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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 #ifdef SUPPORTD3D
32 #include <d3d9.h>
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
34 #endif
35
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
38
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
40
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
43 qboolean r_loadfog;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
46
47 //
48 // screen size info
49 //
50 r_refdef_t r_refdef;
51
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
60
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
66
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
99
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
113 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
119
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
128
129 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
130 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
131
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
137
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
141
142 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
150 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
151
152 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {CVAR_SAVE, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
158
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
163
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
171
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
176
177 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
178
179 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
180
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
182
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
190
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192
193 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
194
195 extern cvar_t v_glslgamma;
196
197 extern qboolean v_flipped_state;
198
199 static struct r_bloomstate_s
200 {
201         qboolean enabled;
202         qboolean hdr;
203
204         int bloomwidth, bloomheight;
205
206         int screentexturewidth, screentextureheight;
207         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
208
209         int bloomtexturewidth, bloomtextureheight;
210         rtexture_t *texture_bloom;
211
212         // arrays for rendering the screen passes
213         float screentexcoord2f[8];
214         float bloomtexcoord2f[8];
215         float offsettexcoord2f[8];
216
217         r_viewport_t viewport;
218 }
219 r_bloomstate;
220
221 r_waterstate_t r_waterstate;
222
223 /// shadow volume bsp struct with automatically growing nodes buffer
224 svbsp_t r_svbsp;
225
226 rtexture_t *r_texture_blanknormalmap;
227 rtexture_t *r_texture_white;
228 rtexture_t *r_texture_grey128;
229 rtexture_t *r_texture_black;
230 rtexture_t *r_texture_notexture;
231 rtexture_t *r_texture_whitecube;
232 rtexture_t *r_texture_normalizationcube;
233 rtexture_t *r_texture_fogattenuation;
234 rtexture_t *r_texture_fogheighttexture;
235 rtexture_t *r_texture_gammaramps;
236 unsigned int r_texture_gammaramps_serial;
237 //rtexture_t *r_texture_fogintensity;
238 rtexture_t *r_texture_reflectcube;
239
240 // TODO: hash lookups?
241 typedef struct cubemapinfo_s
242 {
243         char basename[64];
244         rtexture_t *texture;
245 }
246 cubemapinfo_t;
247
248 int r_texture_numcubemaps;
249 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
250
251 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
252 unsigned int r_numqueries;
253 unsigned int r_maxqueries;
254
255 typedef struct r_qwskincache_s
256 {
257         char name[MAX_QPATH];
258         skinframe_t *skinframe;
259 }
260 r_qwskincache_t;
261
262 static r_qwskincache_t *r_qwskincache;
263 static int r_qwskincache_size;
264
265 /// vertex coordinates for a quad that covers the screen exactly
266 extern const float r_screenvertex3f[12];
267 extern const float r_d3dscreenvertex3f[12];
268 const float r_screenvertex3f[12] =
269 {
270         0, 0, 0,
271         1, 0, 0,
272         1, 1, 0,
273         0, 1, 0
274 };
275 const float r_d3dscreenvertex3f[12] =
276 {
277         0, 1, 0,
278         1, 1, 0,
279         1, 0, 0,
280         0, 0, 0
281 };
282
283 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
284 {
285         int i;
286         for (i = 0;i < verts;i++)
287         {
288                 out[0] = in[0] * r;
289                 out[1] = in[1] * g;
290                 out[2] = in[2] * b;
291                 out[3] = in[3];
292                 in += 4;
293                 out += 4;
294         }
295 }
296
297 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
298 {
299         int i;
300         for (i = 0;i < verts;i++)
301         {
302                 out[0] = r;
303                 out[1] = g;
304                 out[2] = b;
305                 out[3] = a;
306                 out += 4;
307         }
308 }
309
310 // FIXME: move this to client?
311 void FOG_clear(void)
312 {
313         if (gamemode == GAME_NEHAHRA)
314         {
315                 Cvar_Set("gl_fogenable", "0");
316                 Cvar_Set("gl_fogdensity", "0.2");
317                 Cvar_Set("gl_fogred", "0.3");
318                 Cvar_Set("gl_foggreen", "0.3");
319                 Cvar_Set("gl_fogblue", "0.3");
320         }
321         r_refdef.fog_density = 0;
322         r_refdef.fog_red = 0;
323         r_refdef.fog_green = 0;
324         r_refdef.fog_blue = 0;
325         r_refdef.fog_alpha = 1;
326         r_refdef.fog_start = 0;
327         r_refdef.fog_end = 16384;
328         r_refdef.fog_height = 1<<30;
329         r_refdef.fog_fadedepth = 128;
330         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
331 }
332
333 static void R_BuildBlankTextures(void)
334 {
335         unsigned char data[4];
336         data[2] = 128; // normal X
337         data[1] = 128; // normal Y
338         data[0] = 255; // normal Z
339         data[3] = 128; // height
340         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
341         data[0] = 255;
342         data[1] = 255;
343         data[2] = 255;
344         data[3] = 255;
345         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
346         data[0] = 128;
347         data[1] = 128;
348         data[2] = 128;
349         data[3] = 255;
350         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
351         data[0] = 0;
352         data[1] = 0;
353         data[2] = 0;
354         data[3] = 255;
355         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 }
357
358 static void R_BuildNoTexture(void)
359 {
360         int x, y;
361         unsigned char pix[16][16][4];
362         // this makes a light grey/dark grey checkerboard texture
363         for (y = 0;y < 16;y++)
364         {
365                 for (x = 0;x < 16;x++)
366                 {
367                         if ((y < 8) ^ (x < 8))
368                         {
369                                 pix[y][x][0] = 128;
370                                 pix[y][x][1] = 128;
371                                 pix[y][x][2] = 128;
372                                 pix[y][x][3] = 255;
373                         }
374                         else
375                         {
376                                 pix[y][x][0] = 64;
377                                 pix[y][x][1] = 64;
378                                 pix[y][x][2] = 64;
379                                 pix[y][x][3] = 255;
380                         }
381                 }
382         }
383         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
384 }
385
386 static void R_BuildWhiteCube(void)
387 {
388         unsigned char data[6*1*1*4];
389         memset(data, 255, sizeof(data));
390         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
391 }
392
393 static void R_BuildNormalizationCube(void)
394 {
395         int x, y, side;
396         vec3_t v;
397         vec_t s, t, intensity;
398 #define NORMSIZE 64
399         unsigned char *data;
400         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
401         for (side = 0;side < 6;side++)
402         {
403                 for (y = 0;y < NORMSIZE;y++)
404                 {
405                         for (x = 0;x < NORMSIZE;x++)
406                         {
407                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
408                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
409                                 switch(side)
410                                 {
411                                 default:
412                                 case 0:
413                                         v[0] = 1;
414                                         v[1] = -t;
415                                         v[2] = -s;
416                                         break;
417                                 case 1:
418                                         v[0] = -1;
419                                         v[1] = -t;
420                                         v[2] = s;
421                                         break;
422                                 case 2:
423                                         v[0] = s;
424                                         v[1] = 1;
425                                         v[2] = t;
426                                         break;
427                                 case 3:
428                                         v[0] = s;
429                                         v[1] = -1;
430                                         v[2] = -t;
431                                         break;
432                                 case 4:
433                                         v[0] = s;
434                                         v[1] = -t;
435                                         v[2] = 1;
436                                         break;
437                                 case 5:
438                                         v[0] = -s;
439                                         v[1] = -t;
440                                         v[2] = -1;
441                                         break;
442                                 }
443                                 intensity = 127.0f / sqrt(DotProduct(v, v));
444                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
445                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
446                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
447                                 data[((side*64+y)*64+x)*4+3] = 255;
448                         }
449                 }
450         }
451         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
452         Mem_Free(data);
453 }
454
455 static void R_BuildFogTexture(void)
456 {
457         int x, b;
458 #define FOGWIDTH 256
459         unsigned char data1[FOGWIDTH][4];
460         //unsigned char data2[FOGWIDTH][4];
461         double d, r, alpha;
462
463         r_refdef.fogmasktable_start = r_refdef.fog_start;
464         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
465         r_refdef.fogmasktable_range = r_refdef.fogrange;
466         r_refdef.fogmasktable_density = r_refdef.fog_density;
467
468         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
469         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
470         {
471                 d = (x * r - r_refdef.fogmasktable_start);
472                 if(developer_extra.integer)
473                         Con_DPrintf("%f ", d);
474                 d = max(0, d);
475                 if (r_fog_exp2.integer)
476                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
477                 else
478                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
479                 if(developer_extra.integer)
480                         Con_DPrintf(" : %f ", alpha);
481                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
482                 if(developer_extra.integer)
483                         Con_DPrintf(" = %f\n", alpha);
484                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
485         }
486
487         for (x = 0;x < FOGWIDTH;x++)
488         {
489                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
490                 data1[x][0] = b;
491                 data1[x][1] = b;
492                 data1[x][2] = b;
493                 data1[x][3] = 255;
494                 //data2[x][0] = 255 - b;
495                 //data2[x][1] = 255 - b;
496                 //data2[x][2] = 255 - b;
497                 //data2[x][3] = 255;
498         }
499         if (r_texture_fogattenuation)
500         {
501                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
502                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
503         }
504         else
505         {
506                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
507                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
508         }
509 }
510
511 static void R_BuildFogHeightTexture(void)
512 {
513         unsigned char *inpixels;
514         int size;
515         int x;
516         int y;
517         int j;
518         float c[4];
519         float f;
520         inpixels = NULL;
521         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
522         if (r_refdef.fogheighttexturename[0])
523                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
524         if (!inpixels)
525         {
526                 r_refdef.fog_height_tablesize = 0;
527                 if (r_texture_fogheighttexture)
528                         R_FreeTexture(r_texture_fogheighttexture);
529                 r_texture_fogheighttexture = NULL;
530                 if (r_refdef.fog_height_table2d)
531                         Mem_Free(r_refdef.fog_height_table2d);
532                 r_refdef.fog_height_table2d = NULL;
533                 if (r_refdef.fog_height_table1d)
534                         Mem_Free(r_refdef.fog_height_table1d);
535                 r_refdef.fog_height_table1d = NULL;
536                 return;
537         }
538         size = image_width;
539         r_refdef.fog_height_tablesize = size;
540         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
541         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
542         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
543         Mem_Free(inpixels);
544         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
545         // average fog color table accounting for every fog layer between a point
546         // and the camera.  (Note: attenuation is handled separately!)
