->surfmesh.num_vertices;
7689                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7690                 if (wantnormals)
7691                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7692                 if (wanttangents)
7693                 {
7694                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7695                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7696                 }
7697                 if (!r_framedata_failed)
7698                 {
7699                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7700                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7701                 }
7702         }
7703         return !r_framedata_failed;
7704 }
7705
7706 void R_AnimCache_CacheVisibleEntities(void)
7707 {
7708         int i;
7709         qboolean wantnormals = true;
7710         qboolean wanttangents = !r_showsurfaces.integer;
7711
7712         switch(vid.renderpath)
7713         {
7714         case RENDERPATH_GL20:
7715         case RENDERPATH_CGGL:
7716         case RENDERPATH_D3D9:
7717         case RENDERPATH_D3D10:
7718         case RENDERPATH_D3D11:
7719                 break;
7720         case RENDERPATH_GL13:
7721         case RENDERPATH_GL11:
7722                 wanttangents = false;
7723                 break;
7724         }
7725
7726         if (r_shownormals.integer)
7727                 wanttangents = wantnormals = true;
7728
7729         // TODO: thread this
7730         // NOTE: R_PrepareRTLights() also caches entities
7731
7732         for (i = 0;i < r_refdef.scene.numentities;i++)
7733                 if (r_refdef.viewcache.entityvisible[i])
7734                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7735 }
7736
7737 //==================================================================================
7738
7739 static void R_View_UpdateEntityLighting (void)
7740 {
7741         int i;
7742         entity_render_t *ent;
7743         vec3_t tempdiffusenormal, avg;
7744         vec_t f, fa, fd, fdd;
7745         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7746
7747         for (i = 0;i < r_refdef.scene.numentities;i++)
7748         {
7749                 ent = r_refdef.scene.entities[i];
7750
7751                 // skip unseen models
7752                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7753                         continue;
7754
7755                 // skip bsp models
7756                 if (ent->model && ent->model->brush.num_leafs)
7757                 {
7758                         // TODO: use modellight for r_ambient settings on world?
7759                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7760                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7761                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7762                         continue;
7763                 }
7764
7765                 // fetch the lighting from the worldmodel data
7766                 VectorClear(ent->modellight_ambient);
7767                 VectorClear(ent->modellight_diffuse);
7768                 VectorClear(tempdiffusenormal);
7769                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7770                 {
7771                         vec3_t org;
7772                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7773                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7774                         if(ent->flags & RENDER_EQUALIZE)
7775                         {
7776                                 // first fix up ambient lighting...
7777                                 if(r_equalize_entities_minambient.value > 0)
7778                                 {
7779                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7780                                         if(fd > 0)
7781                                         {
7782                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7783                                                 if(fa < r_equalize_entities_minambient.value * fd)
7784                                                 {
7785                                                         // solve:
7786                                                         //   fa'/fd' = minambient
7787                                                         //   fa'+0.25*fd' = fa+0.25*fd
7788                                                         //   ...
7789                                                         //   fa' = fd' * minambient
7790                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7791                                                         //   ...
7792                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7793                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7794                                                         //   ...
7795                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7796                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
7797                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7798                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7799                                                 }
7800                                         }
7801                                 }
7802
7803                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7804                                 {
7805                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7806                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7807                                         if(f > 0)
7808                                         {
7809                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7810                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7811                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7812                                         }
7813                                 }
7814                         }
7815                 }
7816                 else // highly rare
7817                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7818
7819                 // move the light direction into modelspace coordinates for lighting code
7820                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7821                 if(VectorLength2(ent->modellight_lightdir) == 0)
7822                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7823                 VectorNormalize(ent->modellight_lightdir);
7824         }
7825 }
7826
7827 #define MAX_LINEOFSIGHTTRACES 64
7828
7829 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7830 {
7831         int i;
7832         vec3_t boxmins, boxmaxs;
7833         vec3_t start;
7834         vec3_t end;
7835         dp_model_t *model = r_refdef.scene.worldmodel;
7836
7837         if (!model || !model->brush.TraceLineOfSight)
7838                 return true;
7839
7840         // expand the box a little
7841         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7842         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7843         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7844         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7845         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7846         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7847
7848         // return true if eye is inside enlarged box
7849         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7850                 return true;
7851
7852         // try center
7853         VectorCopy(eye, start);
7854         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7855         if (model->brush.TraceLineOfSight(model, start, end))
7856                 return true;
7857
7858         // try various random positions
7859         for (i = 0;i < numsamples;i++)
7860         {
7861                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7862                 if (model->brush.TraceLineOfSight(model, start, end))
7863                         return true;
7864         }
7865
7866         return false;
7867 }
7868
7869
7870 static void R_View_UpdateEntityVisible (void)
7871 {
7872         int i;
7873         int renderimask;
7874         int samples;
7875         entity_render_t *ent;
7876
7877         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7878                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7879                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7880                 :                                                          RENDER_EXTERIORMODEL;
7881         if (!r_drawviewmodel.integer)
7882                 renderimask |= RENDER_VIEWMODEL;
7883         if (!r_drawexteriormodel.integer)
7884                 renderimask |= RENDER_EXTERIORMODEL;
7885         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7886         {
7887                 // worldmodel can check visibility
7888                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7889                 for (i = 0;i < r_refdef.scene.numentities;i++)
7890                 {
7891                         ent = r_refdef.scene.entities[i];
7892                         if (!(ent->flags & renderimask))
7893                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7894                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7895                                 r_refdef.viewcache.entityvisible[i] = true;
7896                 }
7897                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7898                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7899                 {
7900                         for (i = 0;i < r_refdef.scene.numentities;i++)
7901                         {
7902                                 ent = r_refdef.scene.entities[i];
7903                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7904                                 {
7905                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7906                                         if (samples < 0)
7907                                                 continue; // temp entities do pvs only
7908                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7909                                                 ent->last_trace_visibility = realtime;
7910                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7911                                                 r_refdef.viewcache.entityvisible[i] = 0;
7912                                 }
7913                         }
7914                 }
7915         }
7916         else
7917         {
7918                 // no worldmodel or it can't check visibility
7919                 for (i = 0;i < r_refdef.scene.numentities;i++)
7920                 {
7921                         ent = r_refdef.scene.entities[i];
7922                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7923                 }
7924         }
7925 }
7926
7927 /// only used if skyrendermasked, and normally returns false
7928 int R_DrawBrushModelsSky (void)
7929 {
7930         int i, sky;
7931         entity_render_t *ent;
7932
7933         sky = false;
7934         for (i = 0;i < r_refdef.scene.numentities;i++)
7935         {
7936                 if (!r_refdef.viewcache.entityvisible[i])
7937                         continue;
7938                 ent = r_refdef.scene.entities[i];
7939                 if (!ent->model || !ent->model->DrawSky)
7940                         continue;
7941                 ent->model->DrawSky(ent);
7942                 sky = true;
7943         }
7944         return sky;
7945 }
7946
7947 static void R_DrawNoModel(entity_render_t *ent);
7948 static void R_DrawModels(void)
7949 {
7950         int i;
7951         entity_render_t *ent;
7952
7953         for (i = 0;i < r_refdef.scene.numentities;i++)
7954         {
7955                 if (!r_refdef.viewcache.entityvisible[i])
7956                         continue;
7957                 ent = r_refdef.scene.entities[i];
7958                 r_refdef.stats.entities++;
7959                 if (ent->model && ent->model->Draw != NULL)
7960                         ent->model->Draw(ent);
7961                 else
7962                         R_DrawNoModel(ent);
7963         }
7964 }
7965
7966 static void R_DrawModelsDepth(void)
7967 {
7968         int i;
7969         entity_render_t *ent;
7970
7971         for (i = 0;i < r_refdef.scene.numentities;i++)
7972         {
7973                 if (!r_refdef.viewcache.entityvisible[i])
7974                         continue;
7975                 ent = r_refdef.scene.entities[i];
7976                 if (ent->model && ent->model->DrawDepth != NULL)
7977                         ent->model->DrawDepth(ent);
7978         }
7979 }
7980
7981 static void R_DrawModelsDebug(void)
7982 {
7983         int i;
7984         entity_render_t *ent;
7985
7986         for (i = 0;i < r_refdef.scene.numentities;i++)
7987         {
7988                 if (!r_refdef.viewcache.entityvisible[i])
7989                         continue;
7990                 ent = r_refdef.scene.entities[i];
7991                 if (ent->model && ent->model->DrawDebug != NULL)
7992                         ent->model->DrawDebug(ent);
7993         }
7994 }
7995
7996 static void R_DrawModelsAddWaterPlanes(void)
7997 {
7998         int i;
7999         entity_render_t *ent;
8000
8001         for (i = 0;i < r_refdef.scene.numentities;i++)
8002         {
8003                 if (!r_refdef.viewcache.entityvisible[i])
8004                         continue;
8005                 ent = r_refdef.scene.entities[i];
8006                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8007                         ent->model->DrawAddWaterPlanes(ent);
8008         }
8009 }
8010
8011 static void R_View_SetFrustum(const int *scissor)
8012 {
8013         int i;
8014         double fpx, fnx, fpy, fny;
8015         vec3_t forward, left, up, origin, v;
8016
8017         if(scissor)
8018         {
8019                 // flipped x coordinates (because x points left here)
8020                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8021                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8022
8023                 // non-flipped y coordinates
8024                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8025                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8026         }
8027         else
8028         {
8029                 fnx = fny = -1;
8030                 fpx = fpy = +1;
8031         }
8032
8033         // we can't trust r_refdef.view.forward and friends in reflected scenes
8034         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8035
8036 #if 0
8037         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8038         r_refdef.view.frustum[0].normal[1] = 0 - 0;
8039         r_refdef.view.frustum[0].normal[2] = -1 - 0;
8040         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8041         r_refdef.view.frustum[1].normal[1] = 0 + 0;
8042         r_refdef.view.frustum[1].normal[2] = -1 + 0;
8043         r_refdef.view.frustum[2].normal[0] = 0 - 0;
8044         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8045         r_refdef.view.frustum[2].normal[2] = -1 - 0;
8046         r_refdef.view.frustum[3].normal[0] = 0 + 0;
8047         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8048         r_refdef.view.frustum[3].normal[2] = -1 + 0;
8049 #endif
8050
8051 #if 0
8052         zNear = r_refdef.nearclip;
8053         nudge = 1.0 - 1.0 / (1<<23);
8054         r_refdef.view.frustum[4].normal[0] = 0 - 0;
8055         r_refdef.view.frustum[4].normal[1] = 0 - 0;
8056         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8057         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8058         r_refdef.view.frustum[5].normal[0] = 0 + 0;
8059         r_refdef.view.frustum[5].normal[1] = 0 + 0;
8060         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8061         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8062 #endif
8063
8064
8065
8066 #if 0
8067         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8068         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8069         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8070         r_refdef.view.frustum[0].dist = m[15] - m[12];
8071
8072         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8073         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8074         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8075         r_refdef.view.frustum[1].dist = m[15] + m[12];
8076
8077         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8078         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8079         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8080         r_refdef.view.frustum[2].dist = m[15] - m[13];
8081
8082         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8083         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8084         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8085         r_refdef.view.frustum[3].dist = m[15] + m[13];
8086
8087         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8088         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8089         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8090         r_refdef.view.frustum[4].dist = m[15] - m[14];
8091
8092         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8093         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8094         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8095         r_refdef.view.frustum[5].dist = m[15] + m[14];
8096 #endif
8097
8098         if (r_refdef.view.useperspective)
8099         {
8100                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8101                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8102                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8103                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8104                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8105
8106                 // then the normals from the corners relative to origin
8107                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8108                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8109                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8110                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8111
8112                 // in a NORMAL view, forward cross left == up
8113                 // in a REFLECTED view, forward cross left == down
8114                 // so our cross products above need to be adjusted for a left handed coordinate system
8115                 CrossProduct(forward, left, v);
8116                 if(DotProduct(v, up) < 0)
8117                 {
8118                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8119                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8120                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8121                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8122                 }
8123
8124                 // Leaving those out was a mistake, those were in the old code, and they
8125                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8126                 // I couldn't reproduce it after adding those normalizations. --blub
8127                 VectorNormalize(r_refdef.view.frustum[0].normal);
8128                 VectorNormalize(r_refdef.view.frustum[1].normal);
8129                 VectorNormalize(r_refdef.view.frustum[2].normal);
8130                 VectorNormalize(r_refdef.view.frustum[3].normal);
8131
8132                 // make the corners absolute
8133                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8134                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8135                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8136                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8137
8138                 // one more normal
8139                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8140
8141                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8142                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8143                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8144                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8145                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8146         }
8147         else
8148         {
8149                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8150                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8151                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8152                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8153                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8154                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8155                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8156                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8157                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8158                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8159         }
8160         r_refdef.view.numfrustumplanes = 5;
8161
8162         if (r_refdef.view.useclipplane)
8163         {
8164                 r_refdef.view.numfrustumplanes = 6;
8165                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8166         }
8167
8168         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8169                 PlaneClassify(r_refdef.view.frustum + i);
8170
8171         // LordHavoc: note to all quake engine coders, Quake had a special case
8172         // for 90 degrees which assumed a square view (wrong), so I removed it,
8173         // Quake2 has it disabled as well.
8174
8175         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8176         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8177         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8178         //PlaneClassify(&frustum[0]);
8179
8180         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8181         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8182         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8183         //PlaneClassify(&frustum[1]);
8184
8185         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8186         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8187         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8188         //PlaneClassify(&frustum[2]);
8189
8190         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8191         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8192         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8193         //PlaneClassify(&frustum[3]);
8194
8195         // nearclip plane
8196         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8197         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8198         //PlaneClassify(&frustum[4]);
8199 }
8200
8201 void R_View_UpdateWithScissor(const int *myscissor)
8202 {
8203         R_Main_ResizeViewCache();
8204         R_View_SetFrustum(myscissor);
8205         R_View_WorldVisibility(r_refdef.view.useclipplane);
8206         R_View_UpdateEntityVisible();
8207         R_View_UpdateEntityLighting();
8208 }
8209
8210 void R_View_Update(void)
8211 {
8212         R_Main_ResizeViewCache();
8213         R_View_SetFrustum(NULL);
8214         R_View_WorldVisibility(r_refdef.view.useclipplane);
8215         R_View_UpdateEntityVisible();
8216         R_View_UpdateEntityLighting();
8217 }
8218
8219 void R_SetupView(qboolean allowwaterclippingplane)
8220 {
8221         const float *customclipplane = NULL;
8222         float plane[4];
8223         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8224         {
8225                 // LordHavoc: couldn't figure out how to make this approach the
8226                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8227                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8228                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8229                         dist = r_refdef.view.clipplane.dist;
8230                 plane[0] = r_refdef.view.clipplane.normal[0];
8231                 plane[1] = r_refdef.view.clipplane.normal[1];
8232                 plane[2] = r_refdef.view.clipplane.normal[2];
8233                 plane[3] = dist;
8234                 customclipplane = plane;
8235         }
8236
8237         if (!r_refdef.view.useperspective)
8238                 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);
8239         else if (vid.stencil && r_useinfinitefarclip.integer)
8240                 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);
8241         else
8242                 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);
8243         R_SetViewport(&r_refdef.view.viewport);
8244 }
8245
8246 void R_EntityMatrix(const matrix4x4_t *matrix)
8247 {
8248         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8249         {
8250                 gl_modelmatrixchanged = false;
8251                 gl_modelmatrix = *matrix;
8252                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8253                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8254                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8255                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8256                 CHECKGLERROR
8257                 switch(vid.renderpath)
8258                 {
8259                 case RENDERPATH_D3D9:
8260 #ifdef SUPPORTD3D
8261                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8262                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8263 #endif
8264                         break;
8265                 case RENDERPATH_D3D10:
8266                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8267                         break;
8268                 case RENDERPATH_D3D11:
8269                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8270                         break;
8271                 case RENDERPATH_GL20:
8272                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8273                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8274                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8275                         break;
8276                 case RENDERPATH_CGGL:
8277 #ifdef SUPPORTCG
8278                         CHECKCGERROR
8279                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8280                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8281                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8282 #endif
8283                         break;
8284                 case RENDERPATH_GL13:
8285                 case RENDERPATH_GL11:
8286                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8287                         break;
8288                 }
8289         }
8290 }
8291
8292 void R_ResetViewRendering2D(void)
8293 {
8294         r_viewport_t viewport;
8295         DrawQ_Finish();
8296
8297         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8298         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);
8299         R_SetViewport(&viewport);
8300         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8301         GL_Color(1, 1, 1, 1);
8302         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8303         GL_BlendFunc(GL_ONE, GL_ZERO);
8304         GL_AlphaTest(false);
8305         GL_ScissorTest(false);
8306         GL_DepthMask(false);
8307         GL_DepthRange(0, 1);
8308         GL_DepthTest(false);
8309         GL_DepthFunc(GL_LEQUAL);
8310         R_EntityMatrix(&identitymatrix);
8311         R_Mesh_ResetTextureState();
8312         GL_PolygonOffset(0, 0);
8313         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8314         switch(vid.renderpath)
8315         {
8316         case RENDERPATH_GL11:
8317         case RENDERPATH_GL13:
8318         case RENDERPATH_GL20:
8319         case RENDERPATH_CGGL:
8320                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8321                 break;
8322         case RENDERPATH_D3D9:
8323         case RENDERPATH_D3D10:
8324         case RENDERPATH_D3D11:
8325                 break;
8326         }
8327         GL_CullFace(GL_NONE);
8328 }
8329
8330 void R_ResetViewRendering3D(void)
8331 {
8332         DrawQ_Finish();
8333
8334         R_SetupView(true);
8335         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8336         GL_Color(1, 1, 1, 1);
8337         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8338         GL_BlendFunc(GL_ONE, GL_ZERO);
8339         GL_AlphaTest(false);
8340         GL_ScissorTest(true);
8341         GL_DepthMask(true);
8342         GL_DepthRange(0, 1);
8343         GL_DepthTest(true);
8344         GL_DepthFunc(GL_LEQUAL);
8345         R_EntityMatrix(&identitymatrix);
8346         R_Mesh_ResetTextureState();
8347         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8348         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8349         switch(vid.renderpath)
8350         {
8351         case RENDERPATH_GL11:
8352         case RENDERPATH_GL13:
8353         case RENDERPATH_GL20:
8354         case RENDERPATH_CGGL:
8355                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8356                 break;
8357         case RENDERPATH_D3D9:
8358         case RENDERPATH_D3D10:
8359         case RENDERPATH_D3D11:
8360                 break;
8361         }
8362         GL_CullFace(r_refdef.view.cullface_back);
8363 }
8364
8365 /*
8366 ================
8367 R_RenderView_UpdateViewVectors
8368 ================
8369 */
8370 static void R_RenderView_UpdateViewVectors(void)
8371 {
8372         // break apart the view matrix into vectors for various purposes
8373         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8374         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8375         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8376         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8377         // make an inverted copy of the view matrix for tracking sprites
8378         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8379 }
8380
8381 void R_RenderScene(void);
8382 void R_RenderWaterPlanes(void);
8383
8384 static void R_Water_StartFrame(void)
8385 {
8386         int i;
8387         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8388         r_waterstate_waterplane_t *p;
8389
8390         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8391                 return;
8392
8393         switch(vid.renderpath)
8394         {
8395         case RENDERPATH_GL20:
8396         case RENDERPATH_CGGL:
8397         case RENDERPATH_D3D9:
8398         case RENDERPATH_D3D10:
8399         case RENDERPATH_D3D11:
8400                 break;
8401         case RENDERPATH_GL13:
8402         case RENDERPATH_GL11:
8403                 return;
8404         }
8405
8406         // set waterwidth and waterheight to the water resolution that will be
8407         // used (often less than the screen resolution for faster rendering)
8408         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8409         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8410
8411         // calculate desired texture sizes
8412         // can't use water if the card does not support the texture size
8413         if (!r_water.integer || r_showsurfaces.integer)
8414                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8415         else if (vid.support.arb_texture_non_power_of_two)
8416         {
8417                 texturewidth = waterwidth;
8418                 textureheight = waterheight;
8419                 camerawidth = waterwidth;
8420                 cameraheight = waterheight;
8421         }
8422         else
8423         {
8424                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8425                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8426                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8427                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8428         }
8429
8430         // allocate textures as needed
8431         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8432         {
8433                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8434                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8435                 {
8436                         if (p->texture_refraction)
8437                                 R_FreeTexture(p->texture_refraction);
8438                         p->texture_refraction = NULL;
8439                         if (p->texture_reflection)
8440                                 R_FreeTexture(p->texture_reflection);
8441                         p->texture_reflection = NULL;
8442                         if (p->texture_camera)
8443                                 R_FreeTexture(p->texture_camera);
8444                         p->texture_camera = NULL;
8445                 }
8446                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8447                 r_waterstate.texturewidth = texturewidth;
8448                 r_waterstate.textureheight = textureheight;
8449                 r_waterstate.camerawidth = camerawidth;
8450                 r_waterstate.cameraheight = cameraheight;
8451         }
8452
8453         if (r_waterstate.texturewidth)
8454         {
8455                 r_waterstate.enabled = true;
8456
8457                 // when doing a reduced render (HDR) we want to use a smaller area
8458                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8459                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8460
8461                 // set up variables that will be used in shader setup
8462                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8463                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8464                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8465                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8466         }
8467
8468         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8469         r_waterstate.numwaterplanes = 0;
8470 }
8471
8472 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8473 {
8474         int triangleindex, planeindex;
8475         const int *e;
8476         vec3_t vert[3];
8477         vec3_t normal;
8478         vec3_t center;
8479         mplane_t plane;
8480         r_waterstate_waterplane_t *p;
8481         texture_t *t = R_GetCurrentTexture(surface->texture);
8482
8483         // just use the first triangle with a valid normal for any decisions
8484         VectorClear(normal);
8485         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8486         {
8487                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8488                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8489                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8490                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8491                 if (VectorLength2(normal) >= 0.001)
8492                         break;
8493         }
8494
8495         VectorCopy(normal, plane.normal);
8496         VectorNormalize(plane.normal);
8497         plane.dist = DotProduct(vert[0], plane.normal);
8498         PlaneClassify(&plane);
8499         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8500         {
8501                 // skip backfaces (except if nocullface is set)
8502                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8503                         return;
8504                 VectorNegate(plane.normal, plane.normal);
8505                 plane.dist *= -1;
8506                 PlaneClassify(&plane);
8507         }
8508
8509
8510         // find a matching plane if there is one
8511         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8512                 if(p->camera_entity == t->camera_entity)
8513                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8514                                 break;
8515         if (planeindex >= r_waterstate.maxwaterplanes)
8516                 return; // nothing we can do, out of planes
8517
8518         // if this triangle does not fit any known plane rendered this frame, add one
8519         if (planeindex >= r_waterstate.numwaterplanes)
8520         {
8521                 // store the new plane
8522                 r_waterstate.numwaterplanes++;
8523                 p->plane = plane;
8524                 // clear materialflags and pvs
8525                 p->materialflags = 0;
8526                 p->pvsvalid = false;
8527                 p->camera_entity = t->camera_entity;
8528                 VectorCopy(surface->mins, p->mins);
8529                 VectorCopy(surface->maxs, p->maxs);
8530         }
8531         else
8532         {
8533                 // merge mins/maxs
8534                 p->mins[0] = min(p->mins[0], surface->mins[0]);
8535                 p->mins[1] = min(p->mins[1], surface->mins[1]);
8536                 p->mins[2] = min(p->mins[2], surface->mins[2]);
8537                 p->maxs[0] = min(p->maxs[0], surface->maxs[0]);
8538                 p->maxs[1] = min(p->maxs[1], surface->maxs[1]);
8539                 p->maxs[2] = min(p->maxs[2], surface->maxs[2]);
8540         }
8541         // merge this surface's materialflags into the waterplane
8542         p->materialflags |= t->currentmaterialflags;
8543         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8544         {
8545                 // merge this surface's PVS into the waterplane
8546                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8547                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8548                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8549                 {
8550                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8551                         p->pvsvalid = true;
8552                 }
8553         }
8554 }
8555
8556 static void R_Water_ProcessPlanes(void)
8557 {
8558         int myscissor[4];
8559         r_refdef_view_t originalview;
8560         r_refdef_view_t myview;
8561         int planeindex;
8562         r_waterstate_waterplane_t *p;
8563         vec3_t visorigin;
8564
8565         originalview = r_refdef.view;
8566
8567         // make sure enough textures are allocated
8568         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8569         {
8570                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8571                 {
8572                         if (!p->texture_refraction)
8573                                 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);
8574                         if (!p->texture_refraction)
8575                                 goto error;
8576                 }
8577                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8578                 {
8579                         if (!p->texture_camera)
8580                                 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);
8581                         if (!p->texture_camera)
8582                                 goto error;
8583                 }
8584
8585                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8586                 {
8587                         if (!p->texture_reflection)
8588                                 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);
8589                         if (!p->texture_reflection)
8590                                 goto error;
8591                 }
8592         }
8593
8594         // render views
8595         r_refdef.view = originalview;
8596         r_refdef.view.showdebug = false;
8597         r_refdef.view.width = r_waterstate.waterwidth;
8598         r_refdef.view.height = r_waterstate.waterheight;
8599         r_refdef.view.useclipplane = true;
8600         myview = r_refdef.view;
8601         r_waterstate.renderingscene = true;
8602         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8603         {
8604                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8605                 {
8606                         r_refdef.view = myview;
8607                         if(r_water_scissormode.integer)
8608                         {
8609                                 R_SetupView(true);
8610                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8611                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8612                         }
8613
8614                         // render reflected scene and copy into texture
8615                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8616                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8617                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8618                         r_refdef.view.clipplane = p->plane;
8619
8620                         // reverse the cullface settings for this render
8621                         r_refdef.view.cullface_front = GL_FRONT;
8622                         r_refdef.view.cullface_back = GL_BACK;
8623                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8624                         {
8625                                 r_refdef.view.usecustompvs = true;
8626                                 if (p->pvsvalid)
8627                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8628                                 else
8629                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8630                         }
8631
8632                         R_ResetViewRendering3D();
8633                         R_ClearScreen(r_refdef.fogenabled);
8634                         if(r_water_scissormode.integer >= 2)
8635                                 R_View_UpdateWithScissor(myscissor);
8636                         else
8637                                 R_View_Update();
8638                         if(r_water_scissormode.integer)
8639                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8640                         R_RenderScene();
8641
8642                         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);
8643                 }
8644
8645                 // render the normal view scene and copy into texture
8646                 // (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)
8647                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8648                 {
8649                         r_refdef.view = myview;
8650                         if(r_water_scissormode.integer)
8651                         {
8652                                 R_SetupView(true);
8653                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8654                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8655                         }
8656
8657                         r_waterstate.renderingrefraction = true;
8658
8659                         r_refdef.view.clipplane = p->plane;
8660                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8661                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8662
8663                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8664                         {
8665                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8666                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8667                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8668                                 R_RenderView_UpdateViewVectors();
8669                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8670                                 {
8671                                         r_refdef.view.usecustompvs = true;
8672                                         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);
8673                                 }
8674                         }
8675
8676                         PlaneClassify(&r_refdef.view.clipplane);
8677
8678                         R_ResetViewRendering3D();
8679                         R_ClearScreen(r_refdef.fogenabled);
8680                         if(r_water_scissormode.integer >= 2)
8681                                 R_View_UpdateWithScissor(myscissor);
8682                         else
8683                                 R_View_Update();
8684                         if(r_water_scissormode.integer)
8685                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8686                         R_RenderScene();
8687
8688                         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);
8689                         r_waterstate.renderingrefraction = false;
8690                 }
8691                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8692                 {
8693                         r_refdef.view = myview;
8694
8695                         r_refdef.view.clipplane = p->plane;
8696                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8697                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8698
8699                         r_refdef.view.width = r_waterstate.camerawidth;
8700                         r_refdef.view.height = r_waterstate.cameraheight;
8701                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8702                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8703
8704                         if(p->camera_entity)
8705                         {
8706                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8707                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8708                         }
8709
8710                         // note: all of the view is used for displaying... so
8711                         // there is no use in scissoring
8712
8713                         // reverse the cullface settings for this render
8714                         r_refdef.view.cullface_front = GL_FRONT;
8715                         r_refdef.view.cullface_back = GL_BACK;
8716                         // also reverse the view matrix
8717                         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
8718                         R_RenderView_UpdateViewVectors();
8719                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8720                         {
8721                                 r_refdef.view.usecustompvs = true;
8722                                 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);
8723                         }
8724                         
8725                         // camera needs no clipplane
8726                         r_refdef.view.useclipplane = false;
8727
8728                         PlaneClassify(&r_refdef.view.clipplane);
8729
8730                         R_ResetViewRendering3D();
8731                         R_ClearScreen(r_refdef.fogenabled);
8732                         R_View_Update();
8733                         R_RenderScene();
8734
8735                         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);
8736                         r_waterstate.renderingrefraction = false;
8737                 }
8738
8739         }
8740         r_waterstate.renderingscene = false;
8741         r_refdef.view = originalview;
8742         R_ResetViewRendering3D();
8743         R_ClearScreen(r_refdef.fogenabled);
8744         R_View_Update();
8745         return;
8746 error:
8747         r_refdef.view = originalview;
8748         r_waterstate.renderingscene = false;
8749         Cvar_SetValueQuick(&r_water, 0);
8750         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8751         return;
8752 }
8753
8754 void R_Bloom_StartFrame(void)
8755 {
8756         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8757
8758         switch(vid.renderpath)
8759         {
8760         case RENDERPATH_GL20:
8761         case RENDERPATH_CGGL:
8762         case RENDERPATH_D3D9:
8763         case RENDERPATH_D3D10:
8764         case RENDERPATH_D3D11:
8765                 break;
8766         case RENDERPATH_GL13:
8767         case RENDERPATH_GL11:
8768                 return;
8769         }
8770
8771         // set bloomwidth and bloomheight to the bloom resolution that will be
8772         // used (often less than the screen resolution for faster rendering)
8773         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8774         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8775         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8776         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8777         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8778
8779         // calculate desired texture sizes
8780         if (vid.support.arb_texture_non_power_of_two)
8781         {
8782                 screentexturewidth = r_refdef.view.width;
8783                 screentextureheight = r_refdef.view.height;
8784                 bloomtexturewidth = r_bloomstate.bloomwidth;
8785                 bloomtextureheight = r_bloomstate.bloomheight;
8786         }
8787         else
8788         {
8789                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8790                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8791                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8792                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8793         }
8794
8795         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))
8796         {
8797                 Cvar_SetValueQuick(&r_hdr, 0);
8798                 Cvar_SetValueQuick(&r_bloom, 0);
8799                 Cvar_SetValueQuick(&r_motionblur, 0);
8800                 Cvar_SetValueQuick(&r_damageblur, 0);
8801         }
8802
8803         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)))
8804                 screentexturewidth = screentextureheight = 0;
8805         if (!r_hdr.integer && !r_bloom.integer)
8806                 bloomtexturewidth = bloomtextureheight = 0;
8807
8808         // allocate textures as needed
8809         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8810         {
8811                 if (r_bloomstate.texture_screen)
8812                         R_FreeTexture(r_bloomstate.texture_screen);
8813                 r_bloomstate.texture_screen = NULL;
8814                 r_bloomstate.screentexturewidth = screentexturewidth;
8815                 r_bloomstate.screentextureheight = screentextureheight;
8816                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8817                         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);
8818         }
8819         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8820         {
8821                 if (r_bloomstate.texture_bloom)
8822                         R_FreeTexture(r_bloomstate.texture_bloom);
8823                 r_bloomstate.texture_bloom = NULL;
8824                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8825                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8826                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8827                         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);
8828         }
8829
8830         // when doing a reduced render (HDR) we want to use a smaller area
8831         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8832         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8833         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8834         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8835         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8836
8837         // set up a texcoord array for the full resolution screen image
8838         // (we have to keep this around to copy back during final render)
8839         r_bloomstate.screentexcoord2f[0] = 0;
8840         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8841         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8842         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8843         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8844         r_bloomstate.screentexcoord2f[5] = 0;
8845         r_bloomstate.screentexcoord2f[6] = 0;
8846         r_bloomstate.screentexcoord2f[7] = 0;
8847
8848         // set up a texcoord array for the reduced resolution bloom image
8849         // (which will be additive blended over the screen image)
8850         r_bloomstate.bloomtexcoord2f[0] = 0;
8851         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8852         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8853         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8854         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8855         r_bloomstate.bloomtexcoord2f[5] = 0;
8856         r_bloomstate.bloomtexcoord2f[6] = 0;
8857         r_bloomstate.bloomtexcoord2f[7] = 0;
8858
8859         switch(vid.renderpath)
8860         {
8861         case RENDERPATH_GL11:
8862         case RENDERPATH_GL13:
8863         case RENDERPATH_GL20:
8864         case RENDERPATH_CGGL:
8865                 break;
8866         case RENDERPATH_D3D9:
8867         case RENDERPATH_D3D10:
8868         case RENDERPATH_D3D11:
8869                 {
8870                         int i;
8871                         for (i = 0;i < 4;i++)
8872                         {
8873                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8874                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8875                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8876                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8877                         }
8878                 }
8879                 break;
8880         }
8881
8882         if (r_hdr.integer || r_bloom.integer)
8883         {
8884                 r_bloomstate.enabled = true;
8885                 r_bloomstate.hdr = r_hdr.integer != 0;
8886         }
8887
8888         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);
8889 }
8890
8891 void R_Bloom_CopyBloomTexture(float colorscale)
8892 {
8893         r_refdef.stats.bloom++;
8894
8895         // scale down screen texture to the bloom texture size
8896         CHECKGLERROR
8897         R_SetViewport(&r_bloomstate.viewport);
8898         GL_BlendFunc(GL_ONE, GL_ZERO);
8899         GL_Color(colorscale, colorscale, colorscale, 1);
8900         // 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...
8901         switch(vid.renderpath)
8902         {
8903         case RENDERPATH_GL11:
8904         case RENDERPATH_GL13:
8905         case RENDERPATH_GL20:
8906         case RENDERPATH_CGGL:
8907                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8908                 break;
8909         case RENDERPATH_D3D9:
8910         case RENDERPATH_D3D10:
8911         case RENDERPATH_D3D11:
8912                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8913                 break;
8914         }
8915         // TODO: do boxfilter scale-down in shader?
8916         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8917         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8918         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8919
8920         // we now have a bloom image in the framebuffer
8921         // copy it into the bloom image texture for later processing
8922         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);
8923         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8924 }
8925
8926 void R_Bloom_CopyHDRTexture(void)
8927 {
8928         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);
8929         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8930 }
8931
8932 void R_Bloom_MakeTexture(void)
8933 {
8934         int x, range, dir;
8935         float xoffset, yoffset, r, brighten;
8936
8937         r_refdef.stats.bloom++;
8938
8939         R_ResetViewRendering2D();
8940
8941         // we have a bloom image in the framebuffer
8942         CHECKGLERROR
8943         R_SetViewport(&r_bloomstate.viewport);
8944
8945         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8946         {
8947                 x *= 2;
8948                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8949                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8950                 GL_Color(r,r,r,1);
8951                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8952                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8953                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8954                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8955
8956                 // copy the vertically blurred bloom view to a texture
8957                 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);
8958                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8959         }
8960
8961         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8962         brighten = r_bloom_brighten.value;
8963         if (r_hdr.integer)
8964                 brighten *= r_hdr_range.value;
8965         brighten = sqrt(brighten);
8966         if(range >= 1)
8967                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8968         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8969
8970         for (dir = 0;dir < 2;dir++)
8971         {
8972                 // blend on at multiple vertical offsets to achieve a vertical blur
8973                 // TODO: do offset blends using GLSL
8974                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8975                 GL_BlendFunc(GL_ONE, GL_ZERO);
8976                 for (x = -range;x <= range;x++)
8977                 {
8978                         if (!dir){xoffset = 0;yoffset = x;}
8979                         else {xoffset = x;yoffset = 0;}
8980                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8981                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8982                         // compute a texcoord array with the specified x and y offset
8983                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8984                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8985                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8986                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8987                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8988                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8989                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8990                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8991                         // this r value looks like a 'dot' particle, fading sharply to
8992                         // black at the edges
8993                         // (probably not realistic but looks good enough)
8994                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8995                         //r = brighten/(range*2+1);
8996                         r = brighten / (range * 2 + 1);
8997                         if(range >= 1)
8998                                 r *= (1 - x*x/(float)(range*range));
8999                         GL_Color(r, r, r, 1);
9000                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9001                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9002                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9003                         GL_BlendFunc(GL_ONE, GL_ONE);
9004                 }
9005
9006                 // copy the vertically blurred bloom view to a texture
9007                 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);
9008                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9009         }
9010 }
9011
9012 void R_HDR_RenderBloomTexture(void)
9013 {
9014         int oldwidth, oldheight;
9015         float oldcolorscale;
9016
9017         oldcolorscale = r_refdef.view.colorscale;
9018         oldwidth = r_refdef.view.width;
9019         oldheight = r_refdef.view.height;
9020         r_refdef.view.width = r_bloomstate.bloomwidth;
9021         r_refdef.view.height = r_bloomstate.bloomheight;
9022
9023         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
9024         // TODO: add exposure compensation features
9025         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9026
9027         r_refdef.view.showdebug = false;
9028         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9029
9030         R_ResetViewRendering3D();
9031
9032         R_ClearScreen(r_refdef.fogenabled);
9033         if (r_timereport_active)
9034                 R_TimeReport("HDRclear");
9035
9036         R_View_Update();
9037         if (r_timereport_active)
9038                 R_TimeReport("visibility");
9039
9040         // only do secondary renders with HDR if r_hdr is 2 or higher
9041         r_waterstate.numwaterplanes = 0;
9042         if (r_waterstate.enabled && r_hdr.integer >= 2)
9043                 R_RenderWaterPlanes();
9044
9045         r_refdef.view.showdebug = true;
9046         R_RenderScene();
9047         r_waterstate.numwaterplanes = 0;
9048
9049         R_ResetViewRendering2D();
9050
9051         R_Bloom_CopyHDRTexture();
9052         R_Bloom_MakeTexture();
9053
9054         // restore the view settings
9055         r_refdef.view.width = oldwidth;
9056         r_refdef.view.height = oldheight;
9057         r_refdef.view.colorscale = oldcolorscale;
9058
9059         R_ResetViewRendering3D();
9060
9061         R_ClearScreen(r_refdef.fogenabled);
9062         if (r_timereport_active)
9063                 R_TimeReport("viewclear");
9064 }
9065
9066 static void R_BlendView(void)
9067 {
9068         unsigned int permutation;
9069         float uservecs[4][4];
9070
9071         switch (vid.renderpath)
9072         {
9073         case RENDERPATH_GL20:
9074         case RENDERPATH_CGGL:
9075         case RENDERPATH_D3D9:
9076         case RENDERPATH_D3D10:
9077         case RENDERPATH_D3D11:
9078                 permutation =
9079                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9080                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9081                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9082                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9083                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9084
9085                 if (r_bloomstate.texture_screen)
9086                 {
9087                         // make sure the buffer is available
9088                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9089
9090                         R_ResetViewRendering2D();
9091
9092                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9093                         {
9094                                 // declare variables
9095                                 float speed;
9096                                 static float avgspeed;
9097
9098                                 speed = VectorLength(cl.movement_velocity);
9099
9100                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9101                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9102
9103                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9104                                 speed = bound(0, speed, 1);
9105                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9106
9107                                 // calculate values into a standard alpha
9108                                 cl.motionbluralpha = 1 - exp(-
9109                                                 (
9110                                                  (r_motionblur.value * speed / 80)
9111                                                  +
9112                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9113                                                 )
9114                                                 /
9115                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9116                                            );
9117
9118                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9119                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9120                                 // apply the blur
9121                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9122                                 {
9123                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9124                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9125                                         switch(vid.renderpath)
9126                                         {
9127                                         case RENDERPATH_GL11:
9128                                         case RENDERPATH_GL13:
9129                                         case RENDERPATH_GL20:
9130                                         case RENDERPATH_CGGL:
9131                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9132                                                 break;
9133                                         case RENDERPATH_D3D9:
9134                                         case RENDERPATH_D3D10:
9135                                         case RENDERPATH_D3D11:
9136                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9137                                                 break;
9138                                         }
9139                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9140                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9141                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9142                                 }
9143                         }
9144
9145                         // copy view into the screen texture
9146                         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);
9147                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9148                 }
9149                 else if (!r_bloomstate.texture_bloom)
9150                 {
9151                         // we may still have to do view tint...
9152                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9153                         {
9154                                 // apply a color tint to the whole view
9155                                 R_ResetViewRendering2D();
9156                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9157                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9158                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9159                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9160                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9161                         }
9162                         break; // no screen processing, no bloom, skip it
9163                 }
9164
9165                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9166                 {
9167                         // render simple bloom effect
9168                         // copy the screen and shrink it and darken it for the bloom process
9169                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9170                         // make the bloom texture
9171                         R_Bloom_MakeTexture();
9172                 }
9173
9174 #if _MSC_VER >= 1400
9175 #define sscanf sscanf_s
9176 #endif
9177                 memset(uservecs, 0, sizeof(uservecs));
9178                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9179                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9180                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9181                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9182
9183                 R_ResetViewRendering2D();
9184                 GL_Color(1, 1, 1, 1);
9185                 GL_BlendFunc(GL_ONE, GL_ZERO);
9186
9187                 switch(vid.renderpath)
9188                 {
9189                 case RENDERPATH_GL20:
9190                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9191                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9192                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9193                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9194                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9195                         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]);
9196                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9197                         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]);
9198                         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]);
9199                         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]);
9200                         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]);
9201                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9202                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9203                         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);
9204                         break;
9205                 case RENDERPATH_CGGL:
9206 #ifdef SUPPORTCG
9207                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9208                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9209                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9210                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9211                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9212                         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
9213                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9214                         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
9215                         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
9216                         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
9217                         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
9218                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9219                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9220                         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);
9221 #endif
9222                         break;
9223                 case RENDERPATH_D3D9:
9224 #ifdef SUPPORTD3D
9225                         // 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...