547         for (y = 0;y < size;y++)
548         {
549                 for (x = 0;x < size;x++)
550                 {
551                         Vector4Clear(c);
552                         f = 0;
553                         if (x < y)
554                         {
555                                 for (j = x;j <= y;j++)
556                                 {
557                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
558                                         f++;
559                                 }
560                         }
561                         else
562                         {
563                                 for (j = x;j >= y;j--)
564                                 {
565                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
566                                         f++;
567                                 }
568                         }
569                         f = 1.0f / f;
570                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
571                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
572                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
573                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
574                 }
575         }
576         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
577 }
578
579 //=======================================================================================================================================================
580
581 static const char *builtinshaderstring =
582 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
583 "// written by Forest 'LordHavoc' Hale\n"
584 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
585 "\n"
586 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
587 "# define USEFOG\n"
588 "#endif\n"
589 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
590 "#define USELIGHTMAP\n"
591 "#endif\n"
592 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
593 "#define USEEYEVECTOR\n"
594 "#endif\n"
595 "\n"
596 "#ifdef USESHADOWMAP2D\n"
597 "# ifdef GL_EXT_gpu_shader4\n"
598 "#   extension GL_EXT_gpu_shader4 : enable\n"
599 "# endif\n"
600 "# ifdef GL_ARB_texture_gather\n"
601 "#   extension GL_ARB_texture_gather : enable\n"
602 "# else\n"
603 "#   ifdef GL_AMD_texture_texture4\n"
604 "#     extension GL_AMD_texture_texture4 : enable\n"
605 "#   endif\n"
606 "# endif\n"
607 "#endif\n"
608 "\n"
609 "//#ifdef USESHADOWSAMPLER\n"
610 "//# extension GL_ARB_shadow : enable\n"
611 "//#endif\n"
612 "\n"
613 "//#ifdef __GLSL_CG_DATA_TYPES\n"
614 "//# define myhalf half\n"
615 "//# define myhalf2 half2\n"
616 "//# define myhalf3 half3\n"
617 "//# define myhalf4 half4\n"
618 "//#else\n"
619 "# define myhalf float\n"
620 "# define myhalf2 vec2\n"
621 "# define myhalf3 vec3\n"
622 "# define myhalf4 vec4\n"
623 "//#endif\n"
624 "\n"
625 "#ifdef VERTEX_SHADER\n"
626 "uniform mat4 ModelViewProjectionMatrix;\n"
627 "#endif\n"
628 "\n"
629 "#ifdef MODE_DEPTH_OR_SHADOW\n"
630 "#ifdef VERTEX_SHADER\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 "}\n"
635 "#endif\n"
636 "#else // !MODE_DEPTH_ORSHADOW\n"
637 "\n"
638 "\n"
639 "\n"
640 "\n"
641 "#ifdef MODE_SHOWDEPTH\n"
642 "#ifdef VERTEX_SHADER\n"
643 "void main(void)\n"
644 "{\n"
645 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
646 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
647 "}\n"
648 "#endif\n"
649 "\n"
650 "#ifdef FRAGMENT_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FragColor = gl_Color;\n"
654 "}\n"
655 "#endif\n"
656 "#else // !MODE_SHOWDEPTH\n"
657 "\n"
658 "\n"
659 "\n"
660 "\n"
661 "#ifdef MODE_POSTPROCESS\n"
662 "varying vec2 TexCoord1;\n"
663 "varying vec2 TexCoord2;\n"
664 "\n"
665 "#ifdef VERTEX_SHADER\n"
666 "void main(void)\n"
667 "{\n"
668 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
670 "#ifdef USEBLOOM\n"
671 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
672 "#endif\n"
673 "}\n"
674 "#endif\n"
675 "\n"
676 "#ifdef FRAGMENT_SHADER\n"
677 "uniform sampler2D Texture_First;\n"
678 "#ifdef USEBLOOM\n"
679 "uniform sampler2D Texture_Second;\n"
680 "uniform vec4 BloomColorSubtract;\n"
681 "#endif\n"
682 "#ifdef USEGAMMARAMPS\n"
683 "uniform sampler2D Texture_GammaRamps;\n"
684 "#endif\n"
685 "#ifdef USESATURATION\n"
686 "uniform float Saturation;\n"
687 "#endif\n"
688 "#ifdef USEVIEWTINT\n"
689 "uniform vec4 ViewTintColor;\n"
690 "#endif\n"
691 "//uncomment these if you want to use them:\n"
692 "uniform vec4 UserVec1;\n"
693 "uniform vec4 UserVec2;\n"
694 "// uniform vec4 UserVec3;\n"
695 "// uniform vec4 UserVec4;\n"
696 "// uniform float ClientTime;\n"
697 "uniform vec2 PixelSize;\n"
698 "void main(void)\n"
699 "{\n"
700 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
701 "#ifdef USEBLOOM\n"
702 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
703 "#endif\n"
704 "#ifdef USEVIEWTINT\n"
705 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
706 "#endif\n"
707 "\n"
708 "#ifdef USEPOSTPROCESSING\n"
709 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
710 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
711 "       float sobel = 1.0;\n"
712 "       // vec2 ts = textureSize(Texture_First, 0);\n"
713 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
714 "       vec2 px = PixelSize;\n"
715 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
716 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
717 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
720 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
723 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
724 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
725 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
726 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
727 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
728 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
729 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
730 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
731 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
732 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
733 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
734 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
735 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
736 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
737 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
738 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
739 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
740 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
741 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
742 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
743 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
744 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
745 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
746 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
747 "#endif\n"
748 "\n"
749 "#ifdef USESATURATION\n"
750 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
751 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
752 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
753 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
754 "#endif\n"
755 "\n"
756 "#ifdef USEGAMMARAMPS\n"
757 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
758 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
759 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
760 "#endif\n"
761 "}\n"
762 "#endif\n"
763 "#else // !MODE_POSTPROCESS\n"
764 "\n"
765 "\n"
766 "\n"
767 "\n"
768 "#ifdef MODE_GENERIC\n"
769 "#ifdef USEDIFFUSE\n"
770 "varying vec2 TexCoord1;\n"
771 "#endif\n"
772 "#ifdef USESPECULAR\n"
773 "varying vec2 TexCoord2;\n"
774 "#endif\n"
775 "#ifdef VERTEX_SHADER\n"
776 "void main(void)\n"
777 "{\n"
778 "       gl_FrontColor = gl_Color;\n"
779 "#ifdef USEDIFFUSE\n"
780 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
781 "#endif\n"
782 "#ifdef USESPECULAR\n"
783 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
784 "#endif\n"
785 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
786 "}\n"
787 "#endif\n"
788 "\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "#ifdef USEDIFFUSE\n"
791 "uniform sampler2D Texture_First;\n"
792 "#endif\n"
793 "#ifdef USESPECULAR\n"
794 "uniform sampler2D Texture_Second;\n"
795 "#endif\n"
796 "\n"
797 "void main(void)\n"
798 "{\n"
799 "       gl_FragColor = gl_Color;\n"
800 "#ifdef USEDIFFUSE\n"
801 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
802 "#endif\n"
803 "\n"
804 "#ifdef USESPECULAR\n"
805 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
806 "# ifdef USECOLORMAPPING\n"
807 "       gl_FragColor *= tex2;\n"
808 "# endif\n"
809 "# ifdef USEGLOW\n"
810 "       gl_FragColor += tex2;\n"
811 "# endif\n"
812 "# ifdef USEVERTEXTEXTUREBLEND\n"
813 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
814 "# endif\n"
815 "#endif\n"
816 "}\n"
817 "#endif\n"
818 "#else // !MODE_GENERIC\n"
819 "\n"
820 "\n"
821 "\n"
822 "\n"
823 "#ifdef MODE_BLOOMBLUR\n"
824 "varying TexCoord;\n"
825 "#ifdef VERTEX_SHADER\n"
826 "void main(void)\n"
827 "{\n"
828 "       gl_FrontColor = gl_Color;\n"
829 "       TexCoord = gl_MultiTexCoord0.xy;\n"
830 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
831 "}\n"
832 "#endif\n"
833 "\n"
834 "#ifdef FRAGMENT_SHADER\n"
835 "uniform sampler2D Texture_First;\n"
836 "uniform vec4 BloomBlur_Parameters;\n"
837 "\n"
838 "void main(void)\n"
839 "{\n"
840 "       int i;\n"
841 "       vec2 tc = TexCoord;\n"
842 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
843 "       tc += BloomBlur_Parameters.xy;\n"
844 "       for (i = 1;i < SAMPLES;i++)\n"
845 "       {\n"
846 "               color += texture2D(Texture_First, tc).rgb;\n"
847 "               tc += BloomBlur_Parameters.xy;\n"
848 "       }\n"
849 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
850 "}\n"
851 "#endif\n"
852 "#else // !MODE_BLOOMBLUR\n"
853 "#ifdef MODE_REFRACTION\n"
854 "varying vec2 TexCoord;\n"
855 "varying vec4 ModelViewProjectionPosition;\n"
856 "uniform mat4 TexMatrix;\n"
857 "#ifdef VERTEX_SHADER\n"
858 "\n"
859 "void main(void)\n"
860 "{\n"
861 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
862 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
863 "       ModelViewProjectionPosition = gl_Position;\n"
864 "}\n"
865 "#endif\n"
866 "\n"
867 "#ifdef FRAGMENT_SHADER\n"
868 "uniform sampler2D Texture_Normal;\n"
869 "uniform sampler2D Texture_Refraction;\n"
870 "uniform sampler2D Texture_Reflection;\n"
871 "\n"
872 "uniform vec4 DistortScaleRefractReflect;\n"
873 "uniform vec4 ScreenScaleRefractReflect;\n"
874 "uniform vec4 ScreenCenterRefractReflect;\n"
875 "uniform vec4 RefractColor;\n"
876 "uniform vec4 ReflectColor;\n"
877 "uniform float ReflectFactor;\n"
878 "uniform float ReflectOffset;\n"
879 "\n"
880 "void main(void)\n"
881 "{\n"
882 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
883 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
885 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
886 "       // FIXME temporary hack to detect the case that the reflection\n"
887 "       // gets blackened at edges due to leaving the area that contains actual\n"
888 "       // content.\n"
889 "       // Remove this 'ack once we have a better way to stop this thing from\n"
890 "       // 'appening.\n"
891 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
892 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
893 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
894 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
895 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
896 "       gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
897 "}\n"
898 "#endif\n"
899 "#else // !MODE_REFRACTION\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "#ifdef MODE_WATER\n"
905 "varying vec2 TexCoord;\n"
906 "varying vec3 EyeVector;\n"
907 "varying vec4 ModelViewProjectionPosition;\n"
908 "#ifdef VERTEX_SHADER\n"
909 "uniform vec3 EyePosition;\n"
910 "uniform mat4 TexMatrix;\n"
911 "\n"
912 "void main(void)\n"
913 "{\n"
914 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
915 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
916 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
917 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
918 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
919 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
920 "       ModelViewProjectionPosition = gl_Position;\n"
921 "}\n"
922 "#endif\n"
923 "\n"
924 "#ifdef FRAGMENT_SHADER\n"
925 "uniform sampler2D Texture_Normal;\n"
926 "uniform sampler2D Texture_Refraction;\n"
927 "uniform sampler2D Texture_Reflection;\n"
928 "\n"
929 "uniform vec4 DistortScaleRefractReflect;\n"
930 "uniform vec4 ScreenScaleRefractReflect;\n"
931 "uniform vec4 ScreenCenterRefractReflect;\n"
932 "uniform vec4 RefractColor;\n"
933 "uniform vec4 ReflectColor;\n"
934 "uniform float ReflectFactor;\n"
935 "uniform float ReflectOffset;\n"
936 "\n"
937 "void main(void)\n"
938 "{\n"
939 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
940 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
941 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