9226                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9227                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9228                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9229                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9230                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9231                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9232                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9233                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9234                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9235                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9236                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9237                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9238                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9239                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9240 #endif
9241                         break;
9242                 case RENDERPATH_D3D10:
9243                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9244                         break;
9245                 case RENDERPATH_D3D11:
9246                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9247                         break;
9248                 default:
9249                         break;
9250                 }
9251                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9252                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9253                 break;
9254         case RENDERPATH_GL13:
9255         case RENDERPATH_GL11:
9256                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9257                 {
9258                         // apply a color tint to the whole view
9259                         R_ResetViewRendering2D();
9260                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9261                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9262                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9263                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9264                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9265                 }
9266                 break;
9267         }
9268 }
9269
9270 matrix4x4_t r_waterscrollmatrix;
9271
9272 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9273 {
9274         if (r_refdef.fog_density)
9275         {
9276                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9277                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9278                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9279
9280                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9281                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9282                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9283                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9284
9285                 {
9286                         vec3_t fogvec;
9287                         VectorCopy(r_refdef.fogcolor, fogvec);
9288                         //   color.rgb *= ContrastBoost * SceneBrightness;
9289                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9290                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9291                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9292                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9293                 }
9294         }
9295 }
9296
9297 void R_UpdateVariables(void)
9298 {
9299         R_Textures_Frame();
9300
9301         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9302
9303         r_refdef.farclip = r_farclip_base.value;
9304         if (r_refdef.scene.worldmodel)
9305                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9306         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9307
9308         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9309                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9310         r_refdef.polygonfactor = 0;
9311         r_refdef.polygonoffset = 0;
9312         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9313         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9314
9315         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9316         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9317         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9318         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9319         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9320         if (FAKELIGHT_ENABLED)
9321         {
9322                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9323         }
9324         if (r_showsurfaces.integer)
9325         {
9326                 r_refdef.scene.rtworld = false;
9327                 r_refdef.scene.rtworldshadows = false;
9328                 r_refdef.scene.rtdlight = false;
9329                 r_refdef.scene.rtdlightshadows = false;
9330                 r_refdef.lightmapintensity = 0;
9331         }
9332
9333         if (gamemode == GAME_NEHAHRA)
9334         {
9335                 if (gl_fogenable.integer)
9336                 {
9337                         r_refdef.oldgl_fogenable = true;
9338                         r_refdef.fog_density = gl_fogdensity.value;
9339                         r_refdef.fog_red = gl_fogred.value;
9340                         r_refdef.fog_green = gl_foggreen.value;
9341                         r_refdef.fog_blue = gl_fogblue.value;
9342                         r_refdef.fog_alpha = 1;
9343                         r_refdef.fog_start = 0;
9344                         r_refdef.fog_end = gl_skyclip.value;
9345                         r_refdef.fog_height = 1<<30;
9346                         r_refdef.fog_fadedepth = 128;
9347                 }
9348                 else if (r_refdef.oldgl_fogenable)
9349                 {
9350                         r_refdef.oldgl_fogenable = false;
9351                         r_refdef.fog_density = 0;
9352                         r_refdef.fog_red = 0;
9353                         r_refdef.fog_green = 0;
9354                         r_refdef.fog_blue = 0;
9355                         r_refdef.fog_alpha = 0;
9356                         r_refdef.fog_start = 0;
9357                         r_refdef.fog_end = 0;
9358                         r_refdef.fog_height = 1<<30;
9359                         r_refdef.fog_fadedepth = 128;
9360                 }
9361         }
9362
9363         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9364         r_refdef.fog_start = max(0, r_refdef.fog_start);
9365         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9366
9367         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9368
9369         if (r_refdef.fog_density && r_drawfog.integer)
9370         {
9371                 r_refdef.fogenabled = true;
9372                 // this is the point where the fog reaches 0.9986 alpha, which we
9373                 // consider a good enough cutoff point for the texture
9374                 // (0.9986 * 256 == 255.6)
9375                 if (r_fog_exp2.integer)
9376                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9377                 else
9378                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9379                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9380                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9381                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9382                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9383                         R_BuildFogHeightTexture();
9384                 // fog color was already set
9385                 // update the fog texture
9386                 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)
9387                         R_BuildFogTexture();
9388                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9389                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9390         }
9391         else
9392                 r_refdef.fogenabled = false;
9393
9394         switch(vid.renderpath)
9395         {
9396         case RENDERPATH_GL20:
9397         case RENDERPATH_CGGL:
9398         case RENDERPATH_D3D9:
9399         case RENDERPATH_D3D10:
9400         case RENDERPATH_D3D11:
9401                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9402                 {
9403                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9404                         {
9405                                 // build GLSL gamma texture
9406 #define RAMPWIDTH 256
9407                                 unsigned short ramp[RAMPWIDTH * 3];
9408                                 unsigned char rampbgr[RAMPWIDTH][4];
9409                                 int i;
9410
9411                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9412
9413                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9414                                 for(i = 0; i < RAMPWIDTH; ++i)
9415                                 {
9416                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9417                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9418                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9419                                         rampbgr[i][3] = 0;
9420                                 }
9421                                 if (r_texture_gammaramps)
9422                                 {
9423                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9424                                 }
9425                                 else
9426                                 {
9427                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9428                                 }
9429                         }
9430                 }
9431                 else
9432                 {
9433                         // remove GLSL gamma texture
9434                 }
9435                 break;
9436         case RENDERPATH_GL13:
9437         case RENDERPATH_GL11:
9438                 break;
9439         }
9440 }
9441
9442 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9443 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9444 /*
9445 ================
9446 R_SelectScene
9447 ================
9448 */
9449 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9450         if( scenetype != r_currentscenetype ) {
9451                 // store the old scenetype
9452                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9453                 r_currentscenetype = scenetype;
9454                 // move in the new scene
9455                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9456         }
9457 }
9458
9459 /*
9460 ================
9461 R_GetScenePointer
9462 ================
9463 */
9464 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9465 {
9466         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9467         if( scenetype == r_currentscenetype ) {
9468                 return &r_refdef.scene;
9469         } else {
9470                 return &r_scenes_store[ scenetype ];
9471         }
9472 }
9473
9474 /*
9475 ================
9476 R_RenderView
9477 ================
9478 */
9479 void R_RenderView(void)
9480 {
9481         if (r_timereport_active)
9482                 R_TimeReport("start");
9483         r_textureframe++; // used only by R_GetCurrentTexture
9484         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9485
9486         if (!r_drawentities.integer)
9487                 r_refdef.scene.numentities = 0;
9488
9489         R_AnimCache_ClearCache();
9490         R_FrameData_NewFrame();
9491
9492         if (r_refdef.view.isoverlay)
9493         {
9494                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9495                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9496                 R_TimeReport("depthclear");
9497
9498                 r_refdef.view.showdebug = false;
9499
9500                 r_waterstate.enabled = false;
9501                 r_waterstate.numwaterplanes = 0;
9502
9503                 R_RenderScene();
9504
9505                 CHECKGLERROR
9506                 return;
9507         }
9508
9509         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9510                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9511
9512         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9513
9514         R_RenderView_UpdateViewVectors();
9515
9516         R_Shadow_UpdateWorldLightSelection();
9517
9518         R_Bloom_StartFrame();
9519         R_Water_StartFrame();
9520
9521         CHECKGLERROR
9522         if (r_timereport_active)
9523                 R_TimeReport("viewsetup");
9524
9525         R_ResetViewRendering3D();
9526
9527         if (r_refdef.view.clear || r_refdef.fogenabled)
9528         {
9529                 R_ClearScreen(r_refdef.fogenabled);
9530                 if (r_timereport_active)
9531                         R_TimeReport("viewclear");
9532         }
9533         r_refdef.view.clear = true;
9534
9535         // this produces a bloom texture to be used in R_BlendView() later
9536         if (r_hdr.integer && r_bloomstate.bloomwidth)
9537         {
9538                 R_HDR_RenderBloomTexture();
9539                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9540                 r_textureframe++; // used only by R_GetCurrentTexture
9541         }
9542
9543         r_refdef.view.showdebug = true;
9544
9545         R_View_Update();
9546         if (r_timereport_active)
9547                 R_TimeReport("visibility");
9548
9549         r_waterstate.numwaterplanes = 0;
9550         if (r_waterstate.enabled)
9551                 R_RenderWaterPlanes();
9552
9553         R_RenderScene();
9554         r_waterstate.numwaterplanes = 0;
9555
9556         R_BlendView();
9557         if (r_timereport_active)
9558                 R_TimeReport("blendview");
9559
9560         GL_Scissor(0, 0, vid.width, vid.height);
9561         GL_ScissorTest(false);
9562
9563         CHECKGLERROR
9564 }
9565
9566 void R_RenderWaterPlanes(void)
9567 {
9568         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9569         {
9570                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9571                 if (r_timereport_active)
9572                         R_TimeReport("waterworld");
9573         }
9574
9575         // don't let sound skip if going slow
9576         if (r_refdef.scene.extraupdate)
9577                 S_ExtraUpdate ();
9578
9579         R_DrawModelsAddWaterPlanes();
9580         if (r_timereport_active)
9581                 R_TimeReport("watermodels");
9582
9583         if (r_waterstate.numwaterplanes)
9584         {
9585                 R_Water_ProcessPlanes();
9586                 if (r_timereport_active)
9587                         R_TimeReport("waterscenes");
9588         }
9589 }
9590
9591 extern void R_DrawLightningBeams (void);
9592 extern void VM_CL_AddPolygonsToMeshQueue (void);
9593 extern void R_DrawPortals (void);
9594 extern cvar_t cl_locs_show;
9595 static void R_DrawLocs(void);
9596 static void R_DrawEntityBBoxes(void);
9597 static void R_DrawModelDecals(void);
9598 extern void R_DrawModelShadows(void);
9599 extern void R_DrawModelShadowMaps(void);
9600 extern cvar_t cl_decals_newsystem;
9601 extern qboolean r_shadow_usingdeferredprepass;
9602 void R_RenderScene(void)
9603 {
9604         qboolean shadowmapping = false;
9605
9606         if (r_timereport_active)
9607                 R_TimeReport("beginscene");
9608
9609         r_refdef.stats.renders++;
9610
9611         R_UpdateFogColor();
9612
9613         // don't let sound skip if going slow
9614         if (r_refdef.scene.extraupdate)
9615                 S_ExtraUpdate ();
9616
9617         R_MeshQueue_BeginScene();
9618
9619         R_SkyStartFrame();
9620
9621         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);
9622
9623         if (r_timereport_active)
9624                 R_TimeReport("skystartframe");
9625
9626         if (cl.csqc_vidvars.drawworld)
9627         {
9628                 // don't let sound skip if going slow
9629                 if (r_refdef.scene.extraupdate)
9630                         S_ExtraUpdate ();
9631
9632                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9633                 {
9634                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9635                         if (r_timereport_active)
9636                                 R_TimeReport("worldsky");
9637                 }
9638
9639                 if (R_DrawBrushModelsSky() && r_timereport_active)
9640                         R_TimeReport("bmodelsky");
9641
9642                 if (skyrendermasked && skyrenderlater)
9643                 {
9644                         // we have to force off the water clipping plane while rendering sky
9645                         R_SetupView(false);
9646                         R_Sky();
9647                         R_SetupView(true);
9648                         if (r_timereport_active)
9649                                 R_TimeReport("sky");
9650                 }
9651         }
9652
9653         R_AnimCache_CacheVisibleEntities();
9654         if (r_timereport_active)
9655                 R_TimeReport("animation");
9656
9657         R_Shadow_PrepareLights();
9658         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9659                 R_Shadow_PrepareModelShadows();
9660         if (r_timereport_active)
9661                 R_TimeReport("preparelights");
9662
9663         if (R_Shadow_ShadowMappingEnabled())
9664                 shadowmapping = true;
9665
9666         if (r_shadow_usingdeferredprepass)
9667                 R_Shadow_DrawPrepass();
9668
9669         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9670         {
9671                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9672                 if (r_timereport_active)
9673                         R_TimeReport("worlddepth");
9674         }
9675         if (r_depthfirst.integer >= 2)
9676         {
9677                 R_DrawModelsDepth();
9678                 if (r_timereport_active)
9679                         R_TimeReport("modeldepth");
9680         }
9681
9682         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9683         {
9684                 R_DrawModelShadowMaps();
9685                 R_ResetViewRendering3D();
9686                 // don't let sound skip if going slow
9687                 if (r_refdef.scene.extraupdate)
9688                         S_ExtraUpdate ();
9689         }
9690
9691         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9692         {
9693                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9694                 if (r_timereport_active)
9695                         R_TimeReport("world");
9696         }
9697
9698         // don't let sound skip if going slow
9699         if (r_refdef.scene.extraupdate)
9700                 S_ExtraUpdate ();
9701
9702         R_DrawModels();
9703         if (r_timereport_active)
9704                 R_TimeReport("models");
9705
9706         // don't let sound skip if going slow
9707         if (r_refdef.scene.extraupdate)
9708                 S_ExtraUpdate ();
9709
9710         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9711         {
9712                 R_DrawModelShadows();
9713                 R_ResetViewRendering3D();
9714                 // don't let sound skip if going slow
9715                 if (r_refdef.scene.extraupdate)
9716                         S_ExtraUpdate ();
9717         }
9718
9719         if (!r_shadow_usingdeferredprepass)
9720         {
9721                 R_Shadow_DrawLights();
9722                 if (r_timereport_active)
9723                         R_TimeReport("rtlights");
9724         }
9725
9726         // don't let sound skip if going slow
9727         if (r_refdef.scene.extraupdate)
9728                 S_ExtraUpdate ();
9729
9730         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9731         {
9732                 R_DrawModelShadows();
9733                 R_ResetViewRendering3D();
9734                 // don't let sound skip if going slow
9735                 if (r_refdef.scene.extraupdate)
9736                         S_ExtraUpdate ();
9737         }
9738
9739         if (cl.csqc_vidvars.drawworld)
9740         {
9741                 if (cl_decals_newsystem.integer)
9742                 {
9743                         R_DrawModelDecals();
9744                         if (r_timereport_active)
9745                                 R_TimeReport("modeldecals");
9746                 }
9747                 else
9748                 {
9749                         R_DrawDecals();
9750                         if (r_timereport_active)
9751                                 R_TimeReport("decals");
9752                 }
9753
9754                 R_DrawParticles();
9755                 if (r_timereport_active)
9756                         R_TimeReport("particles");
9757
9758                 R_DrawExplosions();
9759                 if (r_timereport_active)
9760                         R_TimeReport("explosions");
9761
9762                 R_DrawLightningBeams();
9763                 if (r_timereport_active)
9764                         R_TimeReport("lightning");
9765         }
9766
9767         VM_CL_AddPolygonsToMeshQueue();
9768
9769         if (r_refdef.view.showdebug)
9770         {
9771                 if (cl_locs_show.integer)
9772                 {
9773                         R_DrawLocs();
9774                         if (r_timereport_active)
9775                                 R_TimeReport("showlocs");
9776                 }
9777
9778                 if (r_drawportals.integer)
9779                 {
9780                         R_DrawPortals();
9781                         if (r_timereport_active)
9782                                 R_TimeReport("portals");
9783                 }
9784
9785                 if (r_showbboxes.value > 0)
9786                 {
9787                         R_DrawEntityBBoxes();
9788                         if (r_timereport_active)
9789                                 R_TimeReport("bboxes");
9790                 }
9791         }
9792
9793         R_MeshQueue_RenderTransparent();
9794         if (r_timereport_active)
9795                 R_TimeReport("drawtrans");
9796
9797         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))
9798         {
9799                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9800                 if (r_timereport_active)
9801                         R_TimeReport("worlddebug");
9802                 R_DrawModelsDebug();
9803                 if (r_timereport_active)
9804                         R_TimeReport("modeldebug");
9805         }
9806
9807         if (cl.csqc_vidvars.drawworld)
9808         {
9809                 R_Shadow_DrawCoronas();
9810                 if (r_timereport_active)
9811                         R_TimeReport("coronas");
9812         }
9813
9814 #if 0
9815         {
9816                 GL_DepthTest(false);
9817                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9818                 GL_Color(1, 1, 1, 1);
9819                 qglBegin(GL_POLYGON);
9820                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9821                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9822                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9823                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9824                 qglEnd();
9825                 qglBegin(GL_POLYGON);
9826                 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9827                 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9828                 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9829                 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9830                 qglEnd();
9831                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9832         }
9833 #endif
9834
9835         // don't let sound skip if going slow
9836         if (r_refdef.scene.extraupdate)
9837                 S_ExtraUpdate ();
9838
9839         R_ResetViewRendering2D();
9840 }
9841
9842 static const unsigned short bboxelements[36] =
9843 {
9844         5, 1, 3, 5, 3, 7,
9845         6, 2, 0, 6, 0, 4,
9846         7, 3, 2, 7, 2, 6,
9847         4, 0, 1, 4, 1, 5,
9848         4, 5, 7, 4, 7, 6,
9849         1, 0, 2, 1, 2, 3,
9850 };
9851
9852 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9853 {
9854         int i;
9855         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9856
9857         RSurf_ActiveWorldEntity();
9858
9859         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9860         GL_DepthMask(false);
9861         GL_DepthRange(0, 1);
9862         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9863         R_Mesh_ResetTextureState();
9864
9865         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9866         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9867         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9868         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9869         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9870         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9871         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9872         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9873         R_FillColors(color4f, 8, cr, cg, cb, ca);
9874         if (r_refdef.fogenabled)
9875         {
9876                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9877                 {
9878                         f1 = RSurf_FogVertex(v);
9879                         f2 = 1 - f1;
9880                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9881                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9882                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9883                 }
9884         }
9885         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9886         R_Mesh_ResetTextureState();
9887         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9888         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9889 }
9890
9891 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9892 {
9893         int i;
9894         float color[4];
9895         prvm_edict_t *edict;
9896         prvm_prog_t *prog_save = prog;
9897
9898         // this function draws bounding boxes of server entities
9899         if (!sv.active)
9900                 return;
9901
9902         GL_CullFace(GL_NONE);
9903         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9904
9905         prog = 0;
9906         SV_VM_Begin();
9907         for (i = 0;i < numsurfaces;i++)
9908         {
9909                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9910                 switch ((int)edict->fields.server->solid)
9911                 {
9912                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9913                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9914                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9915                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9916                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9917                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9918                 }
9919                 color[3] *= r_showbboxes.value;
9920                 color[3] = bound(0, color[3], 1);
9921                 GL_DepthTest(!r_showdisabledepthtest.integer);
9922                 GL_CullFace(r_refdef.view.cullface_front);
9923                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9924         }
9925         SV_VM_End();
9926         prog = prog_save;
9927 }
9928
9929 static void R_DrawEntityBBoxes(void)
9930 {
9931         int i;
9932         prvm_edict_t *edict;
9933         vec3_t center;
9934         prvm_prog_t *prog_save = prog;
9935
9936         // this function draws bounding boxes of server entities
9937         if (!sv.active)
9938                 return;
9939
9940         prog = 0;
9941         SV_VM_Begin();
9942         for (i = 0;i < prog->num_edicts;i++)
9943         {
9944                 edict = PRVM_EDICT_NUM(i);
9945                 if (edict->priv.server->free)
9946                         continue;
9947                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9948                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9949                         continue;
9950                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9951                         continue;
9952                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9953                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9954         }
9955         SV_VM_End();
9956         prog = prog_save;
9957 }
9958
9959 static const int nomodelelement3i[24] =
9960 {
9961         5, 2, 0,
9962         5, 1, 2,
9963         5, 0, 3,
9964         5, 3, 1,
9965         0, 2, 4,
9966         2, 1, 4,
9967         3, 0, 4,
9968         1, 3, 4
9969 };
9970
9971 static const unsigned short nomodelelement3s[24] =
9972 {
9973         5, 2, 0,
9974         5, 1, 2,
9975         5, 0, 3,
9976         5, 3, 1,
9977         0, 2, 4,
9978         2, 1, 4,
9979         3, 0, 4,
9980         1, 3, 4
9981 };
9982
9983 static const float nomodelvertex3f[6*3] =
9984 {
9985         -16,   0,   0,
9986          16,   0,   0,
9987           0, -16,   0,
9988           0,  16,   0,
9989           0,   0, -16,
9990           0,   0,  16
9991 };
9992
9993 static const float nomodelcolor4f[6*4] =
9994 {
9995         0.0f, 0.0f, 0.5f, 1.0f,
9996         0.0f, 0.0f, 0.5f, 1.0f,
9997         0.0f, 0.5f, 0.0f, 1.0f,
9998         0.0f, 0.5f, 0.0f, 1.0f,
9999         0.5f, 0.0f, 0.0f, 1.0f,
10000         0.5f, 0.0f, 0.0f, 1.0f
10001 };
10002
10003 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10004 {
10005         int i;
10006         float f1, f2, *c;
10007         float color4f[6*4];
10008
10009         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);
10010
10011         // this is only called once per entity so numsurfaces is always 1, and
10012         // surfacelist is always {0}, so this code does not handle batches
10013
10014         if (rsurface.ent_flags & RENDER_ADDITIVE)
10015         {
10016                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10017                 GL_DepthMask(false);
10018         }
10019         else if (rsurface.colormod[3] < 1)
10020         {
10021                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10022                 GL_DepthMask(false);
10023         }
10024         else
10025         {
10026                 GL_BlendFunc(GL_ONE, GL_ZERO);
10027                 GL_DepthMask(true);
10028         }
10029         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10030         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10031         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10032         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10033         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10034         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10035         for (i = 0, c = color4f;i < 6;i++, c += 4)
10036         {
10037                 c[0] *= rsurface.colormod[0];
10038                 c[1] *= rsurface.colormod[1];
10039                 c[2] *= rsurface.colormod[2];
10040                 c[3] *= rsurface.colormod[3];
10041         }
10042         if (r_refdef.fogenabled)
10043         {
10044                 for (i = 0, c = color4f;i < 6;i++, c += 4)
10045                 {
10046                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10047                         f2 = 1 - f1;
10048                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10049                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10050                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10051                 }
10052         }
10053         R_Mesh_ResetTextureState();
10054         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10055         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10056 }
10057
10058 void R_DrawNoModel(entity_render_t *ent)
10059 {
10060         vec3_t org;
10061         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10062         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10063                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10064         else
10065                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10066 }
10067
10068 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10069 {
10070         vec3_t right1, right2, diff, normal;
10071
10072         VectorSubtract (org2, org1, normal);
10073
10074         // calculate 'right' vector for start
10075         VectorSubtract (r_refdef.view.origin, org1, diff);
10076         CrossProduct (normal, diff, right1);
10077         VectorNormalize (right1);
10078
10079         // calculate 'right' vector for end
10080         VectorSubtract (r_refdef.view.origin, org2, diff);
10081         CrossProduct (normal, diff, right2);
10082         VectorNormalize (right2);
10083
10084         vert[ 0] = org1[0] + width * right1[0];
10085         vert[ 1] = org1[1] + width * right1[1];
10086         vert[ 2] = org1[2] + width * right1[2];
10087         vert[ 3] = org1[0] - width * right1[0];
10088         vert[ 4] = org1[1] - width * right1[1];
10089         vert[ 5] = org1[2] - width * right1[2];
10090         vert[ 6] = org2[0] - width * right2[0];
10091         vert[ 7] = org2[1] - width * right2[1];
10092         vert[ 8] = org2[2] - width * right2[2];
10093         vert[ 9] = org2[0] + width * right2[0];
10094         vert[10] = org2[1] + width * right2[1];
10095         vert[11] = org2[2] + width * right2[2];
10096 }
10097
10098 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)
10099 {
10100         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10101         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10102         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10103         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10104         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10105         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10106         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10107         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10108         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10109         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10110         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10111         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10112 }
10113
10114 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10115 {
10116         int i;
10117         float *vertex3f;
10118         float v[3];
10119         VectorSet(v, x, y, z);
10120         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10121                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10122                         break;
10123         if (i == mesh->numvertices)
10124         {
10125                 if (mesh->numvertices < mesh->maxvertices)
10126                 {
10127                         VectorCopy(v, vertex3f);
10128                         mesh->numvertices++;
10129                 }
10130                 return mesh->numvertices;
10131         }
10132         else
10133                 return i;
10134 }
10135
10136 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10137 {
10138         int i;
10139         int *e, element[3];
10140         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10141         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10142         e = mesh->element3i + mesh->numtriangles * 3;
10143         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10144         {
10145                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10146                 if (mesh->numtriangles < mesh->maxtriangles)
10147                 {
10148                         *e++ = element[0];
10149                         *e++ = element[1];
10150                         *e++ = element[2];
10151                         mesh->numtriangles++;
10152                 }
10153                 element[1] = element[2];
10154         }
10155 }
10156
10157 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10158 {
10159         int i;
10160         int *e, element[3];
10161         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10162         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10163         e = mesh->element3i + mesh->numtriangles * 3;
10164         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10165         {
10166                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10167                 if (mesh->numtriangles < mesh->maxtriangles)
10168                 {
10169                         *e++ = element[0];
10170                         *e++ = element[1];
10171                         *e++ = element[2];
10172                         mesh->numtriangles++;
10173                 }
10174                 element[1] = element[2];
10175         }
10176 }
10177
10178 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10179 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10180 {
10181         int planenum, planenum2;
10182         int w;
10183         int tempnumpoints;
10184         mplane_t *plane, *plane2;
10185         double maxdist;
10186         double temppoints[2][256*3];
10187         // figure out how large a bounding box we need to properly compute this brush
10188         maxdist = 0;
10189         for (w = 0;w < numplanes;w++)
10190                 maxdist = max(maxdist, fabs(planes[w].dist));
10191         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10192         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10193         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10194         {
10195                 w = 0;
10196                 tempnumpoints = 4;
10197                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10198                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10199                 {
10200                         if (planenum2 == planenum)
10201                                 continue;
10202                         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);
10203                         w = !w;
10204                 }
10205                 if (tempnumpoints < 3)
10206                         continue;
10207                 // generate elements forming a triangle fan for this polygon
10208                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10209         }
10210 }
10211
10212 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)
10213 {
10214         texturelayer_t *layer;
10215         layer = t->currentlayers + t->currentnumlayers++;
10216         layer->type = type;
10217         layer->depthmask = depthmask;
10218         layer->blendfunc1 = blendfunc1;
10219         layer->blendfunc2 = blendfunc2;
10220         layer->texture = texture;
10221         layer->texmatrix = *matrix;
10222         layer->color[0] = r;
10223         layer->color[1] = g;
10224         layer->color[2] = b;
10225         layer->color[3] = a;
10226 }
10227
10228 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10229 {
10230         if(parms[0] == 0 && parms[1] == 0)
10231                 return false;
10232         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10233                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10234                         return false;
10235         return true;
10236 }
10237
10238 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10239 {
10240         double index, f;
10241         index = parms[2] + r_refdef.scene.time * parms[3];
10242         index -= floor(index);
10243         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10244         {
10245         default:
10246         case Q3WAVEFUNC_NONE:
10247         case Q3WAVEFUNC_NOISE:
10248         case Q3WAVEFUNC_COUNT:
10249                 f = 0;
10250                 break;
10251         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10252         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10253         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10254         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10255         case Q3WAVEFUNC_TRIANGLE:
10256                 index *= 4;
10257                 f = index - floor(index);
10258                 if (index < 1)
10259                         f = f;
10260                 else if (index < 2)
10261                         f = 1 - f;
10262                 else if (index < 3)
10263                         f = -f;
10264                 else
10265                         f = -(1 - f);
10266                 break;
10267         }
10268         f = parms[0] + parms[1] * f;
10269         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10270                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10271         return (float) f;
10272 }
10273
10274 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10275 {
10276         int w, h, idx;
10277         float f;
10278         float tcmat[12];
10279         matrix4x4_t matrix, temp;
10280         switch(tcmod->tcmod)
10281         {
10282                 case Q3TCMOD_COUNT:
10283                 case Q3TCMOD_NONE:
10284                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10285                                 matrix = r_waterscrollmatrix;
10286                         else
10287                                 matrix = identitymatrix;
10288                         break;
10289                 case Q3TCMOD_ENTITYTRANSLATE:
10290                         // this is used in Q3 to allow the gamecode to control texcoord
10291                         // scrolling on the entity, which is not supported in darkplaces yet.
10292                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10293                         break;
10294                 case Q3TCMOD_ROTATE:
10295                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10296                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10297                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10298                         break;
10299                 case Q3TCMOD_SCALE:
10300                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10301                         break;
10302                 case Q3TCMOD_SCROLL:
10303                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10304                         break;
10305                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10306                         w = (int) tcmod->parms[0];
10307                         h = (int) tcmod->parms[1];
10308                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10309                         f = f - floor(f);
10310                         idx = (int) floor(f * w * h);
10311                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10312                         break;
10313                 case Q3TCMOD_STRETCH:
10314                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10315                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10316                         break;
10317                 case Q3TCMOD_TRANSFORM:
10318                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10319                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10320                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10321                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10322                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10323                         break;
10324                 case Q3TCMOD_TURBULENT:
10325                         // this is handled in the RSurf_PrepareVertices function
10326                         matrix = identitymatrix;
10327                         break;
10328         }
10329         temp = *texmatrix;
10330         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10331 }
10332
10333 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10334 {
10335         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10336         char name[MAX_QPATH];
10337         skinframe_t *skinframe;
10338         unsigned char pixels[296*194];
10339         strlcpy(cache->name, skinname, sizeof(cache->name));
10340         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10341         if (developer_loading.integer)
10342                 Con_Printf("loading %s\n", name);
10343         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10344         if (!skinframe || !skinframe->base)
10345         {
10346                 unsigned char *f;
10347                 fs_offset_t filesize;
10348                 skinframe = NULL;
10349                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10350                 if (f)
10351                 {
10352                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10353                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10354                         Mem_Free(f);
10355                 }
10356         }
10357         cache->skinframe = skinframe;
10358 }
10359
10360 texture_t *R_GetCurrentTexture(texture_t *t)
10361 {
10362         int i;
10363         const entity_render_t *ent = rsurface.entity;
10364         dp_model_t *model = ent->model;
10365         q3shaderinfo_layer_tcmod_t *tcmod;
10366
10367         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10368                 return t->currentframe;
10369         t->update_lastrenderframe = r_textureframe;
10370         t->update_lastrenderentity = (void *)ent;
10371
10372         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10373                 t->camera_entity = ent->entitynumber;
10374         else
10375                 t->camera_entity = 0;
10376
10377         // switch to an alternate material if this is a q1bsp animated material
10378         {
10379                 texture_t *texture = t;
10380                 int s = rsurface.ent_skinnum;
10381                 if ((unsigned int)s >= (unsigned int)model->numskins)
10382                         s = 0;
10383                 if (model->skinscenes)
10384                 {
10385                         if (model->skinscenes[s].framecount > 1)
10386                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10387                         else
10388                                 s = model->skinscenes[s].firstframe;
10389                 }
10390                 if (s > 0)
10391                         t = t + s * model->num_surfaces;
10392                 if (t->animated)
10393                 {
10394                         // use an alternate animation if the entity's frame is not 0,
10395                         // and only if the texture has an alternate animation
10396                         if (rsurface.ent_alttextures && t->anim_total[1])
10397                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10398                         else
10399                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10400                 }
10401                 texture->currentframe = t;
10402         }
10403
10404         // update currentskinframe to be a qw skin or animation frame
10405         if (rsurface.ent_qwskin >= 0)
10406         {
10407                 i = rsurface.ent_qwskin;
10408                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10409                 {
10410                         r_qwskincache_size = cl.maxclients;
10411                         if (r_qwskincache)
10412                                 Mem_Free(r_qwskincache);
10413                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10414                 }
10415                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10416                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10417                 t->currentskinframe = r_qwskincache[i].skinframe;
10418                 if (t->currentskinframe == NULL)
10419                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10420         }
10421         else if (t->numskinframes >= 2)
10422                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10423         if (t->backgroundnumskinframes >= 2)
10424                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10425
10426         t->currentmaterialflags = t->basematerialflags;
10427         t->currentalpha = rsurface.colormod[3];
10428         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10429                 t->currentalpha *= r_wateralpha.value;
10430         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10431                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10432         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10433                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10434         if (!(rsurface.ent_flags & RENDER_LIGHT))
10435                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10436         else if (FAKELIGHT_ENABLED)
10437         {
10438                         // no modellight if using fakelight for the map
10439         }
10440         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10441         {
10442                 // pick a model lighting mode
10443                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10444                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10445                 else
10446                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10447         }
10448         if (rsurface.ent_flags & RENDER_ADDITIVE)
10449                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10450         else if (t->currentalpha < 1)
10451                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10452         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10453                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10454         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10455                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10456         if (t->backgroundnumskinframes)
10457                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10458         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10459         {
10460                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10461                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10462         }
10463         else
10464                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10465         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10466                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10467
10468         // there is no tcmod
10469         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10470         {
10471                 t->currenttexmatrix = r_waterscrollmatrix;
10472                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10473         }
10474         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10475         {
10476                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10477                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10478         }
10479
10480         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10481                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10482         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10483                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10484
10485         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10486         if (t->currentskinframe->qpixels)
10487                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10488         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10489         if (!t->basetexture)
10490                 t->basetexture = r_texture_notexture;
10491         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10492         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10493         t->nmaptexture = t->currentskinframe->nmap;
10494         if (!t->nmaptexture)
10495                 t->nmaptexture = r_texture_blanknormalmap;
10496         t->glosstexture = r_texture_black;
10497         t->glowtexture = t->currentskinframe->glow;
10498         t->fogtexture = t->currentskinframe->fog;
10499         t->reflectmasktexture = t->currentskinframe->reflect;
10500         if (t->backgroundnumskinframes)
10501         {
10502                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10503                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10504                 t->backgroundglosstexture = r_texture_black;
10505                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10506                 if (!t->backgroundnmaptexture)
10507                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10508         }
10509         else
10510         {
10511                 t->backgroundbasetexture = r_texture_white;
10512                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10513                 t->backgroundglosstexture = r_texture_black;
10514                 t->backgroundglowtexture = NULL;
10515         }
10516         t->specularpower = r_shadow_glossexponent.value;
10517         // TODO: store reference values for these in the texture?
10518         t->specularscale = 0;
10519         if (r_shadow_gloss.integer > 0)
10520         {
10521                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10522                 {
10523                         if (r_shadow_glossintensity.value > 0)
10524                         {
10525                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10526                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10527                                 t->specularscale = r_shadow_glossintensity.value;
10528                         }
10529                 }
10530                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10531                 {
10532                         t->glosstexture = r_texture_white;
10533                         t->backgroundglosstexture = r_texture_white;
10534                         t->specularscale = r_shadow_gloss2intensity.value;
10535                         t->specularpower = r_shadow_gloss2exponent.value;
10536                 }
10537         }
10538         t->specularscale *= t->specularscalemod;
10539         t->specularpower *= t->specularpowermod;
10540
10541         // lightmaps mode looks bad with dlights using actual texturing, so turn
10542         // off the colormap and glossmap, but leave the normalmap on as it still
10543         // accurately represents the shading involved
10544         if (gl_lightmaps.integer)
10545         {
10546                 t->basetexture = r_texture_grey128;
10547                 t->pantstexture = r_texture_black;
10548                 t->shirttexture = r_texture_black;
10549                 t->nmaptexture = r_texture_blanknormalmap;
10550                 t->glosstexture = r_texture_black;
10551                 t->glowtexture = NULL;
10552                 t->fogtexture = NULL;
10553                 t->reflectmasktexture = NULL;
10554                 t->backgroundbasetexture = NULL;
10555                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10556                 t->backgroundglosstexture = r_texture_black;
10557                 t->backgroundglowtexture = NULL;
10558                 t->specularscale = 0;
10559                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10560         }
10561
10562         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10563         VectorClear(t->dlightcolor);
10564         t->currentnumlayers = 0;
10565         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10566         {
10567                 int blendfunc1, blendfunc2;
10568                 qboolean depthmask;
10569                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10570                 {
10571                         blendfunc1 = GL_SRC_ALPHA;
10572                         blendfunc2 = GL_ONE;
10573                 }
10574                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10575                 {
10576                         blendfunc1 = GL_SRC_ALPHA;
10577                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10578                 }
10579                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10580                 {
10581                         blendfunc1 = t->customblendfunc[0];
10582                         blendfunc2 = t->customblendfunc[1];
10583                 }
10584                 else
10585                 {
10586                         blendfunc1 = GL_ONE;
10587                         blendfunc2 = GL_ZERO;
10588                 }
10589                 // don't colormod evilblend textures
10590                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10591                         VectorSet(t->lightmapcolor, 1, 1, 1);
10592                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10593                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10594                 {
10595                         // fullbright is not affected by r_refdef.lightmapintensity
10596                         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]);
10597                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10598                                 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]);
10599                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10600                                 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]);
10601                 }
10602                 else
10603                 {
10604                         vec3_t ambientcolor;
10605                         float colorscale;
10606                         // set the color tint used for lights affecting this surface
10607                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10608                         colorscale = 2;
10609                         // q3bsp has no lightmap updates, so the lightstylevalue that
10610                         // would normally be baked into the lightmap must be
10611                         // applied to the color
10612                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10613                         if (model->type == mod_brushq3)
10614                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10615                         colorscale *= r_refdef.lightmapintensity;
10616                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10617                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10618                         // basic lit geometry
10619                         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]);
10620                         // add pants/shirt if needed
10621                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10622                                 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]);
10623                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10624                                 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]);
10625                         // now add ambient passes if needed
10626                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10627                         {
10628                                 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]);
10629                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10630                                         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]);
10631                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10632                                         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]);
10633                         }
10634                 }
10635                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10636                         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]);
10637                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10638                 {
10639                         // if this is opaque use alpha blend which will darken the earlier
10640                         // passes cheaply.
10641                         //
10642                         // if this is an alpha blended material, all the earlier passes
10643                         // were darkened by fog already, so we only need to add the fog
10644                         // color ontop through the fog mask texture
10645                         //
10646                         // if this is an additive blended material, all the earlier passes
10647                         // were darkened by fog already, and we should not add fog color
10648                         // (because the background was not darkened, there is no fog color
10649                         // that was lost behind it).
10650                         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]);
10651                 }
10652         }
10653
10654         return t->currentframe;
10655 }
10656
10657 rsurfacestate_t rsurface;
10658
10659 void R_Mesh_ResizeArrays(int newvertices)
10660 {
10661         unsigned char *base;
10662         size_t size;
10663         if (rsurface.array_size >= newvertices)
10664                 return;
10665         if (rsurface.array_base)
10666                 Mem_Free(rsurface.array_base);
10667         rsurface.array_size = (newvertices + 1023) & ~1023;
10668         size = 0;
10669         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10670         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10671         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10672         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10673         size += rsurface.array_size * sizeof(float[3]);
10674         size += rsurface.array_size * sizeof(float[3]);
10675         size += rsurface.array_size * sizeof(float[3]);
10676         size += rsurface.array_size * sizeof(float[3]);
10677         size += rsurface.array_size * sizeof(float[3]);
10678         size += rsurface.array_size * sizeof(float[3]);
10679         size += rsurface.array_size * sizeof(float[3]);
10680         size += rsurface.array_size * sizeof(float[3]);
10681         size += rsurface.array_size * sizeof(float[4]);
10682         size += rsurface.array_size * sizeof(float[2]);
10683         size += rsurface.array_size * sizeof(float[2]);
10684         size += rsurface.array_size * sizeof(float[4]);
10685         size += rsurface.array_size * sizeof(int[3]);
10686         size += rsurface.array_size * sizeof(unsigned short[3]);
10687         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10688         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10689         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10690         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10691         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10692         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10693         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10694         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10695         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10696         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10697         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10698         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10699         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10700         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10701         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10702         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10703         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10704         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10705         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10706 }
10707
10708 void RSurf_ActiveWorldEntity(void)
10709 {
10710         dp_model_t *model = r_refdef.scene.worldmodel;
10711         //if (rsurface.entity == r_refdef.scene.worldentity)
10712         //      return;
10713         rsurface.entity = r_refdef.scene.worldentity;
10714         rsurface.skeleton = NULL;
10715         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10716         rsurface.ent_skinnum = 0;
10717         rsurface.ent_qwskin = -1;
10718         rsurface.ent_shadertime = 0;
10719         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10720         if (rsurface.array_size < model->surfmesh.num_vertices)
10721                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10722         rsurface.matrix = identitymatrix;
10723         rsurface.inversematrix = identitymatrix;
10724         rsurface.matrixscale = 1;
10725         rsurface.inversematrixscale = 1;
10726         R_EntityMatrix(&identitymatrix);
10727         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10728         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10729         rsurface.fograngerecip = r_refdef.fograngerecip;
10730         rsurface.fogheightfade = r_refdef.fogheightfade;
10731         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10732         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10733         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10734         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10735         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10736         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10737         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10738         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10739         rsurface.colormod[3] = 1;
10740         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);
10741         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10742         rsurface.frameblend[0].lerp = 1;
10743         rsurface.ent_alttextures = false;
10744         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10745         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10746         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10747         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10748         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10749         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10750         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10751         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10752         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10753         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10754         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10755         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10756         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10757         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10758         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10759         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10760         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10761         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10762         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10763         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10764         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10765         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10766         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10767         rsurface.modelelement3i = model->surfmesh.data_element3i;
10768         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10769         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10770         rsurface.modelelement3s = model->surfmesh.data_element3s;
10771         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10772         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10773         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10774         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10775         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10776         rsurface.modelsurfaces = model->data_surfaces;
10777         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10778         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10779         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10780         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10781         rsurface.modelgeneratedvertex = false;
10782         rsurface.batchgeneratedvertex = false;
10783         rsurface.batchfirstvertex = 0;
10784         rsurface.batchnumvertices = 0;
10785         rsurface.batchfirsttriangle = 0;
10786         rsurface.batchnumtriangles = 0;
10787         rsurface.batchvertex3f  = NULL;
10788         rsurface.batchvertex3f_vertexbuffer = NULL;
10789         rsurface.batchvertex3f_bufferoffset = 0;
10790         rsurface.batchsvector3f = NULL;
10791         rsurface.batchsvector3f_vertexbuffer = NULL;
10792         rsurface.batchsvector3f_bufferoffset = 0;
10793         rsurface.batchtvector3f = NULL;
10794         rsurface.batchtvector3f_vertexbuffer = NULL;
10795         rsurface.batchtvector3f_bufferoffset = 0;
10796         rsurface.batchnormal3f  = NULL;
10797         rsurface.batchnormal3f_vertexbuffer = NULL;
10798         rsurface.batchnormal3f_bufferoffset = 0;
10799         rsurface.batchlightmapcolor4f = NULL;
10800         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10801         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10802         rsurface.batchtexcoordtexture2f = NULL;
10803         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10804         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10805         rsurface.batchtexcoordlightmap2f = NULL;
10806         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10807         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10808         rsurface.batchvertexmesh = NULL;
10809         rsurface.batchvertexmeshbuffer = NULL;
10810         rsurface.batchvertexposition = NULL;
10811         rsurface.batchvertexpositionbuffer = NULL;
10812         rsurface.batchelement3i = NULL;
10813         rsurface.batchelement3i_indexbuffer = NULL;
10814         rsurface.batchelement3i_bufferoffset = 0;
10815         rsurface.batchelement3s = NULL;
10816         rsurface.batchelement3s_indexbuffer = NULL;
10817         rsurface.batchelement3s_bufferoffset = 0;
10818         rsurface.passcolor4f = NULL;
10819         rsurface.passcolor4f_vertexbuffer = NULL;
10820         rsurface.passcolor4f_bufferoffset = 0;
10821 }
10822
10823 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10824 {
10825         dp_model_t *model = ent->model;
10826         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10827         //      return;
10828         rsurface.entity = (entity_render_t *)ent;
10829         rsurface.skeleton = ent->skeleton;
10830         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10831         rsurface.ent_skinnum = ent->skinnum;
10832         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;
10833         rsurface.ent_shadertime = ent->shadertime;
10834         rsurface.ent_flags = ent->flags;
10835         if (rsurface.array_size < model->surfmesh.num_vertices)
10836                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10837         rsurface.matrix = ent->matrix;
10838         rsurface.inversematrix = ent->inversematrix;
10839         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10840         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10841         R_EntityMatrix(&rsurface.matrix);
10842         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10843         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10844         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10845         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10846         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10847         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10848         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10849         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10850         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10851         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10852         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10853         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10854         rsurface.colormod[3] = ent->alpha;
10855         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10856         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10857         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10858         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10859         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10860         if (ent->model->brush.submodel && !prepass)
10861         {
10862                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10863                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10864         }
10865         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10866         {
10867                 if (ent->animcache_vertex3f && !r_framedata_failed)
10868                 {
10869                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10870                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10871                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10872                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10873                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10874                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10875                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10876                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10877                 }
10878                 else if (wanttangents)
10879                 {
10880                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10881                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10882                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10883                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10884                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10885                         rsurface.modelvertexmesh = NULL;
10886                         rsurface.modelvertexmeshbuffer = NULL;
10887                         rsurface.modelvertexposition = NULL;
10888                         rsurface.modelvertexpositionbuffer = NULL;
10889                 }
10890                 else if (wantnormals)
10891                 {
10892                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10893                         rsurface.modelsvector3f = NULL;
10894                         rsurface.modeltvector3f = NULL;
10895                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10896                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10897                         rsurface.modelvertexmesh = NULL;
10898                         rsurface.modelvertexmeshbuffer = NULL;
10899                         rsurface.modelvertexposition = NULL;
10900                         rsurface.modelvertexpositionbuffer = NULL;
10901                 }
10902                 else
10903                 {
10904                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10905                         rsurface.modelsvector3f = NULL;
10906                         rsurface.modeltvector3f = NULL;
10907                         rsurface.modelnormal3f = NULL;
10908                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10909                         rsurface.modelvertexmesh = NULL;
10910                         rsurface.modelvertexmeshbuffer = NULL;
10911                         rsurface.modelvertexposition = NULL;
10912                         rsurface.modelvertexpositionbuffer = NULL;
10913                 }
10914                 rsurface.modelvertex3f_vertexbuffer = 0;
10915                 rsurface.modelvertex3f_bufferoffset = 0;
10916                 rsurface.modelsvector3f_vertexbuffer = 0;
10917                 rsurface.modelsvector3f_bufferoffset = 0;
10918                 rsurface.modeltvector3f_vertexbuffer = 0;
10919                 rsurface.modeltvector3f_bufferoffset = 0;
10920                 rsurface.modelnormal3f_vertexbuffer = 0;
10921                 rsurface.modelnormal3f_bufferoffset = 0;
10922                 rsurface.modelgeneratedvertex = true;
10923         }
10924         else
10925         {
10926                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10927                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10928                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10929                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10930                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10931                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10932                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10933                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10934                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10935                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10936                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10937                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10938                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10939                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10940                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10941                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10942                 rsurface.modelgeneratedvertex = false;
10943         }
10944         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10945         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10946         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10947         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10948         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10949         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10950         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10951         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10952         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10953         rsurface.modelelement3i = model->surfmesh.data_element3i;
10954         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10955         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10956         rsurface.modelelement3s = model->surfmesh.data_element3s;
10957         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10958         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10959         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10960         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10961         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10962         rsurface.modelsurfaces = model->data_surfaces;
10963         rsurface.batchgeneratedvertex = false;
10964         rsurface.batchfirstvertex = 0;
10965         rsurface.batchnumvertices = 0;
10966         rsurface.batchfirsttriangle = 0;
10967         rsurface.batchnumtriangles = 0;
10968         rsurface.batchvertex3f  = NULL;
10969         rsurface.batchvertex3f_vertexbuffer = NULL;
10970         rsurface.batchvertex3f_bufferoffset = 0;
10971         rsurface.batchsvector3f = NULL;
10972         rsurface.batchsvector3f_vertexbuffer = NULL;
10973         rsurface.batchsvector3f_bufferoffset = 0;
10974         rsurface.batchtvector3f = NULL;
10975         rsurface.batchtvector3f_vertexbuffer = NULL;
10976         rsurface.batchtvector3f_bufferoffset = 0;
10977         rsurface.batchnormal3f  = NULL;
10978         rsurface.batchnormal3f_vertexbuffer = NULL;
10979         rsurface.batchnormal3f_bufferoffset = 0;
10980         rsurface.batchlightmapcolor4f = NULL;
10981         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10982         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10983         rsurface.batchtexcoordtexture2f = NULL;
10984         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10985         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10986         rsurface.batchtexcoordlightmap2f = NULL;
10987         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10988         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10989         rsurface.batchvertexmesh = NULL;
10990         rsurface.batchvertexmeshbuffer = NULL;
10991         rsurface.batchvertexposition = NULL;
10992         rsurface.batchvertexpositionbuffer = NULL;
10993         rsurface.batchelement3i = NULL;
10994         rsurface.batchelement3i_indexbuffer = NULL;
10995         rsurface.batchelement3i_bufferoffset = 0;
10996         rsurface.batchelement3s = NULL;
10997         rsurface.batchelement3s_indexbuffer = NULL;
10998         rsurface.batchelement3s_bufferoffset = 0;
10999         rsurface.passcolor4f = NULL;
11000         rsurface.passcolor4f_vertexbuffer = NULL;
11001         rsurface.passcolor4f_bufferoffset = 0;
11002 }
11003
11004 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)
11005 {
11006         int i;
11007
11008         rsurface.entity = r_refdef.scene.worldentity;
11009         rsurface.skeleton = NULL;
11010         rsurface.ent_skinnum = 0;
11011         rsurface.ent_qwskin = -1;
11012         rsurface.ent_shadertime = shadertime;
11013         rsurface.ent_flags = entflags;
11014         rsurface.modelnumvertices = numvertices;
11015         rsurface.modelnumtriangles = numtriangles;
11016         if (rsurface.array_size < rsurface.modelnumvertices)
11017                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11018         rsurface.matrix = *matrix;
11019         rsurface.inversematrix = *inversematrix;
11020         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11021         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11022         R_EntityMatrix(&rsurface.matrix);
11023         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11024         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11025         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11026         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11027         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11028         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11029         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11030         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11031         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11032         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11033         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11034         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11035         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);
11036         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11037         rsurface.frameblend[0].lerp = 1;
11038         rsurface.ent_alttextures = false;
11039         rsurface.basepolygonfactor = r_refdef.polygonfactor;
11040         rsurface.basepolygonoffset = r_refdef.polygonoffset;
11041         if (wanttangents)
11042         {
11043                 rsurface.modelvertex3f = vertex3f;
11044                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11045                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11046                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11047         }
11048         else if (wantnormals)
11049         {
11050                 rsurface.modelvertex3f = vertex3f;
11051                 rsurface.modelsvector3f = NULL;
11052                 rsurface.modeltvector3f = NULL;
11053                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11054         }
11055         else
11056         {
11057                 rsurface.modelvertex3f = vertex3f;
11058                 rsurface.modelsvector3f = NULL;
11059                 rsurface.modeltvector3f = NULL;
11060                 rsurface.modelnormal3f = NULL;
11061         }
11062         rsurface.modelvertexmesh = NULL;
11063         rsurface.modelvertexmeshbuffer = NULL;
11064         rsurface.modelvertexposition = NULL;
11065         rsurface.modelvertexpositionbuffer = NULL;
11066         rsurface.modelvertex3f_vertexbuffer = 0;
11067         rsurface.modelvertex3f_bufferoffset = 0;
11068         rsurface.modelsvector3f_vertexbuffer = 0;
11069         rsurface.modelsvector3f_bufferoffset = 0;
11070         rsurface.modeltvector3f_vertexbuffer = 0;
11071         rsurface.modeltvector3f_bufferoffset = 0;
11072         rsurface.modelnormal3f_vertexbuffer = 0;
11073         rsurface.modelnormal3f_bufferoffset = 0;
11074         rsurface.modelgeneratedvertex = true;
11075         rsurface.modellightmapcolor4f  = color4f;
11076         rsurface.modellightmapcolor4f_vertexbuffer = 0;
11077         rsurface.modellightmapcolor4f_bufferoffset = 0;
11078         rsurface.modeltexcoordtexture2f  = texcoord2f;
11079         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11080         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11081         rsurface.modeltexcoordlightmap2f  = NULL;
11082         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11083         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11084         rsurface.modelelement3i = element3i;
11085         rsurface.modelelement3i_indexbuffer = NULL;
11086         rsurface.modelelement3i_bufferoffset = 0;
11087         rsurface.modelelement3s = element3s;
11088         rsurface.modelelement3s_indexbuffer = NULL;
11089         rsurface.modelelement3s_bufferoffset = 0;
11090         rsurface.modellightmapoffsets = NULL;
11091         rsurface.modelsurfaces = NULL;
11092         rsurface.batchgeneratedvertex = false;
11093         rsurface.batchfirstvertex = 0;
11094         rsurface.batchnumvertices = 0;
11095         rsurface.batchfirsttriangle = 0;
11096         rsurface.batchnumtriangles = 0;
11097         rsurface.batchvertex3f  = NULL;
11098         rsurface.batchvertex3f_vertexbuffer = NULL;
11099         rsurface.batchvertex3f_bufferoffset = 0;
11100         rsurface.batchsvector3f = NULL;
11101         rsurface.batchsvector3f_vertexbuffer = NULL;
11102         rsurface.batchsvector3f_bufferoffset = 0;
11103         rsurface.batchtvector3f = NULL;
11104         rsurface.batchtvector3f_vertexbuffer = NULL;
11105         rsurface.batchtvector3f_bufferoffset = 0;
11106         rsurface.batchnormal3f  = NULL;
11107         rsurface.batchnormal3f_vertexbuffer = NULL;
11108         rsurface.batchnormal3f_bufferoffset = 0;
11109         rsurface.batchlightmapcolor4f = NULL;
11110         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11111         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11112         rsurface.batchtexcoordtexture2f = NULL;
11113         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11114         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11115         rsurface.batchtexcoordlightmap2f = NULL;
11116         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11117         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11118         rsurface.batchvertexmesh = NULL;
11119         rsurface.batchvertexmeshbuffer = NULL;
11120         rsurface.batchvertexposition = NULL;
11121         rsurface.batchvertexpositionbuffer = NULL;
11122         rsurface.batchelement3i = NULL;
11123         rsurface.batchelement3i_indexbuffer = NULL;
11124         rsurface.batchelement3i_bufferoffset = 0;
11125         rsurface.batchelement3s = NULL;
11126         rsurface.batchelement3s_indexbuffer = NULL;
11127         rsurface.batchelement3s_bufferoffset = 0;
11128         rsurface.passcolor4f = NULL;
11129         rsurface.passcolor4f_vertexbuffer = NULL;
11130         rsurface.passcolor4f_bufferoffset = 0;
11131
11132         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11133         {
11134                 if ((wantnormals || wanttangents) && !normal3f)
11135                 {
11136                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11137                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11138                 }
11139                 if (wanttangents && !svector3f)
11140                 {
11141                         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);
11142                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11143                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11144                 }
11145         }
11146
11147         // now convert arrays into vertexmesh structs
11148         for (i = 0;i < numvertices;i++)
11149         {
11150                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11151                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11152                 if (rsurface.modelsvector3f)
11153                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11154                 if (rsurface.modeltvector3f)
11155                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11156                 if (rsurface.modelnormal3f)
11157                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11158                 if (rsurface.modellightmapcolor4f)
11159                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11160                 if (rsurface.modeltexcoordtexture2f)
11161                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11162                 if (rsurface.modeltexcoordlightmap2f)
11163                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11164         }
11165 }
11166
11167 float RSurf_FogPoint(const float *v)
11168 {
11169         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11170         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11171         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11172         float FogHeightFade = r_refdef.fogheightfade;
11173         float fogfrac;
11174         unsigned int fogmasktableindex;
11175         if (r_refdef.fogplaneviewabove)
11176                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11177         else
11178                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11179         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11180         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11181 }
11182
11183 float RSurf_FogVertex(const float *v)
11184 {
11185         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11186         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11187         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11188         float FogHeightFade = rsurface.fogheightfade;
11189         float fogfrac;
11190         unsigned int fogmasktableindex;
11191         if (r_refdef.fogplaneviewabove)
11192                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11193         else
11194                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11195         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11196         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11197 }
11198
11199 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11200 {
11201         int i;
11202         for (i = 0;i < numelements;i++)
11203                 outelement3i[i] = inelement3i[i] + adjust;
11204 }
11205
11206 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11207 extern cvar_t gl_vbo;
11208 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11209 {
11210         int deformindex;
11211         int firsttriangle;
11212         int numtriangles;
11213         int firstvertex;
11214         int endvertex;
11215         int numvertices;
11216         int surfacefirsttriangle;
11217         int surfacenumtriangles;
11218         int surfacefirstvertex;
11219         int surfaceendvertex;
11220         int surfacenumvertices;
11221         int needsupdate;
11222         int i, j;
11223         qboolean gaps;
11224         qboolean dynamicvertex;
11225         float amplitude;
11226         float animpos;
11227         float scale;
11228         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11229         float waveparms[4];
11230         q3shaderinfo_deform_t *deform;
11231         const msurface_t *surface, *firstsurface;
11232         r_vertexposition_t *vertexposition;
11233         r_vertexmesh_t *vertexmesh;
11234         if (!texturenumsurfaces)
11235                 return;
11236         // find vertex range of this surface batch
11237         gaps = false;
11238         firstsurface = texturesurfacelist[0];
11239         firsttriangle = firstsurface->num_firsttriangle;
11240         numtriangles = 0;
11241         firstvertex = endvertex = firstsurface->num_firstvertex;
11242         for (i = 0;i < texturenumsurfaces;i++)
11243         {
11244                 surface = texturesurfacelist[i];
11245                 if (surface != firstsurface + i)
11246                         gaps = true;
11247                 surfacefirstvertex = surface->num_firstvertex;
11248                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11249                 surfacenumtriangles = surface->num_triangles;
11250                 if (firstvertex > surfacefirstvertex)
11251                         firstvertex = surfacefirstvertex;
11252                 if (endvertex < surfaceendvertex)
11253                         endvertex = surfaceendvertex;
11254                 numtriangles += surfacenumtriangles;
11255         }
11256         if (!numtriangles)
11257                 return;
11258
11259         // we now know the vertex range used, and if there are any gaps in it
11260         rsurface.batchfirstvertex = firstvertex;
11261         rsurface.batchnumvertices = endvertex - firstvertex;
11262         rsurface.batchfirsttriangle = firsttriangle;
11263         rsurface.batchnumtriangles = numtriangles;
11264
11265         // this variable holds flags for which properties have been updated that
11266         // may require regenerating vertexmesh or vertexposition arrays...