942 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
943 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
944 "       // FIXME temporary hack to detect the case that the reflection\n"
945 "       // gets blackened at edges due to leaving the area that contains actual\n"
946 "       // content.\n"
947 "       // Remove this 'ack once we have a better way to stop this thing from\n"
948 "       // 'appening.\n"
949 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
950 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
951 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
952 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
953 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
954 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
955 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
956 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
957 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
958 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
959 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
960 "       gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
961 "}\n"
962 "#endif\n"
963 "#else // !MODE_WATER\n"
964 "\n"
965 "\n"
966 "\n"
967 "\n"
968 "// common definitions between vertex shader and fragment shader:\n"
969 "\n"
970 "varying vec2 TexCoord;\n"
971 "#ifdef USEVERTEXTEXTUREBLEND\n"
972 "varying vec2 TexCoord2;\n"
973 "#endif\n"
974 "#ifdef USELIGHTMAP\n"
975 "varying vec2 TexCoordLightmap;\n"
976 "#endif\n"
977 "\n"
978 "#ifdef MODE_LIGHTSOURCE\n"
979 "varying vec3 CubeVector;\n"
980 "#endif\n"
981 "\n"
982 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
983 "varying vec3 LightVector;\n"
984 "#endif\n"
985 "\n"
986 "#ifdef USEEYEVECTOR\n"
987 "varying vec3 EyeVector;\n"
988 "#endif\n"
989 "#ifdef USEFOG\n"
990 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
991 "#endif\n"
992 "\n"
993 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
994 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
995 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
996 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
997 "#endif\n"
998 "\n"
999 "#ifdef USEREFLECTION\n"
1000 "varying vec4 ModelViewProjectionPosition;\n"
1001 "#endif\n"
1002 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1003 "uniform vec3 LightPosition;\n"
1004 "varying vec4 ModelViewPosition;\n"
1005 "#endif\n"
1006 "\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "uniform vec3 LightPosition;\n"
1009 "#endif\n"
1010 "uniform vec3 EyePosition;\n"
1011 "#ifdef MODE_LIGHTDIRECTION\n"
1012 "uniform vec3 LightDir;\n"
1013 "#endif\n"
1014 "uniform vec4 FogPlane;\n"
1015 "\n"
1016 "#ifdef USESHADOWMAPORTHO\n"
1017 "varying vec3 ShadowMapTC;\n"
1018 "#endif\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1025 "\n"
1026 "// fragment shader specific:\n"
1027 "#ifdef FRAGMENT_SHADER\n"
1028 "\n"
1029 "uniform sampler2D Texture_Normal;\n"
1030 "uniform sampler2D Texture_Color;\n"
1031 "uniform sampler2D Texture_Gloss;\n"
1032 "#ifdef USEGLOW\n"
1033 "uniform sampler2D Texture_Glow;\n"
1034 "#endif\n"
1035 "#ifdef USEVERTEXTEXTUREBLEND\n"
1036 "uniform sampler2D Texture_SecondaryNormal;\n"
1037 "uniform sampler2D Texture_SecondaryColor;\n"
1038 "uniform sampler2D Texture_SecondaryGloss;\n"
1039 "#ifdef USEGLOW\n"
1040 "uniform sampler2D Texture_SecondaryGlow;\n"
1041 "#endif\n"
1042 "#endif\n"
1043 "#ifdef USECOLORMAPPING\n"
1044 "uniform sampler2D Texture_Pants;\n"
1045 "uniform sampler2D Texture_Shirt;\n"
1046 "#endif\n"
1047 "#ifdef USEFOG\n"
1048 "#ifdef USEFOGHEIGHTTEXTURE\n"
1049 "uniform sampler2D Texture_FogHeightTexture;\n"
1050 "#endif\n"
1051 "uniform sampler2D Texture_FogMask;\n"
1052 "#endif\n"
1053 "#ifdef USELIGHTMAP\n"
1054 "uniform sampler2D Texture_Lightmap;\n"
1055 "#endif\n"
1056 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1057 "uniform sampler2D Texture_Deluxemap;\n"
1058 "#endif\n"
1059 "#ifdef USEREFLECTION\n"
1060 "uniform sampler2D Texture_Reflection;\n"
1061 "#endif\n"
1062 "\n"
1063 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1064 "uniform sampler2D Texture_ScreenDepth;\n"
1065 "uniform sampler2D Texture_ScreenNormalMap;\n"
1066 "#endif\n"
1067 "#ifdef USEDEFERREDLIGHTMAP\n"
1068 "uniform sampler2D Texture_ScreenDiffuse;\n"
1069 "uniform sampler2D Texture_ScreenSpecular;\n"
1070 "#endif\n"
1071 "\n"
1072 "uniform myhalf3 Color_Pants;\n"
1073 "uniform myhalf3 Color_Shirt;\n"
1074 "uniform myhalf3 FogColor;\n"
1075 "\n"
1076 "#ifdef USEFOG\n"
1077 "uniform float FogRangeRecip;\n"
1078 "uniform float FogPlaneViewDist;\n"
1079 "uniform float FogHeightFade;\n"
1080 "vec3 FogVertex(vec3 surfacecolor)\n"
1081 "{\n"
1082 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1083 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1084 "       float fogfrac;\n"
1085 "#ifdef USEFOGHEIGHTTEXTURE\n"
1086 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1087 "       fogfrac = fogheightpixel.a;\n"
1088 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1089 "#else\n"
1090 "# ifdef USEFOGOUTSIDE\n"
1091 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1092 "# else\n"
1093 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1094 "# endif\n"
1095 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1096 "#endif\n"
1097 "}\n"
1098 "#endif\n"
1099 "\n"
1100 "#ifdef USEOFFSETMAPPING\n"
1101 "uniform float OffsetMapping_Scale;\n"
1102 "vec2 OffsetMapping(vec2 TexCoord)\n"
1103 "{\n"
1104 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1105 "       // 14 sample relief mapping: linear search and then binary search\n"
1106 "       // this basically steps forward a small amount repeatedly until it finds\n"
1107 "       // itself inside solid, then jitters forward and back using decreasing\n"
1108 "       // amounts to find the impact\n"
1109 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1110 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1111 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1112 "       vec3 RT = vec3(TexCoord, 1);\n"
1113 "       OffsetVector *= 0.1;\n"
1114 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1124 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1125 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1126 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1127 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1128 "       return RT.xy;\n"
1129 "#else\n"
1130 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1131 "       // this basically moves forward the full distance, and then backs up based\n"
1132 "       // on height of samples\n"
1133 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1134 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1135 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1136 "       TexCoord += OffsetVector;\n"
1137 "       OffsetVector *= 0.333;\n"
1138 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1139 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 "       return TexCoord;\n"
1142 "#endif\n"
1143 "}\n"
1144 "#endif // USEOFFSETMAPPING\n"
1145 "\n"
1146 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1147 "uniform sampler2D Texture_Attenuation;\n"
1148 "uniform samplerCube Texture_Cube;\n"
1149 "#endif\n"
1150 "\n"
1151 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1152 "\n"
1153 "#ifdef USESHADOWMAP2D\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1156 "# else\n"
1157 "uniform sampler2D Texture_ShadowMap2D;\n"
1158 "# endif\n"
1159 "#endif\n"
1160 "\n"
1161 "#ifdef USESHADOWMAPVSDCT\n"
1162 "uniform samplerCube Texture_CubeProjection;\n"
1163 "#endif\n"
1164 "\n"
1165 "#if defined(USESHADOWMAP2D)\n"
1166 "uniform vec2 ShadowMap_TextureScale;\n"
1167 "uniform vec4 ShadowMap_Parameters;\n"
1168 "#endif\n"
1169 "\n"
1170 "#if defined(USESHADOWMAP2D)\n"
1171 "# ifdef USESHADOWMAPORTHO\n"
1172 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1173 "# else\n"
1174 "#  ifdef USESHADOWMAPVSDCT\n"
1175 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1176 "{\n"
1177 "       vec3 adir = abs(dir);\n"
1178 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1179 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1180 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1181 "}\n"
1182 "#  else\n"
1183 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1184 "{\n"
1185 "       vec3 adir = abs(dir);\n"
1186 "       float ma = adir.z;\n"
1187 "       vec4 proj = vec4(dir, 2.5);\n"
1188 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1189 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1190 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1191 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1192 "}\n"
1193 "#  endif\n"
1194 "# endif\n"
1195 "#endif // defined(USESHADOWMAP2D)\n"
1196 "\n"
1197 "# ifdef USESHADOWMAP2D\n"
1198 "float ShadowMapCompare(vec3 dir)\n"
1199 "{\n"
1200 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1201 "       float f;\n"
1202 "\n"
1203 "#  ifdef USESHADOWSAMPLER\n"
1204 "#    ifdef USESHADOWMAPPCF\n"
1205 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1206 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1207 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1208 "#    else\n"
1209 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1210 "#    endif\n"
1211 "#  else\n"
1212 "#    ifdef USESHADOWMAPPCF\n"
1213 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1214 "#      ifdef GL_ARB_texture_gather\n"
1215 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1216 "#      else\n"
1217 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1218 "#      endif\n"
1219 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1220 "#      if USESHADOWMAPPCF > 1\n"
1221 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1222 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1223 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1224 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1225 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1226 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1227 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1228 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1229 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1230 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1231 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1232 "       locols.yz += group2.ab;\n"
1233 "       hicols.yz += group8.rg;\n"
1234 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1235 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1236 "                               mix(locols, hicols, offset.y);\n"
1237 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1238 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1239 "       f = dot(cols, vec4(1.0/25.0));\n"
1240 "#      else\n"
1241 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1242 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1243 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1244 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1245 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1246 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1247 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1248 "#      endif\n"
1249 "#     else\n"
1250 "#      ifdef GL_EXT_gpu_shader4\n"
1251 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1252 "#      else\n"
1253 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1254 "#      endif\n"
1255 "#      if USESHADOWMAPPCF > 1\n"
1256 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1257 "       center *= ShadowMap_TextureScale;\n"
1258 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1259 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1260 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1261 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1262 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1263 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1264 "#      else\n"
1265 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1266 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1267 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1268 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1269 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1270 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1271 "#      endif\n"
1272 "#     endif\n"
1273 "#    else\n"
1274 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1275 "#    endif\n"
1276 "#  endif\n"
1277 "#  ifdef USESHADOWMAPORTHO\n"
1278 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1279 "#  else\n"
1280 "       return f;\n"
1281 "#  endif\n"
1282 "}\n"
1283 "# endif\n"
1284 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1285 "#endif // FRAGMENT_SHADER\n"
1286 "\n"
1287 "\n"
1288 "\n"
1289 "\n"
1290 "#ifdef MODE_DEFERREDGEOMETRY\n"
1291 "#ifdef VERTEX_SHADER\n"
1292 "uniform mat4 TexMatrix;\n"
1293 "#ifdef USEVERTEXTEXTUREBLEND\n"
1294 "uniform mat4 BackgroundTexMatrix;\n"
1295 "#endif\n"
1296 "uniform mat4 ModelViewMatrix;\n"
1297 "void main(void)\n"
1298 "{\n"
1299 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1300 "#ifdef USEVERTEXTEXTUREBLEND\n"
1301 "       gl_FrontColor = gl_Color;\n"
1302 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1303 "#endif\n"
1304 "\n"
1305 "       // transform unnormalized eye direction into tangent space\n"
1306 "#ifdef USEOFFSETMAPPING\n"
1307 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1308 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1309 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1310 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1311 "#endif\n"
1312 "\n"
1313 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1314 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1315 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1316 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1317 "}\n"
1318 "#endif // VERTEX_SHADER\n"
1319 "\n"
1320 "#ifdef FRAGMENT_SHADER\n"
1321 "void main(void)\n"
1322 "{\n"
1323 "#ifdef USEOFFSETMAPPING\n"
1324 "       // apply offsetmapping\n"
1325 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1326 "#define TexCoord TexCoordOffset\n"
1327 "#endif\n"
1328 "\n"
1329 "#ifdef USEALPHAKILL\n"
1330 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1331 "               discard;\n"
1332 "#endif\n"
1333 "\n"
1334 "#ifdef USEVERTEXTEXTUREBLEND\n"
1335 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1336 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1337 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1338 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1339 "#endif\n"
1340 "\n"
1341 "#ifdef USEVERTEXTEXTUREBLEND\n"
1342 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1343 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1344 "#else\n"
1345 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1346 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1347 "#endif\n"
1348 "\n"
1349 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1350 "}\n"
1351 "#endif // FRAGMENT_SHADER\n"
1352 "#else // !MODE_DEFERREDGEOMETRY\n"
1353 "\n"
1354 "\n"
1355 "\n"
1356 "\n"
1357 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1358 "#ifdef VERTEX_SHADER\n"
1359 "uniform mat4 ModelViewMatrix;\n"
1360 "void main(void)\n"
1361 "{\n"
1362 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1363 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1364 "}\n"
1365 "#endif // VERTEX_SHADER\n"
1366 "\n"
1367 "#ifdef FRAGMENT_SHADER\n"
1368 "uniform mat4 ViewToLight;\n"
1369 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1370 "uniform vec2 ScreenToDepth;\n"
1371 "uniform myhalf3 DeferredColor_Ambient;\n"
1372 "uniform myhalf3 DeferredColor_Diffuse;\n"
1373 "#ifdef USESPECULAR\n"
1374 "uniform myhalf3 DeferredColor_Specular;\n"
1375 "uniform myhalf SpecularPower;\n"
1376 "#endif\n"
1377 "uniform myhalf2 PixelToScreenTexCoord;\n"
1378 "void main(void)\n"
1379 "{\n"
1380 "       // calculate viewspace pixel position\n"
1381 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1382 "       vec3 position;\n"
1383 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1384 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1385 "       // decode viewspace pixel normal\n"
1386 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1387 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1388 "       // surfacenormal = pixel normal in viewspace\n"
1389 "       // LightVector = pixel to light in viewspace\n"
1390 "       // CubeVector = position in lightspace\n"
1391 "       // eyevector = pixel to view in viewspace\n"
1392 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1393 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1394 "#ifdef USEDIFFUSE\n"
1395 "       // calculate diffuse shading\n"
1396 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1397 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1398 "#endif\n"
1399 "#ifdef USESPECULAR\n"
1400 "       // calculate directional shading\n"
1401 "       vec3 eyevector = position * -1.0;\n"
1402 "#  ifdef USEEXACTSPECULARMATH\n"
1403 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1404 "#  else\n"
1405 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1406 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1407 "#  endif\n"
1408 "#endif\n"
1409 "\n"
1410 "#if defined(USESHADOWMAP2D)\n"
1411 "       fade *= ShadowMapCompare(CubeVector);\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEDIFFUSE\n"
1415 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1416 "#else\n"
1417 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1418 "#endif\n"
1419 "#ifdef USESPECULAR\n"
1420 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1421 "#else\n"
1422 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1423 "#endif\n"
1424 "\n"
1425 "# ifdef USECUBEFILTER\n"
1426 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1427 "       gl_FragData[0].rgb *= cubecolor;\n"
1428 "       gl_FragData[1].rgb *= cubecolor;\n"
1429 "# endif\n"
1430 "}\n"
1431 "#endif // FRAGMENT_SHADER\n"
1432 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1433 "\n"
1434 "\n"
1435 "\n"
1436 "\n"
1437 "#ifdef VERTEX_SHADER\n"
1438 "uniform mat4 TexMatrix;\n"
1439 "#ifdef USEVERTEXTEXTUREBLEND\n"
1440 "uniform mat4 BackgroundTexMatrix;\n"
1441 "#endif\n"
1442 "#ifdef MODE_LIGHTSOURCE\n"
1443 "uniform mat4 ModelToLight;\n"
1444 "#endif\n"
1445 "#ifdef USESHADOWMAPORTHO\n"
1446 "uniform mat4 ShadowMapMatrix;\n"
1447 "#endif\n"
1448 "void main(void)\n"
1449 "{\n"
1450 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1451 "       gl_FrontColor = gl_Color;\n"
1452 "#endif\n"
1453 "       // copy the surface texcoord\n"
1454 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1455 "#ifdef USEVERTEXTEXTUREBLEND\n"
1456 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1457 "#endif\n"
1458 "#ifdef USELIGHTMAP\n"
1459 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1460 "#endif\n"
1461 "\n"
1462 "#ifdef MODE_LIGHTSOURCE\n"
1463 "       // transform vertex position into light attenuation/cubemap space\n"
1464 "       // (-1 to +1 across the light box)\n"
1465 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1466 "\n"
1467 "# ifdef USEDIFFUSE\n"
1468 "       // transform unnormalized light direction into tangent space\n"
1469 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1470 "       //  normalize it per pixel)\n"
1471 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1472 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1473 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1474 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1475 "# endif\n"
1476 "#endif\n"
1477 "\n"
1478 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1479 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1480 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1481 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1482 "#endif\n"
1483 "\n"
1484 "       // transform unnormalized eye direction into tangent space\n"
1485 "#ifdef USEEYEVECTOR\n"
1486 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1487 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1488 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1489 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1490 "#endif\n"
1491 "\n"
1492 "#ifdef USEFOG\n"
1493 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1494 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1495 "#endif\n"
1496 "\n"
1497 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1498 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1499 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1500 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1501 "#endif\n"
1502 "\n"
1503 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1504 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1505 "\n"
1506 "#ifdef USESHADOWMAPORTHO\n"
1507 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1508 "#endif\n"
1509 "\n"
1510 "#ifdef USEREFLECTION\n"
1511 "       ModelViewProjectionPosition = gl_Position;\n"
1512 "#endif\n"
1513 "}\n"
1514 "#endif // VERTEX_SHADER\n"
1515 "\n"
1516 "\n"
1517 "\n"
1518 "\n"
1519 "#ifdef FRAGMENT_SHADER\n"
1520 "#ifdef USEDEFERREDLIGHTMAP\n"
1521 "uniform myhalf2 PixelToScreenTexCoord;\n"
1522 "uniform myhalf3 DeferredMod_Diffuse;\n"
1523 "uniform myhalf3 DeferredMod_Specular;\n"
1524 "#endif\n"
1525 "uniform myhalf3 Color_Ambient;\n"
1526 "uniform myhalf3 Color_Diffuse;\n"
1527 "uniform myhalf3 Color_Specular;\n"
1528 "uniform myhalf SpecularPower;\n"
1529 "#ifdef USEGLOW\n"
1530 "uniform myhalf3 Color_Glow;\n"
1531 "#endif\n"
1532 "uniform myhalf Alpha;\n"
1533 "#ifdef USEREFLECTION\n"
1534 "uniform vec4 DistortScaleRefractReflect;\n"
1535 "uniform vec4 ScreenScaleRefractReflect;\n"
1536 "uniform vec4 ScreenCenterRefractReflect;\n"
1537 "uniform myhalf4 ReflectColor;\n"
1538 "#endif\n"
1539 "#ifdef USEREFLECTCUBE\n"
1540 "uniform mat4 ModelToReflectCube;\n"
1541 "uniform sampler2D Texture_ReflectMask;\n"
1542 "uniform samplerCube Texture_ReflectCube;\n"
1543 "#endif\n"
1544 "#ifdef MODE_LIGHTDIRECTION\n"
1545 "uniform myhalf3 LightColor;\n"
1546 "#endif\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "uniform myhalf3 LightColor;\n"
1549 "#endif\n"
1550 "void main(void)\n"
1551 "{\n"
1552 "#ifdef USEOFFSETMAPPING\n"
1553 "       // apply offsetmapping\n"
1554 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1555 "#define TexCoord TexCoordOffset\n"
1556 "#endif\n"
1557 "\n"
1558 "       // combine the diffuse textures (base, pants, shirt)\n"
1559 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1560 "#ifdef USEALPHAKILL\n"
1561 "       if (color.a < 0.5)\n"
1562 "               discard;\n"
1563 "#endif\n"
1564 "       color.a *= Alpha;\n"
1565 "#ifdef USECOLORMAPPING\n"
1566 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1567 "#endif\n"
1568 "#ifdef USEVERTEXTEXTUREBLEND\n"
1569 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1570 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1571 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1572 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1573 "       color.a = 1.0;\n"
1574 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1575 "#endif\n"
1576 "\n"
1577 "       // get the surface normal\n"
1578 "#ifdef USEVERTEXTEXTUREBLEND\n"
1579 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1580 "#else\n"
1581 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1582 "#endif\n"
1583 "\n"
1584 "       // get the material colors\n"
1585 "       myhalf3 diffusetex = color.rgb;\n"
1586 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1587 "# ifdef USEVERTEXTEXTUREBLEND\n"
1588 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1589 "# else\n"
1590 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1591 "# endif\n"
1592 "#endif\n"
1593 "\n"
1594 "#ifdef USEREFLECTCUBE\n"
1595 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1596 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1597 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1598 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1599 "#endif\n"
1600 "\n"
1601 "\n"
1602 "\n"
1603 "\n"
1604 "#ifdef MODE_LIGHTSOURCE\n"
1605 "       // light source\n"
1606 "#ifdef USEDIFFUSE\n"
1607 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1608 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1609 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1610 "#ifdef USESPECULAR\n"
1611 "#ifdef USEEXACTSPECULARMATH\n"
1612 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1613 "#else\n"
1614 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1615 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1616 "#endif\n"
1617 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1618 "#endif\n"
1619 "#else\n"
1620 "       color.rgb = diffusetex * Color_Ambient;\n"
1621 "#endif\n"
1622 "       color.rgb *= LightColor;\n"
1623 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1624 "#if defined(USESHADOWMAP2D)\n"
1625 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1626 "#endif\n"
1627 "# ifdef USECUBEFILTER\n"
1628 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1629 "# endif\n"
1630 "#endif // MODE_LIGHTSOURCE\n"
1631 "\n"
1632 "\n"
1633 "\n"
1634 "\n"
1635 "#ifdef MODE_LIGHTDIRECTION\n"
1636 "#define SHADING\n"
1637 "#ifdef USEDIFFUSE\n"
1638 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1639 "#endif\n"
1640 "#define lightcolor LightColor\n"
1641 "#endif // MODE_LIGHTDIRECTION\n"
1642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1643 "#define SHADING\n"
1644 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1645 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1646 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1647 "       // convert modelspace light vector to tangentspace\n"
1648 "       myhalf3 lightnormal;\n"
1649 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1650 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1651 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1652 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1653 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1654 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1655 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1656 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1657 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1658 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1659 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1660 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1661 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1662 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1664 "#define SHADING\n"