11267         needsupdate = 0;
11268
11269         // check if any dynamic vertex processing must occur
11270         dynamicvertex = false;
11271
11272         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11273                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11274         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11275         {
11276                 switch (deform->deform)
11277                 {
11278                 default:
11279                 case Q3DEFORM_PROJECTIONSHADOW:
11280                 case Q3DEFORM_TEXT0:
11281                 case Q3DEFORM_TEXT1:
11282                 case Q3DEFORM_TEXT2:
11283                 case Q3DEFORM_TEXT3:
11284                 case Q3DEFORM_TEXT4:
11285                 case Q3DEFORM_TEXT5:
11286                 case Q3DEFORM_TEXT6:
11287                 case Q3DEFORM_TEXT7:
11288                 case Q3DEFORM_NONE:
11289                         break;
11290                 case Q3DEFORM_AUTOSPRITE:
11291                         dynamicvertex = true;
11292                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11293                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11294                         break;
11295                 case Q3DEFORM_AUTOSPRITE2:
11296                         dynamicvertex = true;
11297                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11298                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11299                         break;
11300                 case Q3DEFORM_NORMAL:
11301                         dynamicvertex = true;
11302                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11303                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11304                         break;
11305                 case Q3DEFORM_WAVE:
11306                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11307                                 break; // if wavefunc is a nop, ignore this transform
11308                         dynamicvertex = true;
11309                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11310                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11311                         break;
11312                 case Q3DEFORM_BULGE:
11313                         dynamicvertex = true;
11314                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11315                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11316                         break;
11317                 case Q3DEFORM_MOVE:
11318                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11319                                 break; // if wavefunc is a nop, ignore this transform
11320                         dynamicvertex = true;
11321                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11322                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11323                         break;
11324                 }
11325         }
11326         switch(rsurface.texture->tcgen.tcgen)
11327         {
11328         default:
11329         case Q3TCGEN_TEXTURE:
11330                 break;
11331         case Q3TCGEN_LIGHTMAP:
11332                 dynamicvertex = true;
11333                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11334                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11335                 break;
11336         case Q3TCGEN_VECTOR:
11337                 dynamicvertex = true;
11338                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11339                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11340                 break;
11341         case Q3TCGEN_ENVIRONMENT:
11342                 dynamicvertex = true;
11343                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11344                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11345                 break;
11346         }
11347         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11348         {
11349                 dynamicvertex = true;
11350                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11351                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11352         }
11353
11354         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11355         {
11356                 dynamicvertex = true;
11357                 batchneed |= BATCHNEED_NOGAPS;
11358                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11359         }
11360
11361         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11362         {
11363                 dynamicvertex = true;
11364                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11365                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11366         }
11367
11368         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11369         {
11370                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11371                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11372                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11373                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11374                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11375                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11376                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11377         }
11378
11379         // when the model data has no vertex buffer (dynamic mesh), we need to
11380         // eliminate gaps
11381         if (!rsurface.modelvertexmeshbuffer)
11382                 batchneed |= BATCHNEED_NOGAPS;
11383
11384         // if needsupdate, we have to do a dynamic vertex batch for sure
11385         if (needsupdate & batchneed)
11386                 dynamicvertex = true;
11387
11388         // see if we need to build vertexmesh from arrays
11389         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11390                 dynamicvertex = true;
11391
11392         // see if we need to build vertexposition from arrays
11393         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11394                 dynamicvertex = true;
11395
11396         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11397         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11398                 dynamicvertex = true;
11399
11400         // if there is a chance of animated vertex colors, it's a dynamic batch
11401         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11402                 dynamicvertex = true;
11403
11404         rsurface.batchvertex3f = rsurface.modelvertex3f;
11405         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11406         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11407         rsurface.batchsvector3f = rsurface.modelsvector3f;
11408         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11409         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11410         rsurface.batchtvector3f = rsurface.modeltvector3f;
11411         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11412         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11413         rsurface.batchnormal3f = rsurface.modelnormal3f;
11414         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11415         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11416         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11417         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11418         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11419         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11420         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11421         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11422         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11423         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11424         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11425         rsurface.batchvertexposition = rsurface.modelvertexposition;
11426         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11427         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11428         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11429         rsurface.batchelement3i = rsurface.modelelement3i;
11430         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11431         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11432         rsurface.batchelement3s = rsurface.modelelement3s;
11433         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11434         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11435
11436         // if any dynamic vertex processing has to occur in software, we copy the
11437         // entire surface list together before processing to rebase the vertices
11438         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11439         //
11440         // if any gaps exist and we do not have a static vertex buffer, we have to
11441         // copy the surface list together to avoid wasting upload bandwidth on the
11442         // vertices in the gaps.
11443         //
11444         // if gaps exist and we have a static vertex buffer, we still have to
11445         // combine the index buffer ranges into one dynamic index buffer.
11446         //
11447         // in all cases we end up with data that can be drawn in one call.
11448
11449         if (!dynamicvertex)
11450         {
11451                 // static vertex data, just set pointers...
11452                 rsurface.batchgeneratedvertex = false;
11453                 // if there are gaps, we want to build a combined index buffer,
11454                 // otherwise use the original static buffer with an appropriate offset
11455                 if (gaps)
11456                 {
11457                         firsttriangle = 0;
11458                         numtriangles = 0;
11459                         for (i = 0;i < texturenumsurfaces;i++)
11460                         {
11461                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11462                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11463                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11464                                 numtriangles += surfacenumtriangles;
11465                         }
11466                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11467                         rsurface.batchelement3i_indexbuffer = NULL;
11468                         rsurface.batchelement3i_bufferoffset = 0;
11469                         rsurface.batchelement3s = NULL;
11470                         rsurface.batchelement3s_indexbuffer = NULL;
11471                         rsurface.batchelement3s_bufferoffset = 0;
11472                         if (endvertex <= 65536)
11473                         {
11474                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11475                                 for (i = 0;i < numtriangles*3;i++)
11476                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11477                         }
11478                         rsurface.batchfirsttriangle = firsttriangle;
11479                         rsurface.batchnumtriangles = numtriangles;
11480                 }
11481                 return;
11482         }
11483
11484         // something needs software processing, do it for real...
11485         // we only directly handle interleaved array data in this case...
11486         rsurface.batchgeneratedvertex = true;
11487
11488         // now copy the vertex data into a combined array and make an index array
11489         // (this is what Quake3 does all the time)
11490         //if (gaps || rsurface.batchfirstvertex)
11491         {
11492                 rsurface.batchvertexposition = NULL;
11493                 rsurface.batchvertexpositionbuffer = NULL;
11494                 rsurface.batchvertexmesh = NULL;
11495                 rsurface.batchvertexmeshbuffer = NULL;
11496                 rsurface.batchvertex3f = NULL;
11497                 rsurface.batchvertex3f_vertexbuffer = NULL;
11498                 rsurface.batchvertex3f_bufferoffset = 0;
11499                 rsurface.batchsvector3f = NULL;
11500                 rsurface.batchsvector3f_vertexbuffer = NULL;
11501                 rsurface.batchsvector3f_bufferoffset = 0;
11502                 rsurface.batchtvector3f = NULL;
11503                 rsurface.batchtvector3f_vertexbuffer = NULL;
11504                 rsurface.batchtvector3f_bufferoffset = 0;
11505                 rsurface.batchnormal3f = NULL;
11506                 rsurface.batchnormal3f_vertexbuffer = NULL;
11507                 rsurface.batchnormal3f_bufferoffset = 0;
11508                 rsurface.batchlightmapcolor4f = NULL;
11509                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11510                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11511                 rsurface.batchtexcoordtexture2f = NULL;
11512                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11513                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11514                 rsurface.batchtexcoordlightmap2f = NULL;
11515                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11516                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11517                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11518                 rsurface.batchelement3i_indexbuffer = NULL;
11519                 rsurface.batchelement3i_bufferoffset = 0;
11520                 rsurface.batchelement3s = NULL;
11521                 rsurface.batchelement3s_indexbuffer = NULL;
11522                 rsurface.batchelement3s_bufferoffset = 0;
11523                 // we'll only be setting up certain arrays as needed
11524                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11525                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11526                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11527                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11528                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11529                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11530                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11531                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11532                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11533                 {
11534                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11535                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11536                 }
11537                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11538                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11539                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11540                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11541                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11542                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11543                 numvertices = 0;
11544                 numtriangles = 0;
11545                 for (i = 0;i < texturenumsurfaces;i++)
11546                 {
11547                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11548                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11549                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11550                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11551                         // copy only the data requested
11552                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11553                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11554                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11555                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11556                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11557                         {
11558                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11559                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11560                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11561                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11562                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11563                                 {
11564                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11565                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11566                                 }
11567                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11568                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11569                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11570                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11571                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11572                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11573                         }
11574                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11575                         numvertices += surfacenumvertices;
11576                         numtriangles += surfacenumtriangles;
11577                 }
11578
11579                 // generate a 16bit index array as well if possible
11580                 // (in general, dynamic batches fit)
11581                 if (numvertices <= 65536)
11582                 {
11583                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11584                         for (i = 0;i < numtriangles*3;i++)
11585                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11586                 }
11587
11588                 // since we've copied everything, the batch now starts at 0
11589                 rsurface.batchfirstvertex = 0;
11590                 rsurface.batchnumvertices = numvertices;
11591                 rsurface.batchfirsttriangle = 0;
11592                 rsurface.batchnumtriangles = numtriangles;
11593         }
11594
11595         // q1bsp surfaces rendered in vertex color mode have to have colors
11596         // calculated based on lightstyles
11597         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11598         {
11599                 // generate color arrays for the surfaces in this list
11600                 int c[4];
11601                 int scale;
11602                 int size3;
11603                 const int *offsets;
11604                 const unsigned char *lm;
11605                 numvertices = 0;
11606                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11607                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11608                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11609                 for (i = 0;i < texturenumsurfaces;i++)
11610                 {
11611                         surface = texturesurfacelist[i];
11612                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11613                         surfacenumvertices = surface->num_vertices;
11614                         if (surface->lightmapinfo->samples)
11615                         {
11616                                 for (j = 0;j < surfacenumvertices;j++)
11617                                 {
11618                                         lm = surface->lightmapinfo->samples + offsets[j];
11619                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11620                                         VectorScale(lm, scale, c);
11621                                         if (surface->lightmapinfo->styles[1] != 255)
11622                                         {
11623                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11624                                                 lm += size3;
11625                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11626                                                 VectorMA(c, scale, lm, c);
11627                                                 if (surface->lightmapinfo->styles[2] != 255)
11628                                                 {
11629                                                         lm += size3;
11630                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11631                                                         VectorMA(c, scale, lm, c);
11632                                                         if (surface->lightmapinfo->styles[3] != 255)
11633                                                         {
11634                                                                 lm += size3;
11635                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11636                                                                 VectorMA(c, scale, lm, c);
11637                                                         }
11638                                                 }
11639                                         }
11640                                         c[0] >>= 15;
11641                                         c[1] >>= 15;
11642                                         c[2] >>= 15;
11643                                         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);
11644                                         numvertices++;
11645                                 }
11646                         }
11647                         else
11648                         {
11649                                 for (j = 0;j < surfacenumvertices;j++)
11650                                 {
11651                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11652                                         numvertices++;
11653                                 }
11654                         }
11655                 }
11656         }
11657
11658         // if vertices are deformed (sprite flares and things in maps, possibly
11659         // water waves, bulges and other deformations), modify the copied vertices
11660         // in place
11661         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11662         {
11663                 switch (deform->deform)
11664                 {
11665                 default:
11666                 case Q3DEFORM_PROJECTIONSHADOW:
11667                 case Q3DEFORM_TEXT0:
11668                 case Q3DEFORM_TEXT1:
11669                 case Q3DEFORM_TEXT2:
11670                 case Q3DEFORM_TEXT3:
11671                 case Q3DEFORM_TEXT4:
11672                 case Q3DEFORM_TEXT5:
11673                 case Q3DEFORM_TEXT6:
11674                 case Q3DEFORM_TEXT7:
11675                 case Q3DEFORM_NONE:
11676                         break;
11677                 case Q3DEFORM_AUTOSPRITE:
11678                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11679                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11680                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11681                         VectorNormalize(newforward);
11682                         VectorNormalize(newright);
11683                         VectorNormalize(newup);
11684                         // a single autosprite surface can contain multiple sprites...
11685                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11686                         {
11687                                 VectorClear(center);
11688                                 for (i = 0;i < 4;i++)
11689                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11690                                 VectorScale(center, 0.25f, center);
11691                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11692                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11693                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11694                                 for (i = 0;i < 4;i++)
11695                                 {
11696                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11697                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11698                                 }
11699                         }
11700                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11701                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11702                         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);
11703                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11704                         rsurface.batchvertex3f_vertexbuffer = NULL;
11705                         rsurface.batchvertex3f_bufferoffset = 0;
11706                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11707                         rsurface.batchsvector3f_vertexbuffer = NULL;
11708                         rsurface.batchsvector3f_bufferoffset = 0;
11709                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11710                         rsurface.batchtvector3f_vertexbuffer = NULL;
11711                         rsurface.batchtvector3f_bufferoffset = 0;
11712                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11713                         rsurface.batchnormal3f_vertexbuffer = NULL;
11714                         rsurface.batchnormal3f_bufferoffset = 0;
11715                         break;
11716                 case Q3DEFORM_AUTOSPRITE2:
11717                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11718                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11719                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11720                         VectorNormalize(newforward);
11721                         VectorNormalize(newright);
11722                         VectorNormalize(newup);
11723                         {
11724                                 const float *v1, *v2;
11725                                 vec3_t start, end;
11726                                 float f, l;
11727                                 struct
11728                                 {
11729                                         float length2;
11730                                         const float *v1;
11731                                         const float *v2;
11732                                 }
11733                                 shortest[2];
11734                                 memset(shortest, 0, sizeof(shortest));
11735                                 // a single autosprite surface can contain multiple sprites...