1665 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1666 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1668 "#endif\n"
1669 "\n"
1670 "\n"
1671 "\n"
1672 "\n"
1673 "#ifdef MODE_FAKELIGHT\n"
1674 "#define SHADING\n"
1675 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1676 "myhalf3 lightcolor = myhalf3(1.0);\n"
1677 "#endif // MODE_FAKELIGHT\n"
1678 "\n"
1679 "\n"
1680 "\n"
1681 "\n"
1682 "#ifdef MODE_LIGHTMAP\n"
1683 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1684 "#endif // MODE_LIGHTMAP\n"
1685 "#ifdef MODE_VERTEXCOLOR\n"
1686 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1687 "#endif // MODE_VERTEXCOLOR\n"
1688 "#ifdef MODE_FLATCOLOR\n"
1689 "       color.rgb = diffusetex * Color_Ambient;\n"
1690 "#endif // MODE_FLATCOLOR\n"
1691 "\n"
1692 "\n"
1693 "\n"
1694 "\n"
1695 "#ifdef SHADING\n"
1696 "# ifdef USEDIFFUSE\n"
1697 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 "#  ifdef USESPECULAR\n"
1699 "#   ifdef USEEXACTSPECULARMATH\n"
1700 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1701 "#   else\n"
1702 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1703 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1704 "#   endif\n"
1705 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1706 "#  else\n"
1707 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1708 "#  endif\n"
1709 "# else\n"
1710 "       color.rgb = diffusetex * Color_Ambient;\n"
1711 "# endif\n"
1712 "#endif\n"
1713 "\n"
1714 "#ifdef USESHADOWMAPORTHO\n"
1715 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1716 "#endif\n"
1717 "\n"
1718 "#ifdef USEDEFERREDLIGHTMAP\n"
1719 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1720 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1721 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1722 "#endif\n"
1723 "\n"
1724 "#ifdef USEGLOW\n"
1725 "#ifdef USEVERTEXTEXTUREBLEND\n"
1726 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1727 "#else\n"
1728 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1729 "#endif\n"
1730 "#endif\n"
1731 "\n"
1732 "#ifdef USEFOG\n"
1733 "       color.rgb = FogVertex(color.rgb);\n"
1734 "#endif\n"
1735 "\n"
1736 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1737 "#ifdef USEREFLECTION\n"
1738 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1739 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1740 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1741 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1742 "       // FIXME temporary hack to detect the case that the reflection\n"
1743 "       // gets blackened at edges due to leaving the area that contains actual\n"
1744 "       // content.\n"
1745 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1746 "       // 'appening.\n"
1747 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1748 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1749 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1750 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1751 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1752 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1753 "#endif\n"
1754 "\n"
1755 "       gl_FragColor = vec4(color);\n"
1756 "}\n"
1757 "#endif // FRAGMENT_SHADER\n"
1758 "\n"
1759 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1760 "#endif // !MODE_DEFERREDGEOMETRY\n"
1761 "#endif // !MODE_WATER\n"
1762 "#endif // !MODE_REFRACTION\n"
1763 "#endif // !MODE_BLOOMBLUR\n"
1764 "#endif // !MODE_GENERIC\n"
1765 "#endif // !MODE_POSTPROCESS\n"
1766 "#endif // !MODE_SHOWDEPTH\n"
1767 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1768 ;
1769
1770 /*
1771 =========================================================================================================================================================
1772
1773
1774
1775 =========================================================================================================================================================
1776
1777
1778
1779 =========================================================================================================================================================
1780
1781
1782
1783 =========================================================================================================================================================
1784
1785
1786
1787 =========================================================================================================================================================
1788
1789
1790
1791 =========================================================================================================================================================
1792
1793
1794
1795 =========================================================================================================================================================
1796 */
1797
1798 const char *builtincgshaderstring =
1799 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1800 "// written by Forest 'LordHavoc' Hale\n"
1801 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1802 "\n"
1803 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1804 "#if defined(USEREFLECTION)\n"
1805 "#undef USESHADOWMAPORTHO\n"
1806 "#endif\n"
1807 "\n"
1808 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1809 "# define USEFOG\n"
1810 "#endif\n"
1811 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1812 "#define USELIGHTMAP\n"
1813 "#endif\n"
1814 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1815 "#define USEEYEVECTOR\n"
1816 "#endif\n"
1817 "\n"
1818 "#ifdef FRAGMENT_SHADER\n"
1819 "#ifdef HLSL\n"
1820 "//#undef USESHADOWMAPPCF\n"
1821 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1822 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1823 "#else\n"
1824 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1825 "#endif\n"
1826 "#endif\n"
1827 "\n"
1828 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1829 "#ifdef VERTEX_SHADER\n"
1830 "void main\n"
1831 "(\n"
1832 "float4 gl_Vertex : POSITION,\n"
1833 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1834 "out float4 gl_Position : POSITION,\n"
1835 "out float Depth : TEXCOORD0\n"
1836 ")\n"
1837 "{\n"
1838 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1839 "       Depth = gl_Position.z;\n"
1840 "}\n"
1841 "#endif\n"
1842 "\n"
1843 "#ifdef FRAGMENT_SHADER\n"
1844 "void main\n"
1845 "(\n"
1846 "float Depth : TEXCOORD0,\n"
1847 "out float4 gl_FragColor : COLOR\n"
1848 ")\n"
1849 "{\n"
1850 "//     float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1851 "       float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1852 "       temp.yz -= floor(temp.yz);\n"
1853 "       gl_FragColor = temp;\n"
1854 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1855 "}\n"
1856 "#endif\n"
1857 "#else // !MODE_DEPTH_ORSHADOW\n"
1858 "\n"
1859 "\n"
1860 "\n"
1861 "\n"
1862 "#ifdef MODE_SHOWDEPTH\n"
1863 "#ifdef VERTEX_SHADER\n"
1864 "void main\n"
1865 "(\n"
1866 "float4 gl_Vertex : POSITION,\n"
1867 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1868 "out float4 gl_Position : POSITION,\n"
1869 "out float4 gl_FrontColor : COLOR0\n"
1870 ")\n"
1871 "{\n"
1872 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1873 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1874 "}\n"
1875 "#endif\n"
1876 "\n"
1877 "#ifdef FRAGMENT_SHADER\n"
1878 "void main\n"
1879 "(\n"
1880 "float4 gl_FrontColor : COLOR0,\n"
1881 "out float4 gl_FragColor : COLOR\n"
1882 ")\n"
1883 "{\n"
1884 "       gl_FragColor = gl_FrontColor;\n"
1885 "}\n"
1886 "#endif\n"
1887 "#else // !MODE_SHOWDEPTH\n"
1888 "\n"
1889 "\n"
1890 "\n"
1891 "\n"
1892 "#ifdef MODE_POSTPROCESS\n"
1893 "\n"
1894 "#ifdef VERTEX_SHADER\n"
1895 "void main\n"
1896 "(\n"
1897 "float4 gl_Vertex : POSITION,\n"
1898 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1899 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1900 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1901 "out float4 gl_Position : POSITION,\n"
1902 "out float2 TexCoord1 : TEXCOORD0,\n"
1903 "out float2 TexCoord2 : TEXCOORD1\n"
1904 ")\n"
1905 "{\n"
1906 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1908 "#ifdef USEBLOOM\n"
1909 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1910 "#endif\n"
1911 "}\n"
1912 "#endif\n"
1913 "\n"
1914 "#ifdef FRAGMENT_SHADER\n"
1915 "void main\n"
1916 "(\n"
1917 "float2 TexCoord1 : TEXCOORD0,\n"
1918 "float2 TexCoord2 : TEXCOORD1,\n"
1919 "uniform sampler Texture_First : register(s0),\n"
1920 "#ifdef USEBLOOM\n"
1921 "uniform sampler Texture_Second : register(s1),\n"
1922 "#endif\n"
1923 "#ifdef USEGAMMARAMPS\n"
1924 "uniform sampler Texture_GammaRamps : register(s2),\n"
1925 "#endif\n"
1926 "#ifdef USESATURATION\n"
1927 "uniform float Saturation : register(c30),\n"
1928 "#endif\n"
1929 "#ifdef USEVIEWTINT\n"
1930 "uniform float4 ViewTintColor : register(c41),\n"
1931 "#endif\n"
1932 "uniform float4 UserVec1 : register(c37),\n"
1933 "uniform float4 UserVec2 : register(c38),\n"
1934 "uniform float4 UserVec3 : register(c39),\n"
1935 "uniform float4 UserVec4 : register(c40),\n"
1936 "uniform float ClientTime : register(c2),\n"
1937 "uniform float2 PixelSize : register(c25),\n"
1938 "uniform float4 BloomColorSubtract : register(c43),\n"
1939 "out float4 gl_FragColor : COLOR\n"
1940 ")\n"
1941 "{\n"
1942 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1943 "#ifdef USEBLOOM\n"
1944 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1945 "#endif\n"
1946 "#ifdef USEVIEWTINT\n"
1947 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1948 "#endif\n"
1949 "\n"
1950 "#ifdef USEPOSTPROCESSING\n"
1951 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1952 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1953 "       float sobel = 1.0;\n"
1954 "       // float2 ts = textureSize(Texture_First, 0);\n"
1955 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
1956 "       float2 px = PixelSize;\n"
1957 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1958 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
1959 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1960 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1961 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
1962 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1963 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1964 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
1965 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1966 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1967 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
1968 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1969 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1970 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1971 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1972 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1973 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1974 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1975 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1976 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1977 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1978 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1979 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1980 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1981 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1982 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1983 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1984 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1985 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1986 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1987 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1988 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1989 "#endif\n"
1990 "\n"
1991 "#ifdef USESATURATION\n"
1992 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1993 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1994 "       //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1995 "       gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1996 "#endif\n"
1997 "\n"
1998 "#ifdef USEGAMMARAMPS\n"
1999 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2000 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2001 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2002 "#endif\n"
2003 "}\n"
2004 "#endif\n"
2005 "#else // !MODE_POSTPROCESS\n"
2006 "\n"
2007 "\n"
2008 "\n"
2009 "\n"
2010 "#ifdef MODE_GENERIC\n"
2011 "#ifdef VERTEX_SHADER\n"
2012 "void main\n"
2013 "(\n"
2014 "float4 gl_Vertex : POSITION,\n"
2015 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2016 "float4 gl_Color : COLOR0,\n"
2017 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2018 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2019 "out float4 gl_Position : POSITION,\n"
2020 "#ifdef USEDIFFUSE\n"
2021 "out float2 TexCoord1 : TEXCOORD0,\n"
2022 "#endif\n"
2023 "#ifdef USESPECULAR\n"
2024 "out float2 TexCoord2 : TEXCOORD1,\n"
2025 "#endif\n"
2026 "out float4 gl_FrontColor : COLOR\n"
2027 ")\n"
2028 "{\n"
2029 "#ifdef HLSL\n"
2030 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2031 "#else\n"
2032 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2033 "#endif\n"
2034 "#ifdef USEDIFFUSE\n"
2035 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2036 "#endif\n"
2037 "#ifdef USESPECULAR\n"
2038 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2039 "#endif\n"
2040 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2041 "}\n"
2042 "#endif\n"
2043 "\n"
2044 "#ifdef FRAGMENT_SHADER\n"
2045 "\n"
2046 "void main\n"
2047 "(\n"
2048 "float4 gl_FrontColor : COLOR0,\n"
2049 "float2 TexCoord1 : TEXCOORD0,\n"
2050 "float2 TexCoord2 : TEXCOORD1,\n"
2051 "#ifdef USEDIFFUSE\n"
2052 "uniform sampler Texture_First : register(s0),\n"
2053 "#endif\n"
2054 "#ifdef USESPECULAR\n"
2055 "uniform sampler Texture_Second : register(s1),\n"
2056 "#endif\n"
2057 "out float4 gl_FragColor : COLOR\n"
2058 ")\n"
2059 "{\n"
2060 "       gl_FragColor = gl_FrontColor;\n"
2061 "#ifdef USEDIFFUSE\n"
2062 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2063 "#endif\n"
2064 "\n"
2065 "#ifdef USESPECULAR\n"
2066 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2067 "# ifdef USECOLORMAPPING\n"
2068 "       gl_FragColor *= tex2;\n"
2069 "# endif\n"
2070 "# ifdef USEGLOW\n"
2071 "       gl_FragColor += tex2;\n"
2072 "# endif\n"
2073 "# ifdef USEVERTEXTEXTUREBLEND\n"
2074 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2075 "# endif\n"
2076 "#endif\n"
2077 "}\n"
2078 "#endif\n"
2079 "#else // !MODE_GENERIC\n"
2080 "\n"
2081 "\n"
2082 "\n"
2083 "\n"
2084 "#ifdef MODE_BLOOMBLUR\n"
2085 "#ifdef VERTEX_SHADER\n"
2086 "void main\n"
2087 "(\n"
2088 "float4 gl_Vertex : POSITION,\n"
2089 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2090 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2091 "out float4 gl_Position : POSITION,\n"
2092 "out float2 TexCoord : TEXCOORD0\n"
2093 ")\n"
2094 "{\n"
2095 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2096 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2097 "}\n"
2098 "#endif\n"
2099 "\n"
2100 "#ifdef FRAGMENT_SHADER\n"
2101 "\n"
2102 "void main\n"
2103 "(\n"
2104 "float2 TexCoord : TEXCOORD0,\n"
2105 "uniform sampler Texture_First : register(s0),\n"
2106 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2107 "out float4 gl_FragColor : COLOR\n"
2108 ")\n"
2109 "{\n"
2110 "       int i;\n"
2111 "       float2 tc = TexCoord;\n"
2112 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2113 "       tc += BloomBlur_Parameters.xy;\n"
2114 "       for (i = 1;i < SAMPLES;i++)\n"
2115 "       {\n"
2116 "               color += tex2D(Texture_First, tc).rgb;\n"
2117 "               tc += BloomBlur_Parameters.xy;\n"
2118 "       }\n"
2119 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2120 "}\n"
2121 "#endif\n"
2122 "#else // !MODE_BLOOMBLUR\n"
2123 "#ifdef MODE_REFRACTION\n"
2124 "#ifdef VERTEX_SHADER\n"
2125 "void main\n"
2126 "(\n"
2127 "float4 gl_Vertex : POSITION,\n"
2128 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2129 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2130 "uniform float4x4 TexMatrix : register(c0),\n"
2131 "uniform float3 EyePosition : register(c24),\n"
2132 "out float4 gl_Position : POSITION,\n"
2133 "out float2 TexCoord : TEXCOORD0,\n"
2134 "out float3 EyeVector : TEXCOORD1,\n"
2135 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2136 ")\n"
2137 "{\n"
2138 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2139 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2140 "       ModelViewProjectionPosition = gl_Position;\n"
2141 "}\n"
2142 "#endif\n"
2143 "\n"
2144 "#ifdef FRAGMENT_SHADER\n"
2145 "void main\n"
2146 "(\n"
2147 "float2 TexCoord : TEXCOORD0,\n"
2148 "float3 EyeVector : TEXCOORD1,\n"
2149 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2150 "uniform sampler Texture_Normal : register(s0),\n"
2151 "uniform sampler Texture_Refraction : register(s3),\n"
2152 "uniform sampler Texture_Reflection : register(s7),\n"
2153 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2154 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2155 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2156 "uniform float4 RefractColor : register(c29),\n"
2157 "out float4 gl_FragColor : COLOR\n"
2158 ")\n"
2159 "{\n"
2160 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2161 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2162 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2163 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2164 "       // FIXME temporary hack to detect the case that the reflection\n"
2165 "       // gets blackened at edges due to leaving the area that contains actual\n"
2166 "       // content.\n"
2167 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2168 "       // 'appening.\n"
2169 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2170 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2171 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2172 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2173 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2174 "       gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2175 "}\n"
2176 "#endif\n"
2177 "#else // !MODE_REFRACTION\n"
2178 "\n"
2179 "\n"
2180 "\n"
2181 "\n"
2182 "#ifdef MODE_WATER\n"
2183 "#ifdef VERTEX_SHADER\n"
2184 "\n"
2185 "void main\n"
2186 "(\n"
2187 "float4 gl_Vertex : POSITION,\n"
2188 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2189 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2190 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2191 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2192 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2193 "uniform float4x4 TexMatrix : register(c0),\n"
2194 "uniform float3 EyePosition : register(c24),\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2199 ")\n"
2200 "{\n"
2201 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2202 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 "       ModelViewProjectionPosition = gl_Position;\n"
2208 "}\n"
2209 "#endif\n"
2210 "\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2212 "void main\n"
2213 "(\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler Texture_Normal : register(s0),\n"
2218 "uniform sampler Texture_Refraction : register(s3),\n"
2219 "uniform sampler Texture_Reflection : register(s7),\n"
2220 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2221 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2222 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2223 "uniform float4 RefractColor : register(c29),\n"
2224 "uniform float4 ReflectColor : register(c26),\n"
2225 "uniform float ReflectFactor : register(c27),\n"
2226 "uniform float ReflectOffset : register(c28),\n"
2227 "out float4 gl_FragColor : COLOR\n"
2228 ")\n"
2229 "{\n"
2230 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2234 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2235 "       // FIXME temporary hack to detect the case that the reflection\n"
2236 "       // gets blackened at edges due to leaving the area that contains actual\n"
2237 "       // content.\n"
2238 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2239 "       // 'appening.\n"
2240 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 "       gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2252 "}\n"
2253 "#endif\n"
2254 "#else // !MODE_WATER\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2260 "\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2263 "\n"
2264 "#ifdef USEFOG\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2266 "{\n"
2267 "       float fogfrac;\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 "       fogfrac = fogheightpixel.a;\n"
2271 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "#else\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 "# else\n"
2276 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 "# endif\n"
2278 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2279 "#endif\n"
2280 "}\n"
2281 "#endif\n"
2282 "\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2285 "{\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 "       // 14 sample relief mapping: linear search and then binary search\n"
2288 "       // this basically steps forward a small amount repeatedly until it finds\n"
2289 "       // itself inside solid, then jitters forward and back using decreasing\n"
2290 "       // amounts to find the impact\n"
2291 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 "       float3 RT = float3(TexCoord, 1);\n"
2295 "       OffsetVector *= 0.1;\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2309 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 "       return RT.xy;\n"
2311 "#else\n"
2312 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 "       // this basically moves forward the full distance, and then backs up based\n"
2314 "       // on height of samples\n"
2315 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 "       TexCoord += OffsetVector;\n"
2319 "       OffsetVector *= 0.333;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 "       return TexCoord;\n"
2324 "#endif\n"
2325 "}\n"
2326 "#endif // USEOFFSETMAPPING\n"
2327 "\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# else\n"
2333 "#  ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "{\n"
2336 "       float3 adir = abs(dir);\n"
2337 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "}\n"
2341 "#  else\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 "{\n"
2344 "       float3 adir = abs(dir);\n"
2345 "       float ma = adir.z;\n"
2346 "       float4 proj = float4(dir, 2.5);\n"
2347 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 "#ifdef HLSL\n"
2350 "       return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2351 "#else\n"
2352 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2353 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2354 "#endif\n"
2355 "}\n"
2356 "#  endif\n"
2357 "# endif\n"
2358 "#endif // defined(USESHADOWMAP2D)\n"
2359 "\n"
2360 "# ifdef USESHADOWMAP2D\n"
2361 "#ifdef USESHADOWMAPVSDCT\n"
2362 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2363 "#else\n"
2364 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2365 "#endif\n"
2366 "{\n"
2367 "#ifdef USESHADOWMAPVSDCT\n"
2368 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2369 "#else\n"
2370 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2371 "#endif\n"
2372 "       float f;\n"
2373 "\n"
2374 "#  ifdef USESHADOWSAMPLER\n"
2375 "#    ifdef USESHADOWMAPPCF\n"
2376 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2377 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2378 "       f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2379 "#    else\n"
2380 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2381 "#    endif\n"
2382 "#  else\n"
2383 "#    ifdef USESHADOWMAPPCF\n"
2384 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2385 "#      ifdef GL_ARB_texture_gather\n"
2386 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2387 "#      else\n"
2388 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2389 "#      endif\n"
2390 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2391 "#      if USESHADOWMAPPCF > 1\n"
2392 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2393 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2394 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2395 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2396 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2397 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2398 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2399 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2400 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2401 "       float4 locols = float4(group1.ab, group3.ab);\n"
2402 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2403 "       locols.yz += group2.ab;\n"
2404 "       hicols.yz += group8.rg;\n"
2405 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2406 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2407 "                               lerp(locols, hicols, offset.y);\n"
2408 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2409 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2410 "       f = dot(cols, float4(1.0/25.0));\n"
2411 "#      else\n"
2412 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2413 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2414 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2415 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2416 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2417 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2418 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2419 "#      endif\n"
2420 "#     else\n"
2421 "#      ifdef GL_EXT_gpu_shader4\n"
2422 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2423 "#      else\n"
2424 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2425 "#      endif\n"
2426 "#      if USESHADOWMAPPCF > 1\n"
2427 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2428 "       center *= ShadowMap_TextureScale;\n"