11736                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11737                                 {
11738                                         VectorClear(center);
11739                                         for (i = 0;i < 4;i++)
11740                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11741                                         VectorScale(center, 0.25f, center);
11742                                         // find the two shortest edges, then use them to define the
11743                                         // axis vectors for rotating around the central axis
11744                                         for (i = 0;i < 6;i++)
11745                                         {
11746                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11747                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11748                                                 l = VectorDistance2(v1, v2);
11749                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11750                                                 if (v1[2] != v2[2])
11751                                                         l += (1.0f / 1024.0f);
11752                                                 if (shortest[0].length2 > l || i == 0)
11753                                                 {
11754                                                         shortest[1] = shortest[0];
11755                                                         shortest[0].length2 = l;
11756                                                         shortest[0].v1 = v1;
11757                                                         shortest[0].v2 = v2;
11758                                                 }
11759                                                 else if (shortest[1].length2 > l || i == 1)
11760                                                 {
11761                                                         shortest[1].length2 = l;
11762                                                         shortest[1].v1 = v1;
11763                                                         shortest[1].v2 = v2;
11764                                                 }
11765                                         }
11766                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11767                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11768                                         // this calculates the right vector from the shortest edge
11769                                         // and the up vector from the edge midpoints
11770                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11771                                         VectorNormalize(right);
11772                                         VectorSubtract(end, start, up);
11773                                         VectorNormalize(up);
11774                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11775                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11776                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11777                                         VectorNegate(forward, forward);
11778                                         VectorReflect(forward, 0, up, forward);
11779                                         VectorNormalize(forward);
11780                                         CrossProduct(up, forward, newright);
11781                                         VectorNormalize(newright);
11782                                         // rotate the quad around the up axis vector, this is made
11783                                         // especially easy by the fact we know the quad is flat,
11784                                         // so we only have to subtract the center position and
11785                                         // measure distance along the right vector, and then
11786                                         // multiply that by the newright vector and add back the
11787                                         // center position
11788                                         // we also need to subtract the old position to undo the
11789                                         // displacement from the center, which we do with a
11790                                         // DotProduct, the subtraction/addition of center is also
11791                                         // optimized into DotProducts here
11792                                         l = DotProduct(right, center);
11793                                         for (i = 0;i < 4;i++)
11794                                         {
11795                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11796                                                 f = DotProduct(right, v1) - l;
11797                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11798                                         }
11799                                 }
11800                         }
11801                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11802                         rsurface.batchvertex3f_vertexbuffer = NULL;
11803                         rsurface.batchvertex3f_bufferoffset = 0;
11804                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11805                         {
11806                                 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11807                                 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11808                                 rsurface.batchnormal3f_vertexbuffer = NULL;
11809                                 rsurface.batchnormal3f_bufferoffset = 0;
11810                         }
11811                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11812                         {
11813                                 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);
11814                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11815                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11816                                 rsurface.batchsvector3f_bufferoffset = 0;
11817                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11818                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11819                                 rsurface.batchtvector3f_bufferoffset = 0;
11820                         }
11821                         break;
11822                 case Q3DEFORM_NORMAL:
11823                         // deform the normals to make reflections wavey
11824                         for (j = 0;j < rsurface.batchnumvertices;j++)
11825                         {
11826                                 float vertex[3];
11827                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11828                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11829                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11830                                 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]);
11831                                 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]);
11832                                 VectorNormalize(normal);
11833                         }
11834                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11835                         rsurface.batchnormal3f_vertexbuffer = NULL;
11836                         rsurface.batchnormal3f_bufferoffset = 0;
11837                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11838                         {
11839                                 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);
11840                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11841                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11842                                 rsurface.batchsvector3f_bufferoffset = 0;
11843                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11844                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11845                                 rsurface.batchtvector3f_bufferoffset = 0;
11846                         }
11847                         break;
11848                 case Q3DEFORM_WAVE:
11849                         // deform vertex array to make wavey water and flags and such
11850                         waveparms[0] = deform->waveparms[0];
11851                         waveparms[1] = deform->waveparms[1];
11852                         waveparms[2] = deform->waveparms[2];
11853                         waveparms[3] = deform->waveparms[3];
11854                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11855                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11856                         // this is how a divisor of vertex influence on deformation
11857                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11858                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11859                         for (j = 0;j < rsurface.batchnumvertices;j++)
11860                         {
11861                                 // if the wavefunc depends on time, evaluate it per-vertex
11862                                 if (waveparms[3])
11863                                 {
11864                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11865                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11866                                 }
11867                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11868                         }
11869                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11870                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11871                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11872                         rsurface.batchvertex3f_vertexbuffer = NULL;
11873                         rsurface.batchvertex3f_bufferoffset = 0;
11874                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11875                         rsurface.batchnormal3f_vertexbuffer = NULL;
11876                         rsurface.batchnormal3f_bufferoffset = 0;
11877                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11878                         {
11879                                 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);
11880                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11881                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11882                                 rsurface.batchsvector3f_bufferoffset = 0;
11883                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11884                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11885                                 rsurface.batchtvector3f_bufferoffset = 0;
11886                         }
11887                         break;
11888                 case Q3DEFORM_BULGE:
11889                         // deform vertex array to make the surface have moving bulges
11890                         for (j = 0;j < rsurface.batchnumvertices;j++)
11891                         {
11892                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11893                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11894                         }
11895                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11896                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11897                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11898                         rsurface.batchvertex3f_vertexbuffer = NULL;
11899                         rsurface.batchvertex3f_bufferoffset = 0;
11900                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11901                         rsurface.batchnormal3f_vertexbuffer = NULL;
11902                         rsurface.batchnormal3f_bufferoffset = 0;
11903                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11904                         {
11905                                 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);
11906                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11907                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11908                                 rsurface.batchsvector3f_bufferoffset = 0;
11909                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11910                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11911                                 rsurface.batchtvector3f_bufferoffset = 0;
11912                         }
11913                         break;
11914                 case Q3DEFORM_MOVE:
11915                         // deform vertex array
11916                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11917                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11918                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11919                         VectorScale(deform->parms, scale, waveparms);
11920                         for (j = 0;j < rsurface.batchnumvertices;j++)
11921                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11922                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11923                         rsurface.batchvertex3f_vertexbuffer = NULL;
11924                         rsurface.batchvertex3f_bufferoffset = 0;
11925                         break;
11926                 }
11927         }
11928
11929         // generate texcoords based on the chosen texcoord source
11930         switch(rsurface.texture->tcgen.tcgen)
11931         {
11932         default:
11933         case Q3TCGEN_TEXTURE:
11934                 break;
11935         case Q3TCGEN_LIGHTMAP:
11936                 if (rsurface.batchtexcoordlightmap2f)
11937                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11938                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11939                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11940                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11941                 break;
11942         case Q3TCGEN_VECTOR:
11943                 for (j = 0;j < rsurface.batchnumvertices;j++)
11944                 {
11945                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11946                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11947                 }
11948                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11949                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11950                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11951                 break;
11952         case Q3TCGEN_ENVIRONMENT:
11953                 // make environment reflections using a spheremap
11954                 for (j = 0;j < rsurface.batchnumvertices;j++)
11955                 {
11956                         // identical to Q3A's method, but executed in worldspace so
11957                         // carried models can be shiny too
11958
11959                         float viewer[3], d, reflected[3], worldreflected[3];
11960
11961                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11962                         // VectorNormalize(viewer);
11963
11964                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11965
11966                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11967                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11968                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11969                         // note: this is proportinal to viewer, so we can normalize later
11970
11971                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11972                         VectorNormalize(worldreflected);
11973
11974                         // note: this sphere map only uses world x and z!
11975                         // so positive and negative y will LOOK THE SAME.
11976                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11977                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11978                 }
11979                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11980                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11981                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11982                 break;
11983         }
11984         // the only tcmod that needs software vertex processing is turbulent, so
11985         // check for it here and apply the changes if needed
11986         // and we only support that as the first one
11987         // (handling a mixture of turbulent and other tcmods would be problematic
11988         //  without punting it entirely to a software path)
11989         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11990         {
11991                 amplitude = rsurface.texture->tcmods[0].parms[1];
11992                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11993                 for (j = 0;j < rsurface.batchnumvertices;j++)
11994                 {
11995                         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);
11996                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11997                 }
11998                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11999                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12000                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12001         }
12002
12003         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12004         {
12005                 // convert the modified arrays to vertex structs
12006                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12007                 rsurface.batchvertexmeshbuffer = NULL;
12008                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12009                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12010                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12011                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12012                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12013                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12014                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12015                 {
12016                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12017                         {
12018                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12019                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12020                         }
12021                 }
12022                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12023                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12024                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12025                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12026                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12027                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12028                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12029                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12030                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12031         }
12032
12033         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12034         {
12035                 // convert the modified arrays to vertex structs
12036                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12037                 rsurface.batchvertexpositionbuffer = NULL;
12038                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12039                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12040                 else
12041                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12042                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12043         }
12044 }
12045
12046 void RSurf_DrawBatch(void)
12047 {
12048         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);
12049 }
12050
12051 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12052 {
12053         // pick the closest matching water plane
12054         int planeindex, vertexindex, bestplaneindex = -1;
12055         float d, bestd;
12056         vec3_t vert;
12057         const float *v;
12058         r_waterstate_waterplane_t *p;
12059         bestd = 0;
12060         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12061         {
12062                 if(p->camera_entity != rsurface.texture->camera_entity)
12063                         continue;
12064                 d = 0;
12065                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12066                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12067                 {
12068                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
12069                         d += fabs(PlaneDiff(vert, &p->plane));
12070                 }
12071                 if (bestd > d || bestplaneindex < 0)
12072                 {
12073                         bestd = d;
12074                         bestplaneindex = planeindex;
12075                 }
12076         }
12077         return bestplaneindex;
12078 }
12079
12080 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12081 {
12082         int i;
12083         for (i = 0;i < rsurface.batchnumvertices;i++)
12084                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12085         rsurface.passcolor4f = rsurface.array_passcolor4f;
12086         rsurface.passcolor4f_vertexbuffer = 0;
12087         rsurface.passcolor4f_bufferoffset = 0;
12088 }
12089
12090 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12091 {
12092         int i;
12093         float f;
12094         const float *v;
12095         const float *c;
12096         float *c2;
12097         if (rsurface.passcolor4f)
12098         {
12099                 // generate color arrays
12100                 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)
12101                 {
12102                         f = RSurf_FogVertex(v);
12103                         c2[0] = c[0] * f;
12104                         c2[1] = c[1] * f;
12105                         c2[2] = c[2] * f;
12106                         c2[3] = c[3];
12107                 }
12108         }
12109         else
12110         {
12111                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12112                 {
12113                         f = RSurf_FogVertex(v);
12114                         c2[0] = f;
12115                         c2[1] = f;
12116                         c2[2] = f;
12117                         c2[3] = 1;
12118                 }
12119         }
12120         rsurface.passcolor4f = rsurface.array_passcolor4f;
12121         rsurface.passcolor4f_vertexbuffer = 0;
12122         rsurface.passcolor4f_bufferoffset = 0;
12123 }
12124
12125 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12126 {
12127         int i;
12128         float f;
12129         const float *v;
12130         const float *c;
12131         float *c2;
12132         if (!rsurface.passcolor4f)
12133                 return;
12134         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)
12135         {
12136                 f = RSurf_FogVertex(v);
12137                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12138                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12139                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12140                 c2[3] = c[3];
12141         }
12142         rsurface.passcolor4f = rsurface.array_passcolor4f;
12143         rsurface.passcolor4f_vertexbuffer = 0;
12144         rsurface.passcolor4f_bufferoffset = 0;
12145 }
12146
12147 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12148 {
12149         int i;
12150         const float *c;
12151         float *c2;
12152         if (!rsurface.passcolor4f)
12153                 return;
12154         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12155         {
12156                 c2[0] = c[0] * r;
12157                 c2[1] = c[1] * g;
12158                 c2[2] = c[2] * b;
12159                 c2[3] = c[3] * a;
12160         }
12161         rsurface.passcolor4f = rsurface.array_passcolor4f;
12162         rsurface.passcolor4f_vertexbuffer = 0;
12163         rsurface.passcolor4f_bufferoffset = 0;
12164 }
12165
12166 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12167 {
12168         int i;
12169         const float *c;
12170         float *c2;
12171         if (!rsurface.passcolor4f)
12172                 return;
12173         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12174         {
12175                 c2[0] = c[0] + r_refdef.scene.ambient;
12176                 c2[1] = c[1] + r_refdef.scene.ambient;
12177                 c2[2] = c[2] + r_refdef.scene.ambient;
12178                 c2[3] = c[3];
12179         }
12180         rsurface.passcolor4f = rsurface.array_passcolor4f;
12181         rsurface.passcolor4f_vertexbuffer = 0;
12182         rsurface.passcolor4f_bufferoffset = 0;
12183 }
12184
12185 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12186 {
12187         // TODO: optimize
12188         rsurface.passcolor4f = NULL;
12189         rsurface.passcolor4f_vertexbuffer = 0;
12190         rsurface.passcolor4f_bufferoffset = 0;
12191         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12192         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12193         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12194         GL_Color(r, g, b, a);
12195         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12196         RSurf_DrawBatch();
12197 }
12198
12199 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12200 {
12201         // TODO: optimize applyfog && applycolor case
12202         // just apply fog if necessary, and tint the fog color array if necessary
12203         rsurface.passcolor4f = NULL;
12204         rsurface.passcolor4f_vertexbuffer = 0;
12205         rsurface.passcolor4f_bufferoffset = 0;
12206         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12207         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12208         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12209         GL_Color(r, g, b, a);
12210         RSurf_DrawBatch();
12211 }
12212
12213 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12214 {
12215         // TODO: optimize
12216         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12217         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12218         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12219         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12220         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12221         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12222         GL_Color(r, g, b, a);
12223         RSurf_DrawBatch();
12224 }
12225
12226 static void RSurf_DrawBatch_GL11_ClampColor(void)
12227 {
12228         int i;
12229         const float *c1;
12230         float *c2;
12231         if (!rsurface.passcolor4f)
12232                 return;
12233         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12234         {
12235                 c2[0] = bound(0.0f, c1[0], 1.0f);
12236                 c2[1] = bound(0.0f, c1[1], 1.0f);
12237                 c2[2] = bound(0.0f, c1[2], 1.0f);
12238                 c2[3] = bound(0.0f, c1[3], 1.0f);
12239         }
12240 }
12241
12242 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12243 {
12244         int i;
12245         float f;
12246         const float *v;
12247         const float *n;
12248         float *c;
12249         //vec3_t eyedir;
12250
12251         // fake shading
12252         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)
12253         {
12254                 f = -DotProduct(r_refdef.view.forward, n);
12255                 f = max(0, f);
12256                 f = f * 0.85 + 0.15; // work around so stuff won't get black
12257                 f *= r_refdef.lightmapintensity;
12258                 Vector4Set(c, f, f, f, 1);
12259         }
12260
12261         rsurface.passcolor4f = rsurface.array_passcolor4f;
12262         rsurface.passcolor4f_vertexbuffer = 0;
12263         rsurface.passcolor4f_bufferoffset = 0;
12264 }
12265
12266 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12267 {
12268         RSurf_DrawBatch_GL11_ApplyFakeLight();
12269         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12270         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12271         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12272         GL_Color(r, g, b, a);
12273         RSurf_DrawBatch();
12274 }
12275
12276 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12277 {
12278         int i;
12279         float f;
12280         float alpha;
12281         const float *v;
12282         const float *n;
12283         float *c;
12284         vec3_t ambientcolor;
12285         vec3_t diffusecolor;
12286         vec3_t lightdir;
12287         // TODO: optimize
12288         // model lighting
12289         VectorCopy(rsurface.modellight_lightdir, lightdir);
12290         f = 0.5f * r_refdef.lightmapintensity;
12291         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12292         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12293         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12294         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12295         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12296         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12297         alpha = *a;
12298         if (VectorLength2(diffusecolor) > 0)
12299         {
12300                 // q3-style directional shading
12301                 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)
12302                 {
12303                         if ((f = DotProduct(n, lightdir)) > 0)
12304                                 VectorMA(ambientcolor, f, diffusecolor, c);
12305                         else
12306                                 VectorCopy(ambientcolor, c);
12307                         c[3] = alpha;
12308                 }
12309                 *r = 1;
12310                 *g = 1;
12311                 *b = 1;
12312                 *a = 1;
12313                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12314                 rsurface.passcolor4f_vertexbuffer = 0;
12315                 rsurface.passcolor4f_bufferoffset = 0;
12316                 *applycolor = false;
12317         }
12318         else
12319         {
12320                 *r = ambientcolor[0];
12321                 *g = ambientcolor[1];
12322                 *b = ambientcolor[2];
12323                 rsurface.passcolor4f = NULL;
12324                 rsurface.passcolor4f_vertexbuffer = 0;
12325                 rsurface.passcolor4f_bufferoffset = 0;
12326         }
12327 }
12328
12329 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12330 {
12331         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12332         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12333         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12334         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12335         GL_Color(r, g, b, a);
12336         RSurf_DrawBatch();
12337 }
12338
12339 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12340 {
12341         int i;
12342         float f;
12343         const float *v;
12344         float *c;
12345         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12346         {
12347                 f = 1 - RSurf_FogVertex(v);
12348                 c[0] = r;
12349                 c[1] = g;
12350                 c[2] = b;
12351                 c[3] = f * a;
12352         }
12353 }
12354
12355 void RSurf_SetupDepthAndCulling(void)
12356 {
12357         // submodels are biased to avoid z-fighting with world surfaces that they
12358         // may be exactly overlapping (avoids z-fighting artifacts on certain
12359         // doors and things in Quake maps)
12360         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12361         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12362         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12363         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12364 }
12365
12366 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12367 {
12368         // transparent sky would be ridiculous
12369         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12370                 return;
12371         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12372         skyrenderlater = true;
12373         RSurf_SetupDepthAndCulling();
12374         GL_DepthMask(true);
12375         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12376         // skymasking on them, and Quake3 never did sky masking (unlike
12377         // software Quake and software Quake2), so disable the sky masking
12378         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12379         // and skymasking also looks very bad when noclipping outside the
12380         // level, so don't use it then either.
12381         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12382         {
12383                 R_Mesh_ResetTextureState();
12384                 if (skyrendermasked)
12385                 {
12386                         R_SetupShader_DepthOrShadow();
12387                         // depth-only (masking)
12388                         GL_ColorMask(0,0,0,0);
12389                         // just to make sure that braindead drivers don't draw
12390                         // anything despite that colormask...
12391                         GL_BlendFunc(GL_ZERO, GL_ONE);
12392                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12393                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12394                 }
12395                 else
12396                 {
12397                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12398                         // fog sky
12399                         GL_BlendFunc(GL_ONE, GL_ZERO);
12400                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12401                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12402                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12403                 }
12404                 RSurf_DrawBatch();
12405                 if (skyrendermasked)
12406                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12407         }
12408         R_Mesh_ResetTextureState();
12409         GL_Color(1, 1, 1, 1);
12410 }
12411
12412 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12413 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12414 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12415 {
12416         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12417                 return;
12418         if (prepass)
12419         {
12420                 // render screenspace normalmap to texture
12421                 GL_DepthMask(true);
12422                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12423                 RSurf_DrawBatch();
12424                 return;
12425         }
12426
12427         // bind lightmap texture
12428
12429         // water/refraction/reflection/camera surfaces have to be handled specially
12430         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12431         {
12432                 int start, end, startplaneindex;
12433                 for (start = 0;start < texturenumsurfaces;start = end)
12434                 {
12435                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12436                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12437                                 ;
12438                         // now that we have a batch using the same planeindex, render it
12439                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12440                         {
12441                                 // render water or distortion background
12442                                 GL_DepthMask(true);
12443                                 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));
12444                                 RSurf_DrawBatch();
12445                                 // blend surface on top
12446                                 GL_DepthMask(false);
12447                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12448                                 RSurf_DrawBatch();
12449                         }
12450                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12451                         {
12452                                 // render surface with reflection texture as input
12453                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12454                                 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));
12455                                 RSurf_DrawBatch();
12456                         }
12457                 }
12458                 return;
12459         }
12460
12461         // render surface batch normally
12462         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12463         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12464         RSurf_DrawBatch();
12465 }
12466
12467 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12468 {
12469         // OpenGL 1.3 path - anything not completely ancient
12470         qboolean applycolor;
12471         qboolean applyfog;
12472         int layerindex;
12473         const texturelayer_t *layer;
12474         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);
12475         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12476
12477         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12478         {
12479                 vec4_t layercolor;
12480                 int layertexrgbscale;
12481                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12482                 {
12483                         if (layerindex == 0)
12484                                 GL_AlphaTest(true);
12485                         else
12486                         {
12487                                 GL_AlphaTest(false);
12488                                 GL_DepthFunc(GL_EQUAL);
12489                         }
12490                 }
12491                 GL_DepthMask(layer->depthmask && writedepth);
12492                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12493                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12494                 {
12495                         layertexrgbscale = 4;
12496                         VectorScale(layer->color, 0.25f, layercolor);
12497                 }
12498                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12499                 {
12500                         layertexrgbscale = 2;
12501                         VectorScale(layer->color, 0.5f, layercolor);
12502                 }
12503                 else
12504                 {
12505                         layertexrgbscale = 1;
12506                         VectorScale(layer->color, 1.0f, layercolor);
12507                 }
12508                 layercolor[3] = layer->color[3];
12509                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12510                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12511                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12512                 switch (layer->type)
12513                 {
12514                 case TEXTURELAYERTYPE_LITTEXTURE:
12515                         // single-pass lightmapped texture with 2x rgbscale
12516                         R_Mesh_TexBind(0, r_texture_white);
12517                         R_Mesh_TexMatrix(0, NULL);
12518                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12519                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12520                         R_Mesh_TexBind(1, layer->texture);
12521                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12522                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12523                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12524                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12525                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12526                         else if (FAKELIGHT_ENABLED)
12527                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12528                         else if (rsurface.uselightmaptexture)
12529                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12530                         else
12531                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12532                         break;
12533                 case TEXTURELAYERTYPE_TEXTURE:
12534                         // singletexture unlit texture with transparency support
12535                         R_Mesh_TexBind(0, layer->texture);
12536                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12537                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12538                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12539                         R_Mesh_TexBind(1, 0);
12540                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12541                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12542                         break;
12543                 case TEXTURELAYERTYPE_FOG:
12544                         // singletexture fogging
12545                         if (layer->texture)
12546                         {
12547                                 R_Mesh_TexBind(0, layer->texture);
12548                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12549                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12550                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12551                         }
12552                         else
12553                         {
12554                                 R_Mesh_TexBind(0, 0);
12555                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12556                         }
12557                         R_Mesh_TexBind(1, 0);
12558                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12559                         // generate a color array for the fog pass
12560                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12561                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12562                         RSurf_DrawBatch();
12563                         break;
12564                 default:
12565                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12566                 }
12567         }
12568         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12569         {
12570                 GL_DepthFunc(GL_LEQUAL);
12571                 GL_AlphaTest(false);
12572         }
12573 }
12574
12575 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12576 {
12577         // OpenGL 1.1 - crusty old voodoo path
12578         qboolean applyfog;
12579         int layerindex;
12580         const texturelayer_t *layer;
12581         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);
12582         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12583
12584         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12585         {
12586                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12587                 {
12588                         if (layerindex == 0)
12589                                 GL_AlphaTest(true);
12590                         else
12591                         {
12592                                 GL_AlphaTest(false);
12593                                 GL_DepthFunc(GL_EQUAL);
12594                         }
12595                 }
12596                 GL_DepthMask(layer->depthmask && writedepth);
12597                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12598                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12599                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12600                 switch (layer->type)
12601                 {
12602                 case TEXTURELAYERTYPE_LITTEXTURE:
12603                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12604                         {
12605                                 // two-pass lit texture with 2x rgbscale
12606                                 // first the lightmap pass
12607                                 R_Mesh_TexBind(0, r_texture_white);
12608                                 R_Mesh_TexMatrix(0, NULL);
12609                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12610                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12611                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12612                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12613                                 else if (FAKELIGHT_ENABLED)
12614                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12615                                 else if (rsurface.uselightmaptexture)
12616                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12617                                 else
12618                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12619                                 // then apply the texture to it
12620                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12621                                 R_Mesh_TexBind(0, layer->texture);
12622                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12623                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12624                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12625                                 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);
12626                         }
12627                         else
12628                         {
12629                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12630                                 R_Mesh_TexBind(0, layer->texture);
12631                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12632                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12633                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12634                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12635                                         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);
12636                                 else
12637                                         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);
12638                         }
12639                         break;
12640                 case TEXTURELAYERTYPE_TEXTURE:
12641                         // singletexture unlit texture with transparency support
12642                         R_Mesh_TexBind(0, layer->texture);
12643                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12644                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12645                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12646                         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);
12647                         break;
12648                 case TEXTURELAYERTYPE_FOG:
12649                         // singletexture fogging
12650                         if (layer->texture)
12651                         {
12652                                 R_Mesh_TexBind(0, layer->texture);
12653                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12654                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12655                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12656                         }
12657                         else
12658                         {
12659                                 R_Mesh_TexBind(0, 0);
12660                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12661                         }
12662                         // generate a color array for the fog pass
12663                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12664                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12665                         RSurf_DrawBatch();
12666                         break;
12667                 default:
12668                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12669                 }
12670         }
12671         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12672         {
12673                 GL_DepthFunc(GL_LEQUAL);
12674                 GL_AlphaTest(false);
12675         }
12676 }
12677
12678 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12679 {
12680         int vi;
12681         int j;
12682         r_vertexgeneric_t *batchvertex;
12683         float c[4];
12684
12685         GL_AlphaTest(false);
12686         R_Mesh_ResetTextureState();
12687         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12688
12689         if(rsurface.texture && rsurface.texture->currentskinframe)
12690         {
12691                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12692                 c[3] *= rsurface.texture->currentalpha;
12693         }
12694         else
12695         {
12696                 c[0] = 1;
12697                 c[1] = 0;
12698                 c[2] = 1;
12699                 c[3] = 1;
12700         }
12701
12702         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12703         {
12704                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12705                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12706                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12707         }
12708
12709         // brighten it up (as texture value 127 means "unlit")
12710         c[0] *= 2 * r_refdef.view.colorscale;
12711         c[1] *= 2 * r_refdef.view.colorscale;
12712         c[2] *= 2 * r_refdef.view.colorscale;
12713
12714         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12715                 c[3] *= r_wateralpha.value;
12716
12717         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12718         {
12719                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12720                 GL_DepthMask(false);
12721         }
12722         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12723         {
12724                 GL_BlendFunc(GL_ONE, GL_ONE);
12725                 GL_DepthMask(false);
12726         }
12727         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12728         {
12729                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12730                 GL_DepthMask(false);
12731         }
12732         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12733         {
12734                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12735                 GL_DepthMask(false);
12736         }
12737         else
12738         {
12739                 GL_BlendFunc(GL_ONE, GL_ZERO);
12740                 GL_DepthMask(writedepth);
12741         }
12742
12743         if (r_showsurfaces.integer == 3)
12744         {
12745                 rsurface.passcolor4f = NULL;
12746
12747                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12748                 {
12749                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12750
12751                         rsurface.passcolor4f = NULL;
12752                         rsurface.passcolor4f_vertexbuffer = 0;
12753                         rsurface.passcolor4f_bufferoffset = 0;
12754                 }
12755                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12756                 {
12757                         qboolean applycolor = true;
12758                         float one = 1.0;
12759
12760                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12761
12762                         r_refdef.lightmapintensity = 1;
12763                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12764                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12765                 }
12766                 else if (FAKELIGHT_ENABLED)
12767                 {
12768                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12769
12770                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
12771                         RSurf_DrawBatch_GL11_ApplyFakeLight();
12772                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12773                 }
12774                 else
12775                 {
12776                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12777
12778                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12779                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12780                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12781                 }
12782
12783                 if(!rsurface.passcolor4f)
12784                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12785
12786                 RSurf_DrawBatch_GL11_ApplyAmbient();
12787                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12788                 if(r_refdef.fogenabled)
12789                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12790                 RSurf_DrawBatch_GL11_ClampColor();
12791
12792                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12793                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12794                 RSurf_DrawBatch();
12795         }
12796         else if (!r_refdef.view.showdebug)
12797         {
12798                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12799                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12800                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12801                 {
12802                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12803                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12804                 }
12805                 R_Mesh_PrepareVertices_Generic_Unlock();
12806                 RSurf_DrawBatch();
12807         }
12808         else if (r_showsurfaces.integer == 4)
12809         {
12810                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12811                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12812                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12813                 {
12814                         unsigned char c = vi << 3;
12815                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12816                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12817                 }
12818                 R_Mesh_PrepareVertices_Generic_Unlock();
12819                 RSurf_DrawBatch();
12820         }
12821         else if (r_showsurfaces.integer == 2)
12822         {
12823                 const int *e;
12824                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12825                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12826                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12827                 {
12828                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12829                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12830                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12831                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12832                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12833                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12834                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12835                 }
12836                 R_Mesh_PrepareVertices_Generic_Unlock();
12837                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12838         }
12839         else
12840         {
12841                 int texturesurfaceindex;
12842                 int k;
12843                 const msurface_t *surface;
12844                 unsigned char surfacecolor4ub[4];
12845                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12846                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12847                 vi = 0;
12848                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12849                 {
12850                         surface = texturesurfacelist[texturesurfaceindex];
12851                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12852                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12853                         for (j = 0;j < surface->num_vertices;j++)
12854                         {
12855                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12856                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12857                                 vi++;
12858                         }
12859                 }
12860                 R_Mesh_PrepareVertices_Generic_Unlock();
12861                 RSurf_DrawBatch();
12862         }
12863 }
12864
12865 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12866 {
12867         CHECKGLERROR
12868         RSurf_SetupDepthAndCulling();
12869         if (r_showsurfaces.integer)
12870         {
12871                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12872                 return;
12873         }
12874         switch (vid.renderpath)
12875         {
12876         case RENDERPATH_GL20:
12877         case RENDERPATH_CGGL:
12878         case RENDERPATH_D3D9:
12879         case RENDERPATH_D3D10:
12880         case RENDERPATH_D3D11:
12881                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12882                 break;
12883         case RENDERPATH_GL13:
12884                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12885                 break;
12886         case RENDERPATH_GL11:
12887                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12888                 break;
12889         }
12890         CHECKGLERROR
12891 }
12892
12893 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12894 {
12895         CHECKGLERROR
12896         RSurf_SetupDepthAndCulling();
12897         if (r_showsurfaces.integer)
12898         {
12899                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12900                 return;
12901         }
12902         switch (vid.renderpath)
12903         {
12904         case RENDERPATH_GL20:
12905         case RENDERPATH_CGGL:
12906         case RENDERPATH_D3D9:
12907         case RENDERPATH_D3D10:
12908         case RENDERPATH_D3D11:
12909                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12910                 break;
12911         case RENDERPATH_GL13:
12912                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12913                 break;
12914         case RENDERPATH_GL11:
12915                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12916                 break;
12917         }
12918         CHECKGLERROR
12919 }
12920
12921 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12922 {
12923         int i, j;
12924         int texturenumsurfaces, endsurface;
12925         texture_t *texture;
12926         const msurface_t *surface;
12927 #define MAXBATCH_TRANSPARENTSURFACES 256
12928         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12929
12930         // if the model is static it doesn't matter what value we give for
12931         // wantnormals and wanttangents, so this logic uses only rules applicable
12932         // to a model, knowing that they are meaningless otherwise
12933         if (ent == r_refdef.scene.worldentity)
12934                 RSurf_ActiveWorldEntity();
12935         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12936                 RSurf_ActiveModelEntity(ent, false, false, false);
12937         else
12938         {
12939                 switch (vid.renderpath)
12940                 {
12941                 case RENDERPATH_GL20:
12942                 case RENDERPATH_CGGL:
12943                 case RENDERPATH_D3D9:
12944                 case RENDERPATH_D3D10:
12945                 case RENDERPATH_D3D11:
12946                         RSurf_ActiveModelEntity(ent, true, true, false);
12947                         break;
12948                 case RENDERPATH_GL13:
12949                 case RENDERPATH_GL11:
12950                         RSurf_ActiveModelEntity(ent, true, false, false);
12951                         break;
12952                 }
12953         }
12954
12955         if (r_transparentdepthmasking.integer)
12956         {
12957                 qboolean setup = false;
12958                 for (i = 0;i < numsurfaces;i = j)
12959                 {
12960                         j = i + 1;
12961                         surface = rsurface.modelsurfaces + surfacelist[i];
12962                         texture = surface->texture;
12963                         rsurface.texture = R_GetCurrentTexture(texture);
12964                         rsurface.lightmaptexture = NULL;
12965                         rsurface.deluxemaptexture = NULL;
12966                         rsurface.uselightmaptexture = false;
12967                         // scan ahead until we find a different texture
12968                         endsurface = min(i + 1024, numsurfaces);
12969                         texturenumsurfaces = 0;
12970                         texturesurfacelist[texturenumsurfaces++] = surface;
12971                         for (;j < endsurface;j++)
12972                         {
12973                                 surface = rsurface.modelsurfaces + surfacelist[j];
12974                                 if (texture != surface->texture)
12975                                         break;
12976                                 texturesurfacelist[texturenumsurfaces++] = surface;
12977                         }
12978                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12979                                 continue;
12980                         // render the range of surfaces as depth
12981                         if (!setup)
12982                         {
12983                                 setup = true;
12984                                 GL_ColorMask(0,0,0,0);
12985                                 GL_Color(1,1,1,1);
12986                                 GL_DepthTest(true);
12987                                 GL_BlendFunc(GL_ONE, GL_ZERO);
12988                                 GL_DepthMask(true);
12989                                 GL_AlphaTest(false);
12990                                 R_Mesh_ResetTextureState();
12991                                 R_SetupShader_DepthOrShadow();
12992                         }
12993                         RSurf_SetupDepthAndCulling();
12994                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12995                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12996                         RSurf_DrawBatch();
12997                 }
12998                 if (setup)
12999                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13000         }
13001
13002         for (i = 0;i < numsurfaces;i = j)
13003         {
13004                 j = i + 1;
13005                 surface = rsurface.modelsurfaces + surfacelist[i];
13006                 texture = surface->texture;
13007                 rsurface.texture = R_GetCurrentTexture(texture);
13008                 // scan ahead until we find a different texture
13009                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13010                 texturenumsurfaces = 0;
13011                 texturesurfacelist[texturenumsurfaces++] = surface;
13012                 if(FAKELIGHT_ENABLED)
13013                 {
13014                         rsurface.lightmaptexture = NULL;
13015                         rsurface.deluxemaptexture = NULL;
13016                         rsurface.uselightmaptexture = false;
13017                         for (;j < endsurface;j++)
13018                         {
13019                                 surface = rsurface.modelsurfaces + surfacelist[j];
13020                                 if (texture != surface->texture)
13021                                         break;
13022                                 texturesurfacelist[texturenumsurfaces++] = surface;
13023                         }
13024                 }
13025                 else
13026                 {
13027                         rsurface.lightmaptexture = surface->lightmaptexture;
13028                         rsurface.deluxemaptexture = surface->deluxemaptexture;
13029                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13030                         for (;j < endsurface;j++)
13031                         {
13032                                 surface = rsurface.modelsurfaces + surfacelist[j];
13033                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13034                                         break;
13035                                 texturesurfacelist[texturenumsurfaces++] = surface;
13036                         }
13037                 }
13038                 // render the range of surfaces
13039                 if (ent == r_refdef.scene.worldentity)
13040                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13041                 else
13042                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13043         }
13044         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13045         GL_AlphaTest(false);
13046 }
13047
13048 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13049 {
13050         // transparent surfaces get pushed off into the transparent queue
13051         int surfacelistindex;
13052         const msurface_t *surface;
13053         vec3_t tempcenter, center;
13054         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13055         {
13056                 surface = texturesurfacelist[surfacelistindex];
13057                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13058                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13059                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13060                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13061                 if (queueentity->transparent_offset) // transparent offset
13062                 {
13063                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13064                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13065                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13066                 }
13067                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13068         }
13069 }
13070
13071 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13072 {
13073         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13074                 return;
13075         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13076                 return;
13077         RSurf_SetupDepthAndCulling();
13078         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13079         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13080         RSurf_DrawBatch();
13081 }
13082
13083 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13084 {
13085         const entity_render_t *queueentity = r_refdef.scene.worldentity;
13086         CHECKGLERROR
13087         if (depthonly)
13088                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13089         else if (prepass)
13090         {
13091                 if (!rsurface.texture->currentnumlayers)
13092                         return;
13093                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13094                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13095                 else
13096                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13097         }
13098         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13099                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13100         else if (!rsurface.texture->currentnumlayers)
13101                 return;
13102         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13103         {
13104                 // in the deferred case, transparent surfaces were queued during prepass
13105                 if (!r_shadow_usingdeferredprepass)
13106                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13107         }
13108         else
13109         {
13110                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13111                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13112         }
13113         CHECKGLERROR
13114 }
13115
13116 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13117 {
13118         int i, j;
13119         texture_t *texture;
13120         // break the surface list down into batches by texture and use of lightmapping
13121         for (i = 0;i < numsurfaces;i = j)
13122         {
13123                 j = i + 1;
13124                 // texture is the base texture pointer, rsurface.texture is the
13125                 // current frame/skin the texture is directing us to use (for example
13126                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13127                 // use skin 1 instead)
13128                 texture = surfacelist[i]->texture;
13129                 rsurface.texture = R_GetCurrentTexture(texture);
13130                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13131                 {
13132                         // if this texture is not the kind we want, skip ahead to the next one
13133                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13134                                 ;
13135                         continue;
13136                 }
13137                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13138                 {
13139                         rsurface.lightmaptexture = NULL;
13140                         rsurface.deluxemaptexture = NULL;
13141                         rsurface.uselightmaptexture = false;
13142                         // simply scan ahead until we find a different texture or lightmap state
13143                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13144                                 ;
13145                 }
13146                 else
13147                 {
13148                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13149                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13150                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13151                         // simply scan ahead until we find a different texture or lightmap state
13152                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13153                                 ;
13154                 }
13155                 // render the range of surfaces
13156                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13157         }
13158 }
13159
13160 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13161 {
13162         CHECKGLERROR
13163         if (depthonly)
13164                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13165         else if (prepass)
13166         {
13167                 if (!rsurface.texture->currentnumlayers)
13168                         return;
13169                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13170                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13171                 else
13172                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13173         }
13174         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13175                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13176         else if (!rsurface.texture->currentnumlayers)
13177                 return;
13178         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13179         {
13180                 // in the deferred case, transparent surfaces were queued during prepass
13181                 if (!r_shadow_usingdeferredprepass)
13182                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13183         }
13184         else
13185         {
13186                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13187                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13188         }
13189         CHECKGLERROR
13190 }
13191
13192 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13193 {
13194         int i, j;
13195         texture_t *texture;
13196         // break the surface list down into batches by texture and use of lightmapping
13197         for (i = 0;i < numsurfaces;i = j)
13198         {
13199                 j = i + 1;
13200                 // texture is the base texture pointer, rsurface.texture is the
13201                 // current frame/skin the texture is directing us to use (for example
13202                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13203                 // use skin 1 instead)
13204                 texture = surfacelist[i]->texture;
13205                 rsurface.texture = R_GetCurrentTexture(texture);
13206                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13207                 {
13208                         // if this texture is not the kind we want, skip ahead to the next one
13209                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13210                                 ;
13211                         continue;
13212                 }
13213                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13214                 {
13215                         rsurface.lightmaptexture = NULL;
13216                         rsurface.deluxemaptexture = NULL;
13217                         rsurface.uselightmaptexture = false;
13218                         // simply scan ahead until we find a different texture or lightmap state
13219                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13220                                 ;
13221                 }
13222                 else
13223                 {
13224                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13225                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13226                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13227                         // simply scan ahead until we find a different texture or lightmap state
13228                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13229                                 ;
13230                 }
13231                 // render the range of surfaces
13232                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13233         }
13234 }
13235
13236 float locboxvertex3f[6*4*3] =
13237 {
13238         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13239         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13240         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13241         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13242         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13243         1,0,0, 0,0,0, 0,1,0, 1,1,0
13244 };
13245
13246 unsigned short locboxelements[6*2*3] =
13247 {
13248          0, 1, 2, 0, 2, 3,
13249          4, 5, 6, 4, 6, 7,
13250          8, 9,10, 8,10,11,
13251         12,13,14, 12,14,15,
13252         16,17,18, 16,18,19,
13253         20,21,22, 20,22,23
13254 };
13255
13256 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13257 {
13258         int i, j;
13259         cl_locnode_t *loc = (cl_locnode_t *)ent;
13260         vec3_t mins, size;
13261         float vertex3f[6*4*3];
13262         CHECKGLERROR
13263         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13264         GL_DepthMask(false);
13265         GL_DepthRange(0, 1);
13266         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13267         GL_DepthTest(true);
13268         GL_CullFace(GL_NONE);
13269         R_EntityMatrix(&identitymatrix);
13270
13271         R_Mesh_ResetTextureState();
13272
13273         i = surfacelist[0];
13274         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13275                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13276                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13277                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13278
13279         if (VectorCompare(loc->mins, loc->maxs))
13280         {
13281                 VectorSet(size, 2, 2, 2);
13282                 VectorMA(loc->mins, -0.5f, size, mins);
13283         }
13284         else
13285         {
13286                 VectorCopy(loc->mins, mins);
13287                 VectorSubtract(loc->maxs, loc->mins, size);
13288         }
13289
13290         for (i = 0;i < 6*4*3;)
13291                 for (j = 0;j < 3;j++, i++)
13292                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13293
13294         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13295         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13296         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13297 }
13298
13299 void R_DrawLocs(void)
13300 {
13301         int index;
13302         cl_locnode_t *loc, *nearestloc;
13303         vec3_t center;
13304         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13305         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13306         {
13307                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13308                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13309         }
13310 }
13311
13312 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13313 {
13314         if (decalsystem->decals)
13315                 Mem_Free(decalsystem->decals);
13316         memset(decalsystem, 0, sizeof(*decalsystem));
13317 }
13318
13319 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)
13320 {
13321         tridecal_t *decal;
13322         tridecal_t *decals;
13323         int i;
13324
13325         // expand or initialize the system
13326         if (decalsystem->maxdecals <= decalsystem->numdecals)
13327         {
13328                 decalsystem_t old = *decalsystem;
13329                 qboolean useshortelements;
13330                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13331                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13332                 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)));
13333                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13334                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13335                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13336                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13337                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13338                 if (decalsystem->numdecals)
13339                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13340                 if (old.decals)
13341                         Mem_Free(old.decals);
13342                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13343                         decalsystem->element3i[i] = i;
13344                 if (useshortelements)
13345                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13346                                 decalsystem->element3s[i] = i;
13347         }
13348
13349         // grab a decal and search for another free slot for the next one
13350         decals = decalsystem->decals;
13351         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13352         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13353                 ;
13354         decalsystem->freedecal = i;
13355         if (decalsystem->numdecals <= i)
13356                 decalsystem->numdecals = i + 1;
13357
13358         // initialize the decal
13359         decal->lived = 0;
13360         decal->triangleindex = triangleindex;
13361         decal->surfaceindex = surfaceindex;
13362         decal->decalsequence = decalsequence;
13363         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13364         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13365         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13366         decal->color4ub[0][3] = 255;
13367         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13368         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13369         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13370         decal->color4ub[1][3] = 255;
13371         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13372         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13373         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13374         decal->color4ub[2][3] = 255;
13375         decal->vertex3f[0][0] = v0[0];
13376         decal->vertex3f[0][1] = v0[1];
13377         decal->vertex3f[0][2] = v0[2];
13378         decal->vertex3f[1][0] = v1[0];
13379         decal->vertex3f[1][1] = v1[1];
13380         decal->vertex3f[1][2] = v1[2];
13381         decal->vertex3f[2][0] = v2[0];
13382         decal->vertex3f[2][1] = v2[1];
13383         decal->vertex3f[2][2] = v2[2];
13384         decal->texcoord2f[0][0] = t0[0];
13385         decal->texcoord2f[0][1] = t0[1];
13386         decal->texcoord2f[1][0] = t1[0];
13387         decal->texcoord2f[1][1] = t1[1];
13388         decal->texcoord2f[2][0] = t2[0];
13389         decal->texcoord2f[2][1] = t2[1];
13390 }
13391
13392 extern cvar_t cl_decals_bias;
13393 extern cvar_t cl_decals_models;
13394 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13395 // baseparms, parms, temps
13396 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)
13397 {
13398         int cornerindex;
13399         int index;
13400         float v[9][3];
13401         const float *vertex3f;
13402         int numpoints;
13403         float points[2][9][3];
13404         float temp[3];
13405         float tc[9][2];
13406         float f;
13407         float c[9][4];
13408         const int *e;
13409
13410         e = rsurface.modelelement3i + 3*triangleindex;
13411
13412         vertex3f = rsurface.modelvertex3f;
13413
13414         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13415         {
13416                 index = 3*e[cornerindex];
13417                 VectorCopy(vertex3f + index, v[cornerindex]);
13418         }
13419         // cull backfaces
13420         //TriangleNormal(v[0], v[1], v[2], normal);
13421         //if (DotProduct(normal, localnormal) < 0.0f)
13422         //      continue;
13423         // clip by each of the box planes formed from the projection matrix
13424         // if anything survives, we emit the decal
13425         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]);
13426         if (numpoints < 3)
13427                 return;
13428         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]);
13429         if (numpoints < 3)
13430                 return;
13431         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]);
13432         if (numpoints < 3)
13433                 return;
13434         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]);
13435         if (numpoints < 3)
13436                 return;
13437         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]);
13438         if (numpoints < 3)
13439                 return;
13440         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]);
13441         if (numpoints < 3)
13442                 return;
13443         // some part of the triangle survived, so we have to accept it...