2429 "       float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2430 "       float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2431 "       float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2432 "       float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2433 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2434 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2435 "#      else\n"
2436 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2437 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2438 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2439 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2440 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2441 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2442 "#      endif\n"
2443 "#     endif\n"
2444 "#    else\n"
2445 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2446 "#    endif\n"
2447 "#  endif\n"
2448 "#  ifdef USESHADOWMAPORTHO\n"
2449 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2450 "#  else\n"
2451 "       return f;\n"
2452 "#  endif\n"
2453 "}\n"
2454 "# endif\n"
2455 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2456 "#endif // FRAGMENT_SHADER\n"
2457 "\n"
2458 "\n"
2459 "\n"
2460 "\n"
2461 "#ifdef MODE_DEFERREDGEOMETRY\n"
2462 "#ifdef VERTEX_SHADER\n"
2463 "void main\n"
2464 "(\n"
2465 "float4 gl_Vertex : POSITION,\n"
2466 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 "float4 gl_Color : COLOR0,\n"
2469 "#endif\n"
2470 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2471 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2472 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2473 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2474 "uniform float4x4 TexMatrix : register(c0),\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2476 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2477 "#endif\n"
2478 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2479 "#ifdef USEOFFSETMAPPING\n"
2480 "uniform float3 EyePosition : register(c24),\n"
2481 "#endif\n"
2482 "out float4 gl_Position : POSITION,\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "out float4 gl_FrontColor : COLOR,\n"
2485 "#endif\n"
2486 "out float4 TexCoordBoth : TEXCOORD0,\n"
2487 "#ifdef USEOFFSETMAPPING\n"
2488 "out float3 EyeVector : TEXCOORD2,\n"
2489 "#endif\n"
2490 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2491 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2492 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2493 ")\n"
2494 "{\n"
2495 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 "#ifdef HLSL\n"
2498 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2499 "#else\n"
2500 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2501 "#endif\n"
2502 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2503 "#endif\n"
2504 "\n"
2505 "       // transform unnormalized eye direction into tangent space\n"
2506 "#ifdef USEOFFSETMAPPING\n"
2507 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2508 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2509 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2510 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2511 "#endif\n"
2512 "\n"
2513 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2514 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2515 "       VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2516 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2517 "       VectorR.w = gl_Position.z;\n"
2518 "}\n"
2519 "#endif // VERTEX_SHADER\n"
2520 "\n"
2521 "#ifdef FRAGMENT_SHADER\n"
2522 "void main\n"
2523 "(\n"
2524 "float4 TexCoordBoth : TEXCOORD0,\n"
2525 "float3 EyeVector : TEXCOORD2,\n"
2526 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2527 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2528 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2529 "uniform sampler Texture_Normal : register(s0),\n"
2530 "#ifdef USEALPHAKILL\n"
2531 "uniform sampler Texture_Color : register(s1),\n"
2532 "#endif\n"
2533 "uniform sampler Texture_Gloss : register(s2),\n"
2534 "#ifdef USEVERTEXTEXTUREBLEND\n"
2535 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2536 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2537 "#endif\n"
2538 "#ifdef USEOFFSETMAPPING\n"
2539 "uniform float OffsetMapping_Scale : register(c24),\n"
2540 "#endif\n"
2541 "uniform half SpecularPower : register(c36),\n"
2542 "#ifdef HLSL\n"
2543 "out float4 gl_FragData0 : COLOR0,\n"
2544 "out float4 gl_FragData1 : COLOR1\n"
2545 "#else\n"
2546 "out float4 gl_FragColor : COLOR\n"
2547 "#endif\n"
2548 ")\n"
2549 "{\n"
2550 "       float2 TexCoord = TexCoordBoth.xy;\n"
2551 "#ifdef USEOFFSETMAPPING\n"
2552 "       // apply offsetmapping\n"
2553 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2554 "#define TexCoord TexCoordOffset\n"
2555 "#endif\n"
2556 "\n"
2557 "#ifdef USEALPHAKILL\n"
2558 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2559 "               discard;\n"
2560 "#endif\n"
2561 "\n"
2562 "#ifdef USEVERTEXTEXTUREBLEND\n"
2563 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2564 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2565 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2566 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2567 "#endif\n"
2568 "\n"
2569 "#ifdef USEVERTEXTEXTUREBLEND\n"
2570 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2571 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2572 "#else\n"
2573 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2574 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2575 "#endif\n"
2576 "\n"
2577 "#ifdef HLSL\n"
2578 "       gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2579 "       float Depth = VectorR.w / 256.0;\n"
2580 "       float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2581 "//     float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2582 "       depthcolor.yz -= floor(depthcolor.yz);\n"
2583 "       gl_FragData1 = depthcolor;\n"
2584 "#else\n"
2585 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2586 "#endif\n"
2587 "}\n"
2588 "#endif // FRAGMENT_SHADER\n"
2589 "#else // !MODE_DEFERREDGEOMETRY\n"
2590 "\n"
2591 "\n"
2592 "\n"
2593 "\n"
2594 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2595 "#ifdef VERTEX_SHADER\n"
2596 "void main\n"
2597 "(\n"
2598 "float4 gl_Vertex : POSITION,\n"
2599 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2600 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2601 "out float4 gl_Position : POSITION,\n"
2602 "out float4 ModelViewPosition : TEXCOORD0\n"
2603 ")\n"
2604 "{\n"
2605 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2606 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2607 "}\n"
2608 "#endif // VERTEX_SHADER\n"
2609 "\n"
2610 "#ifdef FRAGMENT_SHADER\n"
2611 "void main\n"
2612 "(\n"
2613 "#ifdef HLSL\n"
2614 "float2 Pixel : VPOS,\n"
2615 "#else\n"
2616 "float2 Pixel : WPOS,\n"
2617 "#endif\n"
2618 "float4 ModelViewPosition : TEXCOORD0,\n"
2619 "uniform float4x4 ViewToLight : register(c44),\n"
2620 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2621 "uniform float3 LightPosition : register(c23),\n"
2622 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2623 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2624 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2625 "#ifdef USESPECULAR\n"
2626 "uniform half3 DeferredColor_Specular : register(c11),\n"
2627 "uniform half SpecularPower : register(c36),\n"
2628 "#endif\n"
2629 "uniform sampler Texture_Attenuation : register(s9),\n"
2630 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2631 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2632 "\n"
2633 "#ifdef USECUBEFILTER\n"
2634 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2635 "#endif\n"
2636 "\n"
2637 "#ifdef USESHADOWMAP2D\n"
2638 "# ifdef USESHADOWSAMPLER\n"
2639 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2640 "# else\n"
2641 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2642 "# endif\n"
2643 "#endif\n"
2644 "\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2647 "#endif\n"
2648 "\n"
2649 "#if defined(USESHADOWMAP2D)\n"
2650 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2651 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2652 "#endif\n"
2653 "\n"
2654 "out float4 gl_FragData0 : COLOR0,\n"
2655 "out float4 gl_FragData1 : COLOR1\n"
2656 ")\n"
2657 "{\n"
2658 "       // calculate viewspace pixel position\n"
2659 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2660 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2661 "       float3 position;\n"
2662 "#ifdef HLSL\n"
2663 "       position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2664 "#else\n"
2665 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2666 "#endif\n"
2667 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2668 "       // decode viewspace pixel normal\n"
2669 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2670 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2671 "       // surfacenormal = pixel normal in viewspace\n"
2672 "       // LightVector = pixel to light in viewspace\n"
2673 "       // CubeVector = position in lightspace\n"
2674 "       // eyevector = pixel to view in viewspace\n"
2675 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2676 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2677 "#ifdef USEDIFFUSE\n"
2678 "       // calculate diffuse shading\n"
2679 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2680 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2681 "#endif\n"
2682 "#ifdef USESPECULAR\n"
2683 "       // calculate directional shading\n"
2684 "       float3 eyevector = position * -1.0;\n"
2685 "#  ifdef USEEXACTSPECULARMATH\n"
2686 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2687 "#  else\n"
2688 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2689 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2690 "#  endif\n"
2691 "#endif\n"
2692 "\n"
2693 "#if defined(USESHADOWMAP2D)\n"
2694 "       fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2695 "#ifdef USESHADOWMAPVSDCT\n"
2696 ", Texture_CubeProjection\n"
2697 "#endif\n"
2698 "       ));\n"
2699 "#endif\n"
2700 "\n"
2701 "#ifdef USEDIFFUSE\n"
2702 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2703 "#else\n"
2704 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2705 "#endif\n"
2706 "#ifdef USESPECULAR\n"
2707 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2708 "#else\n"
2709 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2710 "#endif\n"
2711 "\n"
2712 "# ifdef USECUBEFILTER\n"
2713 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2714 "       gl_FragData0.rgb *= cubecolor;\n"
2715 "       gl_FragData1.rgb *= cubecolor;\n"
2716 "# endif\n"
2717 "}\n"
2718 "#endif // FRAGMENT_SHADER\n"
2719 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2720 "\n"
2721 "\n"
2722 "\n"
2723 "\n"
2724 "#ifdef VERTEX_SHADER\n"
2725 "void main\n"
2726 "(\n"
2727 "float4 gl_Vertex : POSITION,\n"
2728 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2729 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2730 "float4 gl_Color : COLOR0,\n"
2731 "#endif\n"
2732 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2733 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2734 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2735 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2736 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2737 "\n"
2738 "uniform float3 EyePosition : register(c24),\n"
2739 "uniform float4x4 TexMatrix : register(c0),\n"
2740 "#ifdef USEVERTEXTEXTUREBLEND\n"
2741 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2742 "#endif\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "uniform float4x4 ModelToLight : register(c20),\n"
2745 "#endif\n"
2746 "#ifdef MODE_LIGHTSOURCE\n"
2747 "uniform float3 LightPosition : register(c27),\n"
2748 "#endif\n"
2749 "#ifdef MODE_LIGHTDIRECTION\n"
2750 "uniform float3 LightDir : register(c26),\n"
2751 "#endif\n"
2752 "uniform float4 FogPlane : register(c25),\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "uniform float3 LightPosition : register(c27),\n"
2755 "#endif\n"
2756 "#ifdef USESHADOWMAPORTHO\n"
2757 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2758 "#endif\n"
2759 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2760 "out float4 gl_FrontColor : COLOR,\n"
2761 "#endif\n"
2762 "out float4 TexCoordBoth : TEXCOORD0,\n"
2763 "#ifdef USELIGHTMAP\n"
2764 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2765 "#endif\n"
2766 "#ifdef USEEYEVECTOR\n"
2767 "out float3 EyeVector : TEXCOORD2,\n"
2768 "#endif\n"
2769 "#ifdef USEREFLECTION\n"
2770 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2771 "#endif\n"
2772 "#ifdef USEFOG\n"
2773 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2774 "#endif\n"
2775 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2776 "out float3 LightVector : TEXCOORD1,\n"
2777 "#endif\n"
2778 "#ifdef MODE_LIGHTSOURCE\n"
2779 "out float3 CubeVector : TEXCOORD3,\n"
2780 "#endif\n"