13444         if (dynamic)
13445         {
13446                 // dynamic always uses the original triangle
13447                 numpoints = 3;
13448                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13449                 {
13450                         index = 3*e[cornerindex];
13451                         VectorCopy(vertex3f + index, v[cornerindex]);
13452                 }
13453         }
13454         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13455         {
13456                 // convert vertex positions to texcoords
13457                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13458                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13459                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13460                 // calculate distance fade from the projection origin
13461                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13462                 f = bound(0.0f, f, 1.0f);
13463                 c[cornerindex][0] = r * f;
13464                 c[cornerindex][1] = g * f;
13465                 c[cornerindex][2] = b * f;
13466                 c[cornerindex][3] = 1.0f;
13467                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13468         }
13469         if (dynamic)
13470                 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);
13471         else
13472                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13473                         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);
13474 }
13475 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)
13476 {
13477         matrix4x4_t projection;
13478         decalsystem_t *decalsystem;
13479         qboolean dynamic;
13480         dp_model_t *model;
13481         const msurface_t *surface;
13482         const msurface_t *surfaces;
13483         const int *surfacelist;
13484         const texture_t *texture;
13485         int numtriangles;
13486         int numsurfacelist;
13487         int surfacelistindex;
13488         int surfaceindex;
13489         int triangleindex;
13490         float localorigin[3];
13491         float localnormal[3];
13492         float localmins[3];
13493         float localmaxs[3];
13494         float localsize;
13495         //float normal[3];
13496         float planes[6][4];
13497         float angles[3];
13498         bih_t *bih;
13499         int bih_triangles_count;
13500         int bih_triangles[256];
13501         int bih_surfaces[256];
13502
13503         decalsystem = &ent->decalsystem;
13504         model = ent->model;
13505         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13506         {
13507                 R_DecalSystem_Reset(&ent->decalsystem);
13508                 return;
13509         }
13510
13511         if (!model->brush.data_leafs && !cl_decals_models.integer)
13512         {
13513                 if (decalsystem->model)
13514                         R_DecalSystem_Reset(decalsystem);
13515                 return;
13516         }
13517
13518         if (decalsystem->model != model)
13519                 R_DecalSystem_Reset(decalsystem);
13520         decalsystem->model = model;
13521
13522         RSurf_ActiveModelEntity(ent, false, false, false);
13523
13524         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13525         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13526         VectorNormalize(localnormal);
13527         localsize = worldsize*rsurface.inversematrixscale;
13528         localmins[0] = localorigin[0] - localsize;
13529         localmins[1] = localorigin[1] - localsize;
13530         localmins[2] = localorigin[2] - localsize;
13531         localmaxs[0] = localorigin[0] + localsize;
13532         localmaxs[1] = localorigin[1] + localsize;
13533         localmaxs[2] = localorigin[2] + localsize;
13534
13535         //VectorCopy(localnormal, planes[4]);
13536         //VectorVectors(planes[4], planes[2], planes[0]);
13537         AnglesFromVectors(angles, localnormal, NULL, false);
13538         AngleVectors(angles, planes[0], planes[2], planes[4]);
13539         VectorNegate(planes[0], planes[1]);
13540         VectorNegate(planes[2], planes[3]);
13541         VectorNegate(planes[4], planes[5]);
13542         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13543         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13544         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13545         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13546         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13547         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13548
13549 #if 1
13550 // works
13551 {
13552         matrix4x4_t forwardprojection;
13553         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13554         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13555 }
13556 #else
13557 // broken
13558 {
13559         float projectionvector[4][3];
13560         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13561         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13562         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13563         projectionvector[0][0] = planes[0][0] * ilocalsize;
13564         projectionvector[0][1] = planes[1][0] * ilocalsize;
13565         projectionvector[0][2] = planes[2][0] * ilocalsize;
13566         projectionvector[1][0] = planes[0][1] * ilocalsize;
13567         projectionvector[1][1] = planes[1][1] * ilocalsize;
13568         projectionvector[1][2] = planes[2][1] * ilocalsize;
13569         projectionvector[2][0] = planes[0][2] * ilocalsize;
13570         projectionvector[2][1] = planes[1][2] * ilocalsize;
13571         projectionvector[2][2] = planes[2][2] * ilocalsize;
13572         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13573         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13574         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13575         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13576 }
13577 #endif
13578
13579         dynamic = model->surfmesh.isanimated;
13580         numsurfacelist = model->nummodelsurfaces;
13581         surfacelist = model->sortedmodelsurfaces;
13582         surfaces = model->data_surfaces;
13583
13584         bih = NULL;
13585         bih_triangles_count = -1;
13586         if(!dynamic)
13587         {
13588                 if(model->render_bih.numleafs)
13589                         bih = &model->render_bih;
13590                 else if(model->collision_bih.numleafs)
13591                         bih = &model->collision_bih;
13592         }
13593         if(bih)
13594                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13595         if(bih_triangles_count == 0)
13596                 return;
13597         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13598                 return;
13599         if(bih_triangles_count > 0)
13600         {
13601                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13602                 {
13603                         surfaceindex = bih_surfaces[triangleindex];
13604                         surface = surfaces + surfaceindex;
13605                         texture = surface->texture;
13606                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13607                                 continue;
13608                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13609                                 continue;
13610                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13611                 }
13612         }
13613         else
13614         {
13615                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13616                 {
13617                         surfaceindex = surfacelist[surfacelistindex];
13618                         surface = surfaces + surfaceindex;
13619                         // check cull box first because it rejects more than any other check
13620                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13621                                 continue;
13622                         // skip transparent surfaces
13623                         texture = surface->texture;
13624                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13625                                 continue;
13626                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13627                                 continue;
13628                         numtriangles = surface->num_triangles;
13629                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13630                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13631                 }
13632         }
13633 }
13634
13635 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13636 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)
13637 {
13638         int renderentityindex;
13639         float worldmins[3];
13640         float worldmaxs[3];
13641         entity_render_t *ent;
13642
13643         if (!cl_decals_newsystem.integer)
13644                 return;
13645
13646         worldmins[0] = worldorigin[0] - worldsize;
13647         worldmins[1] = worldorigin[1] - worldsize;
13648         worldmins[2] = worldorigin[2] - worldsize;
13649         worldmaxs[0] = worldorigin[0] + worldsize;
13650         worldmaxs[1] = worldorigin[1] + worldsize;
13651         worldmaxs[2] = worldorigin[2] + worldsize;
13652
13653         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13654
13655         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13656         {
13657                 ent = r_refdef.scene.entities[renderentityindex];
13658                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13659                         continue;
13660
13661                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13662         }
13663 }
13664
13665 typedef struct r_decalsystem_splatqueue_s
13666 {
13667         vec3_t worldorigin;
13668         vec3_t worldnormal;
13669         float color[4];
13670         float tcrange[4];
13671         float worldsize;
13672         int decalsequence;
13673 }
13674 r_decalsystem_splatqueue_t;
13675
13676 int r_decalsystem_numqueued = 0;
13677 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13678
13679 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)
13680 {
13681         r_decalsystem_splatqueue_t *queue;
13682
13683         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13684                 return;
13685
13686         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13687         VectorCopy(worldorigin, queue->worldorigin);
13688         VectorCopy(worldnormal, queue->worldnormal);
13689         Vector4Set(queue->color, r, g, b, a);
13690         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13691         queue->worldsize = worldsize;
13692         queue->decalsequence = cl.decalsequence++;
13693 }
13694
13695 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13696 {
13697         int i;
13698         r_decalsystem_splatqueue_t *queue;
13699
13700         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13701                 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);
13702         r_decalsystem_numqueued = 0;
13703 }
13704
13705 extern cvar_t cl_decals_max;
13706 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13707 {
13708         int i;
13709         decalsystem_t *decalsystem = &ent->decalsystem;
13710         int numdecals;
13711         int killsequence;
13712         tridecal_t *decal;
13713         float frametime;
13714         float lifetime;
13715
13716         if (!decalsystem->numdecals)
13717                 return;
13718
13719         if (r_showsurfaces.integer)
13720                 return;
13721
13722         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13723         {
13724                 R_DecalSystem_Reset(decalsystem);
13725                 return;
13726         }
13727
13728         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13729         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13730
13731         if (decalsystem->lastupdatetime)
13732                 frametime = (cl.time - decalsystem->lastupdatetime);
13733         else
13734                 frametime = 0;
13735         decalsystem->lastupdatetime = cl.time;
13736         decal = decalsystem->decals;
13737         numdecals = decalsystem->numdecals;
13738
13739         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13740         {
13741                 if (decal->color4ub[0][3])
13742                 {
13743                         decal->lived += frametime;
13744                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13745                         {
13746                                 memset(decal, 0, sizeof(*decal));
13747                                 if (decalsystem->freedecal > i)
13748                                         decalsystem->freedecal = i;
13749                         }
13750                 }
13751         }
13752         decal = decalsystem->decals;
13753         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13754                 numdecals--;
13755
13756         // collapse the array by shuffling the tail decals into the gaps
13757         for (;;)
13758         {
13759                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13760                         decalsystem->freedecal++;
13761                 if (decalsystem->freedecal == numdecals)
13762                         break;
13763                 decal[decalsystem->freedecal] = decal[--numdecals];
13764         }
13765
13766         decalsystem->numdecals = numdecals;
13767
13768         if (numdecals <= 0)
13769         {
13770                 // if there are no decals left, reset decalsystem
13771                 R_DecalSystem_Reset(decalsystem);
13772         }
13773 }
13774
13775 extern skinframe_t *decalskinframe;
13776 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13777 {
13778         int i;
13779         decalsystem_t *decalsystem = &ent->decalsystem;
13780         int numdecals;
13781         tridecal_t *decal;
13782         float faderate;
13783         float alpha;
13784         float *v3f;
13785         float *c4f;
13786         float *t2f;
13787         const int *e;
13788         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13789         int numtris = 0;
13790
13791         numdecals = decalsystem->numdecals;
13792         if (!numdecals)
13793                 return;
13794
13795         if (r_showsurfaces.integer)
13796                 return;
13797
13798         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13799         {
13800                 R_DecalSystem_Reset(decalsystem);
13801                 return;
13802         }
13803
13804         // if the model is static it doesn't matter what value we give for
13805         // wantnormals and wanttangents, so this logic uses only rules applicable
13806         // to a model, knowing that they are meaningless otherwise
13807         if (ent == r_refdef.scene.worldentity)
13808                 RSurf_ActiveWorldEntity();
13809         else
13810                 RSurf_ActiveModelEntity(ent, false, false, false);
13811
13812         decalsystem->lastupdatetime = cl.time;
13813         decal = decalsystem->decals;
13814
13815         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13816
13817         // update vertex positions for animated models
13818         v3f = decalsystem->vertex3f;
13819         c4f = decalsystem->color4f;
13820         t2f = decalsystem->texcoord2f;
13821         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13822         {
13823                 if (!decal->color4ub[0][3])
13824                         continue;
13825
13826                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13827                         continue;
13828
13829                 // update color values for fading decals
13830                 if (decal->lived >= cl_decals_time.value)
13831                 {
13832                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13833                         alpha *= (1.0f/255.0f);
13834                 }
13835                 else
13836                         alpha = 1.0f/255.0f;
13837
13838                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13839                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13840                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13841                 c4f[ 3] = 1;
13842                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13843                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13844                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13845                 c4f[ 7] = 1;
13846                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13847                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13848                 c4f[10] = decal->color4ub[2][2] * alpha;
13849                 c4f[11] = 1;
13850
13851                 t2f[0] = decal->texcoord2f[0][0];
13852                 t2f[1] = decal->texcoord2f[0][1];
13853                 t2f[2] = decal->texcoord2f[1][0];
13854                 t2f[3] = decal->texcoord2f[1][1];
13855                 t2f[4] = decal->texcoord2f[2][0];
13856                 t2f[5] = decal->texcoord2f[2][1];
13857
13858                 // update vertex positions for animated models
13859                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13860                 {
13861                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13862                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13863                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13864                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13865                 }
13866                 else
13867                 {
13868                         VectorCopy(decal->vertex3f[0], v3f);
13869                         VectorCopy(decal->vertex3f[1], v3f + 3);
13870                         VectorCopy(decal->vertex3f[2], v3f + 6);
13871                 }
13872
13873                 if (r_refdef.fogenabled)
13874                 {
13875                         alpha = RSurf_FogVertex(v3f);
13876                         VectorScale(c4f, alpha, c4f);
13877                         alpha = RSurf_FogVertex(v3f + 3);
13878                         VectorScale(c4f + 4, alpha, c4f + 4);
13879                         alpha = RSurf_FogVertex(v3f + 6);
13880                         VectorScale(c4f + 8, alpha, c4f + 8);
13881                 }
13882
13883                 v3f += 9;
13884                 c4f += 12;
13885                 t2f += 6;
13886                 numtris++;
13887         }
13888
13889         if (numtris > 0)
13890         {
13891                 r_refdef.stats.drawndecals += numtris;
13892
13893                 // now render the decals all at once
13894                 // (this assumes they all use one particle font texture!)
13895                 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);
13896                 R_Mesh_ResetTextureState();
13897                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13898                 GL_DepthMask(false);
13899                 GL_DepthRange(0, 1);
13900                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13901                 GL_DepthTest(true);
13902                 GL_CullFace(GL_NONE);
13903                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13904                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13905                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13906         }
13907 }
13908
13909 static void R_DrawModelDecals(void)
13910 {
13911         int i, numdecals;
13912
13913         // fade faster when there are too many decals
13914         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13915         for (i = 0;i < r_refdef.scene.numentities;i++)
13916                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13917
13918         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13919         for (i = 0;i < r_refdef.scene.numentities;i++)
13920                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13921                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13922
13923         R_DecalSystem_ApplySplatEntitiesQueue();
13924
13925         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13926         for (i = 0;i < r_refdef.scene.numentities;i++)
13927                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13928
13929         r_refdef.stats.totaldecals += numdecals;
13930
13931         if (r_showsurfaces.integer)
13932                 return;
13933
13934         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13935
13936         for (i = 0;i < r_refdef.scene.numentities;i++)
13937         {
13938                 if (!r_refdef.viewcache.entityvisible[i])
13939                         continue;
13940                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13941                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13942         }
13943 }
13944
13945 extern cvar_t mod_collision_bih;
13946 void R_DrawDebugModel(void)
13947 {
13948         entity_render_t *ent = rsurface.entity;
13949         int i, j, k, l, flagsmask;
13950         const msurface_t *surface;
13951         dp_model_t *model = ent->model;
13952         vec3_t v;
13953
13954         switch(vid.renderpath)
13955         {
13956         case RENDERPATH_GL11:
13957         case RENDERPATH_GL13:
13958         case RENDERPATH_GL20:
13959         case RENDERPATH_CGGL:
13960                 break;
13961         case RENDERPATH_D3D9:
13962                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13963                 return;
13964         case RENDERPATH_D3D10:
13965                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13966                 return;
13967         case RENDERPATH_D3D11:
13968                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13969                 return;
13970         }
13971
13972         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13973
13974         R_Mesh_ResetTextureState();
13975         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13976         GL_DepthRange(0, 1);
13977         GL_DepthTest(!r_showdisabledepthtest.integer);
13978         GL_DepthMask(false);
13979         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13980
13981         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13982         {
13983                 int triangleindex;
13984                 int bihleafindex;
13985                 qboolean cullbox = ent == r_refdef.scene.worldentity;
13986                 const q3mbrush_t *brush;
13987                 const bih_t *bih = &model->collision_bih;
13988                 const bih_leaf_t *bihleaf;
13989                 float vertex3f[3][3];
13990                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13991                 cullbox = false;
13992                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13993                 {
13994                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13995                                 continue;
13996                         switch (bihleaf->type)
13997                         {
13998                         case BIH_BRUSH:
13999                                 brush = model->brush.data_brushes + bihleaf->itemindex;
14000                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
14001                                 {
14002                                         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);
14003                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14004                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14005                                 }
14006                                 break;
14007                         case BIH_COLLISIONTRIANGLE:
14008                                 triangleindex = bihleaf->itemindex;
14009                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14010                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14011                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14012                                 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);
14013                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14014                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14015                                 break;
14016                         case BIH_RENDERTRIANGLE:
14017                                 triangleindex = bihleaf->itemindex;
14018                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14019                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14020                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14021                                 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);
14022                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14023                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14024                                 break;
14025                         }
14026                 }
14027         }
14028
14029         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14030
14031         if (r_showtris.integer || r_shownormals.integer)
14032         {
14033                 if (r_showdisabledepthtest.integer)
14034                 {
14035                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14036                         GL_DepthMask(false);
14037                 }
14038                 else
14039                 {
14040                         GL_BlendFunc(GL_ONE, GL_ZERO);
14041                         GL_DepthMask(true);
14042                 }
14043                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14044                 {
14045                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14046                                 continue;
14047                         rsurface.texture = R_GetCurrentTexture(surface->texture);
14048                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14049                         {
14050                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14051                                 if (r_showtris.value > 0)
14052                                 {
14053                                         if (!rsurface.texture->currentlayers->depthmask)
14054                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14055                                         else if (ent == r_refdef.scene.worldentity)
14056                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14057                                         else
14058                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14059                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14060                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14061                                         RSurf_DrawBatch();
14062                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14063                                         CHECKGLERROR
14064                                 }
14065                                 if (r_shownormals.value < 0)
14066                                 {
14067                                         qglBegin(GL_LINES);
14068                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14069                                         {
14070                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14071                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14072                                                 qglVertex3f(v[0], v[1], v[2]);
14073                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14074                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14075                                                 qglVertex3f(v[0], v[1], v[2]);
14076                                         }
14077                                         qglEnd();
14078                                         CHECKGLERROR
14079                                 }
14080                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14081                                 {
14082                                         qglBegin(GL_LINES);
14083                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14084                                         {
14085                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14086                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14087                                                 qglVertex3f(v[0], v[1], v[2]);
14088                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14089                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14090                                                 qglVertex3f(v[0], v[1], v[2]);
14091                                         }
14092                                         qglEnd();
14093                                         CHECKGLERROR
14094                                         qglBegin(GL_LINES);
14095                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14096                                         {
14097                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14098                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14099                                                 qglVertex3f(v[0], v[1], v[2]);
14100                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14101                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14102                                                 qglVertex3f(v[0], v[1], v[2]);
14103                                         }
14104                                         qglEnd();
14105                                         CHECKGLERROR
14106                                         qglBegin(GL_LINES);
14107                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14108                                         {
14109                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14110                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14111                                                 qglVertex3f(v[0], v[1], v[2]);
14112                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14113                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14114                                                 qglVertex3f(v[0], v[1], v[2]);
14115                                         }
14116                                         qglEnd();
14117                                         CHECKGLERROR
14118                                 }
14119                         }
14120                 }
14121                 rsurface.texture = NULL;
14122         }
14123 }
14124
14125 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14126 int r_maxsurfacelist = 0;
14127 const msurface_t **r_surfacelist = NULL;
14128 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14129 {
14130         int i, j, endj, flagsmask;
14131         dp_model_t *model = r_refdef.scene.worldmodel;
14132         msurface_t *surfaces;
14133         unsigned char *update;
14134         int numsurfacelist = 0;
14135         if (model == NULL)
14136                 return;
14137
14138         if (r_maxsurfacelist < model->num_surfaces)
14139         {
14140                 r_maxsurfacelist = model->num_surfaces;
14141                 if (r_surfacelist)
14142                         Mem_Free((msurface_t**)r_surfacelist);
14143                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14144         }
14145
14146         RSurf_ActiveWorldEntity();
14147
14148         surfaces = model->data_surfaces;
14149         update = model->brushq1.lightmapupdateflags;
14150
14151         // update light styles on this submodel
14152         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14153         {
14154                 model_brush_lightstyleinfo_t *style;
14155                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14156                 {
14157                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14158                         {
14159                                 int *list = style->surfacelist;
14160                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14161                                 for (j = 0;j < style->numsurfaces;j++)
14162                                         update[list[j]] = true;
14163                         }
14164                 }
14165         }
14166
14167         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14168
14169         if (debug)
14170         {
14171                 R_DrawDebugModel();
14172                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14173                 return;
14174         }
14175
14176         rsurface.lightmaptexture = NULL;
14177         rsurface.deluxemaptexture = NULL;
14178         rsurface.uselightmaptexture = false;
14179         rsurface.texture = NULL;
14180         rsurface.rtlight = NULL;
14181         numsurfacelist = 0;
14182         // add visible surfaces to draw list
14183         for (i = 0;i < model->nummodelsurfaces;i++)
14184         {
14185                 j = model->sortedmodelsurfaces[i];
14186                 if (r_refdef.viewcache.world_surfacevisible[j])
14187                         r_surfacelist[numsurfacelist++] = surfaces + j;
14188         }
14189         // update lightmaps if needed
14190         if (model->brushq1.firstrender)
14191         {
14192                 model->brushq1.firstrender = false;
14193                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14194                         if (update[j])
14195                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14196         }
14197         else if (update)
14198         {
14199                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14200                         if (r_refdef.viewcache.world_surfacevisible[j])
14201                                 if (update[j])
14202                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14203         }
14204         // don't do anything if there were no surfaces
14205         if (!numsurfacelist)
14206         {
14207                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14208                 return;
14209         }
14210         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14211         GL_AlphaTest(false);
14212
14213         // add to stats if desired
14214         if (r_speeds.integer && !skysurfaces && !depthonly)
14215         {
14216                 r_refdef.stats.world_surfaces += numsurfacelist;
14217                 for (j = 0;j < numsurfacelist;j++)
14218                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14219         }
14220
14221         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14222 }
14223
14224 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14225 {
14226         int i, j, endj, flagsmask;
14227         dp_model_t *model = ent->model;
14228         msurface_t *surfaces;
14229         unsigned char *update;
14230         int numsurfacelist = 0;
14231         if (model == NULL)
14232                 return;
14233
14234         if (r_maxsurfacelist < model->num_surfaces)
14235         {
14236                 r_maxsurfacelist = model->num_surfaces;
14237                 if (r_surfacelist)
14238                         Mem_Free((msurface_t **)r_surfacelist);
14239                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14240         }
14241
14242         // if the model is static it doesn't matter what value we give for
14243         // wantnormals and wanttangents, so this logic uses only rules applicable
14244         // to a model, knowing that they are meaningless otherwise
14245         if (ent == r_refdef.scene.worldentity)
14246                 RSurf_ActiveWorldEntity();
14247         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14248                 RSurf_ActiveModelEntity(ent, false, false, false);
14249         else if (prepass)
14250                 RSurf_ActiveModelEntity(ent, true, true, true);
14251         else if (depthonly)
14252         {
14253                 switch (vid.renderpath)
14254                 {
14255                 case RENDERPATH_GL20:
14256                 case RENDERPATH_CGGL:
14257                 case RENDERPATH_D3D9:
14258                 case RENDERPATH_D3D10:
14259                 case RENDERPATH_D3D11:
14260                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14261                         break;
14262                 case RENDERPATH_GL13:
14263                 case RENDERPATH_GL11:
14264                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14265                         break;
14266                 }
14267         }
14268         else
14269         {
14270                 switch (vid.renderpath)
14271                 {
14272                 case RENDERPATH_GL20:
14273                 case RENDERPATH_CGGL:
14274                 case RENDERPATH_D3D9:
14275                 case RENDERPATH_D3D10:
14276                 case RENDERPATH_D3D11:
14277                         RSurf_ActiveModelEntity(ent, true, true, false);
14278                         break;
14279                 case RENDERPATH_GL13:
14280                 case RENDERPATH_GL11:
14281                         RSurf_ActiveModelEntity(ent, true, false, false);
14282                         break;
14283                 }
14284         }
14285
14286         surfaces = model->data_surfaces;
14287         update = model->brushq1.lightmapupdateflags;
14288
14289         // update light styles
14290         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14291         {
14292                 model_brush_lightstyleinfo_t *style;
14293                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14294                 {
14295                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14296                         {
14297                                 int *list = style->surfacelist;
14298                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14299                                 for (j = 0;j < style->numsurfaces;j++)
14300                                         update[list[j]] = true;
14301                         }
14302                 }
14303         }
14304
14305         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14306
14307         if (debug)
14308         {
14309                 R_DrawDebugModel();
14310                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14311                 return;
14312         }
14313
14314         rsurface.lightmaptexture = NULL;
14315         rsurface.deluxemaptexture = NULL;
14316         rsurface.uselightmaptexture = false;
14317         rsurface.texture = NULL;
14318         rsurface.rtlight = NULL;
14319         numsurfacelist = 0;
14320         // add visible surfaces to draw list
14321         for (i = 0;i < model->nummodelsurfaces;i++)
14322                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14323         // don't do anything if there were no surfaces
14324         if (!numsurfacelist)
14325         {
14326                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14327                 return;
14328         }
14329         // update lightmaps if needed
14330         if (update)
14331         {
14332                 int updated = 0;
14333                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14334                 {
14335                         if (update[j])
14336                         {
14337                                 updated++;
14338                                 R_BuildLightMap(ent, surfaces + j);
14339                         }
14340                 }
14341         }
14342         if (update)
14343                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14344                         if (update[j])
14345                                 R_BuildLightMap(ent, surfaces + j);
14346         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14347         GL_AlphaTest(false);
14348
14349         // add to stats if desired
14350         if (r_speeds.integer && !skysurfaces && !depthonly)
14351         {
14352                 r_refdef.stats.entities_surfaces += numsurfacelist;
14353                 for (j = 0;j < numsurfacelist;j++)
14354                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14355         }
14356
14357         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14358 }
14359
14360 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14361 {
14362         static texture_t texture;
14363         static msurface_t surface;
14364         const msurface_t *surfacelist = &surface;
14365
14366         // fake enough texture and surface state to render this geometry
14367
14368         texture.update_lastrenderframe = -1; // regenerate this texture
14369         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14370         texture.currentskinframe = skinframe;
14371         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14372         texture.offsetmapping = OFFSETMAPPING_OFF;
14373         texture.offsetscale = 1;
14374         texture.specularscalemod = 1;
14375         texture.specularpowermod = 1;
14376
14377         surface.texture = &texture;
14378         surface.num_triangles = numtriangles;
14379         surface.num_firsttriangle = firsttriangle;
14380         surface.num_vertices = numvertices;
14381         surface.num_firstvertex = firstvertex;
14382
14383         // now render it
14384         rsurface.texture = R_GetCurrentTexture(surface.texture);
14385         rsurface.lightmaptexture = NULL;
14386         rsurface.deluxemaptexture = NULL;
14387         rsurface.uselightmaptexture = false;
14388         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14389 }
14390
14391 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)
14392 {
14393         static msurface_t surface;
14394         const msurface_t *surfacelist = &surface;
14395
14396         // fake enough texture and surface state to render this geometry
14397
14398         surface.texture = texture;
14399         surface.num_triangles = numtriangles;
14400         surface.num_firsttriangle = firsttriangle;
14401         surface.num_vertices = numvertices;
14402         surface.num_firstvertex = firstvertex;
14403
14404         // now render it
14405         rsurface.texture = R_GetCurrentTexture(surface.texture);
14406         rsurface.lightmaptexture = NULL;
14407         rsurface.deluxemaptexture = NULL;
14408         rsurface.uselightmaptexture = false;
14409         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14410 }