2781 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2782 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2783 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2784 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2785 "#endif\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2788 "#endif\n"
2789 "out float4 gl_Position : POSITION\n"
2790 ")\n"
2791 "{\n"
2792 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2793 "#ifdef HLSL\n"
2794 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2795 "#else\n"
2796 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2797 "#endif\n"
2798 "#endif\n"
2799 "       // copy the surface texcoord\n"
2800 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2803 "#endif\n"
2804 "#ifdef USELIGHTMAP\n"
2805 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2806 "#endif\n"
2807 "\n"
2808 "#ifdef MODE_LIGHTSOURCE\n"
2809 "       // transform vertex position into light attenuation/cubemap space\n"
2810 "       // (-1 to +1 across the light box)\n"
2811 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2812 "\n"
2813 "# ifdef USEDIFFUSE\n"
2814 "       // transform unnormalized light direction into tangent space\n"
2815 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2816 "       //  normalize it per pixel)\n"
2817 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2818 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2819 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2820 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2821 "# endif\n"
2822 "#endif\n"
2823 "\n"
2824 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2825 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2826 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2827 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2828 "#endif\n"
2829 "\n"
2830 "       // transform unnormalized eye direction into tangent space\n"
2831 "#ifdef USEEYEVECTOR\n"
2832 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2833 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2834 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2835 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2836 "#endif\n"
2837 "\n"
2838 "#ifdef USEFOG\n"
2839 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2840 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2841 "#endif\n"
2842 "\n"
2843 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2844 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2845 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2846 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2847 "#endif\n"
2848 "\n"
2849 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2850 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2851 "\n"
2852 "#ifdef USESHADOWMAPORTHO\n"
2853 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2854 "#endif\n"
2855 "\n"
2856 "#ifdef USEREFLECTION\n"
2857 "       ModelViewProjectionPosition = gl_Position;\n"
2858 "#endif\n"
2859 "}\n"
2860 "#endif // VERTEX_SHADER\n"
2861 "\n"
2862 "\n"
2863 "\n"
2864 "\n"
2865 "#ifdef FRAGMENT_SHADER\n"
2866 "void main\n"
2867 "(\n"
2868 "#ifdef USEDEFERREDLIGHTMAP\n"
2869 "#ifdef HLSL\n"
2870 "float2 Pixel : VPOS,\n"
2871 "#else\n"
2872 "float2 Pixel : WPOS,\n"
2873 "#endif\n"
2874 "#endif\n"
2875 "float4 gl_FrontColor : COLOR,\n"
2876 "float4 TexCoordBoth : TEXCOORD0,\n"
2877 "#ifdef USELIGHTMAP\n"
2878 "float2 TexCoordLightmap : TEXCOORD1,\n"
2879 "#endif\n"
2880 "#ifdef USEEYEVECTOR\n"
2881 "float3 EyeVector : TEXCOORD2,\n"
2882 "#endif\n"
2883 "#ifdef USEREFLECTION\n"
2884 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2885 "#endif\n"
2886 "#ifdef USEFOG\n"
2887 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2888 "#endif\n"
2889 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2890 "float3 LightVector : TEXCOORD1,\n"
2891 "#endif\n"
2892 "#ifdef MODE_LIGHTSOURCE\n"
2893 "float3 CubeVector : TEXCOORD3,\n"
2894 "#endif\n"
2895 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2896 "float4 ModelViewPosition : TEXCOORD0,\n"
2897 "#endif\n"
2898 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2899 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2900 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2901 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2902 "#endif\n"
2903 "#ifdef USESHADOWMAPORTHO\n"
2904 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2905 "#endif\n"
2906 "\n"
2907 "uniform sampler Texture_Normal : register(s0),\n"
2908 "uniform sampler Texture_Color : register(s1),\n"
2909 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2910 "uniform sampler Texture_Gloss : register(s2),\n"
2911 "#endif\n"
2912 "#ifdef USEGLOW\n"
2913 "uniform sampler Texture_Glow : register(s3),\n"
2914 "#endif\n"
2915 "#ifdef USEVERTEXTEXTUREBLEND\n"
2916 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2917 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2918 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2919 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2920 "#endif\n"
2921 "#ifdef USEGLOW\n"
2922 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2923 "#endif\n"
2924 "#endif\n"
2925 "#ifdef USECOLORMAPPING\n"
2926 "uniform sampler Texture_Pants : register(s4),\n"
2927 "uniform sampler Texture_Shirt : register(s7),\n"
2928 "#endif\n"
2929 "#ifdef USEFOG\n"
2930 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2931 "uniform sampler Texture_FogMask : register(s8),\n"
2932 "#endif\n"
2933 "#ifdef USELIGHTMAP\n"
2934 "uniform sampler Texture_Lightmap : register(s9),\n"
2935 "#endif\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2937 "uniform sampler Texture_Deluxemap : register(s10),\n"
2938 "#endif\n"
2939 "#ifdef USEREFLECTION\n"
2940 "uniform sampler Texture_Reflection : register(s7),\n"
2941 "#endif\n"
2942 "\n"
2943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2944 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2945 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2946 "#endif\n"
2947 "#ifdef USEDEFERREDLIGHTMAP\n"
2948 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2949 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2950 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2951 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2952 "#endif\n"
2953 "\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform half3 Color_Pants : register(c7),\n"
2956 "uniform half3 Color_Shirt : register(c8),\n"
2957 "#endif\n"
2958 "#ifdef USEFOG\n"
2959 "uniform float3 FogColor : register(c16),\n"
2960 "uniform float FogRangeRecip : register(c20),\n"
2961 "uniform float FogPlaneViewDist : register(c19),\n"
2962 "uniform float FogHeightFade : register(c17),\n"
2963 "#endif\n"
2964 "\n"
2965 "#ifdef USEOFFSETMAPPING\n"
2966 "uniform float OffsetMapping_Scale : register(c24),\n"
2967 "#endif\n"
2968 "\n"
2969 "#ifdef USEDEFERREDLIGHTMAP\n"
2970 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2971 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2972 "uniform half3 DeferredMod_Specular : register(c13),\n"
2973 "#endif\n"
2974 "uniform half3 Color_Ambient : register(c3),\n"
2975 "uniform half3 Color_Diffuse : register(c4),\n"
2976 "uniform half3 Color_Specular : register(c5),\n"
2977 "uniform half SpecularPower : register(c36),\n"
2978 "#ifdef USEGLOW\n"
2979 "uniform half3 Color_Glow : register(c6),\n"
2980 "#endif\n"
2981 "uniform half Alpha : register(c0),\n"
2982 "#ifdef USEREFLECTION\n"
2983 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2984 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2985 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2986 "uniform half4 ReflectColor : register(c26),\n"
2987 "#endif\n"
2988 "#ifdef USEREFLECTCUBE\n"
2989 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2990 "uniform sampler Texture_ReflectMask : register(s5),\n"
2991 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2992 "#endif\n"
2993 "#ifdef MODE_LIGHTDIRECTION\n"
2994 "uniform half3 LightColor : register(c21),\n"
2995 "#endif\n"
2996 "#ifdef MODE_LIGHTSOURCE\n"
2997 "uniform half3 LightColor : register(c21),\n"
2998 "#endif\n"
2999 "\n"
3000 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3001 "uniform sampler Texture_Attenuation : register(s9),\n"
3002 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3003 "#endif\n"
3004 "\n"
3005 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3006 "\n"
3007 "#ifdef USESHADOWMAP2D\n"
3008 "# ifdef USESHADOWSAMPLER\n"
3009 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3010 "# else\n"
3011 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3012 "# endif\n"
3013 "#endif\n"
3014 "\n"
3015 "#ifdef USESHADOWMAPVSDCT\n"
3016 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3017 "#endif\n"
3018 "\n"
3019 "#if defined(USESHADOWMAP2D)\n"
3020 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3021 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3022 "#endif\n"
3023 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3024 "\n"
3025 "out float4 gl_FragColor : COLOR\n"
3026 ")\n"
3027 "{\n"
3028 "       float2 TexCoord = TexCoordBoth.xy;\n"
3029 "#ifdef USEVERTEXTEXTUREBLEND\n"
3030 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3031 "#endif\n"
3032 "#ifdef USEOFFSETMAPPING\n"
3033 "       // apply offsetmapping\n"
3034 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3035 "#define TexCoord TexCoordOffset\n"
3036 "#endif\n"
3037 "\n"
3038 "       // combine the diffuse textures (base, pants, shirt)\n"
3039 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3040 "#ifdef USEALPHAKILL\n"
3041 "       if (color.a < 0.5)\n"
3042 "               discard;\n"
3043 "#endif\n"
3044 "       color.a *= Alpha;\n"
3045 "#ifdef USECOLORMAPPING\n"
3046 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3047 "#endif\n"
3048 "#ifdef USEVERTEXTEXTUREBLEND\n"
3049 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3050 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3051 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3052 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3053 "       color.a = 1.0;\n"
3054 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3055 "#endif\n"
3056 "\n"
3057 "       // get the surface normal\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3060 "#else\n"
3061 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3062 "#endif\n"
3063 "\n"
3064 "       // get the material colors\n"
3065 "       half3 diffusetex = color.rgb;\n"
3066 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3067 "# ifdef USEVERTEXTEXTUREBLEND\n"
3068 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3069 "# else\n"
3070 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3071 "# endif\n"
3072 "#endif\n"
3073 "\n"
3074 "#ifdef USEREFLECTCUBE\n"
3075 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3076 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3077 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3078 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3079 "#endif\n"
3080 "\n"
3081 "\n"
3082 "\n"
3083 "\n"
3084 "#ifdef MODE_LIGHTSOURCE\n"
3085 "       // light source\n"
3086 "#ifdef USEDIFFUSE\n"
3087 "       half3 lightnormal = half3(normalize(LightVector));\n"
3088 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3089 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3090 "#ifdef USESPECULAR\n"
3091 "#ifdef USEEXACTSPECULARMATH\n"
3092 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3093 "#else\n"
3094 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3095 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3096 "#endif\n"
3097 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3098 "#endif\n"
3099 "#else\n"
3100 "       color.rgb = diffusetex * Color_Ambient;\n"
3101 "#endif\n"
3102 "       color.rgb *= LightColor;\n"
3103 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3104 "#if defined(USESHADOWMAP2D)\n"
3105 "       color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3106 "#ifdef USESHADOWMAPVSDCT\n"
3107 ", Texture_CubeProjection\n"
3108 "#endif\n"
3109 "       ));\n"
3110 "\n"
3111 "#endif\n"
3112 "# ifdef USECUBEFILTER\n"
3113 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3114 "# endif\n"
3115 "\n"
3116 "#ifdef USESHADOWMAP2D\n"
3117 "#ifdef USESHADOWMAPVSDCT\n"
3118 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3119 "#else\n"
3120 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3121 "#endif\n"
3122 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3123 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3124 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3125 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3126 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3127 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3128 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3129 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3130 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3131 "//     color.r = half(shadowmaptc.z);\n"
3132 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3133 "//     color.r = half(shadowmaptc.z);\n"
3134 "//     color.r = 1;\n"
3135 "//     color.rgb = abs(CubeVector);\n"
3136 "#endif\n"
3137 "//     color.rgb = half3(1,1,1);\n"
3138 "#endif // MODE_LIGHTSOURCE\n"
3139 "\n"
3140 "\n"
3141 "\n"
3142 "\n"
3143 "#ifdef MODE_LIGHTDIRECTION\n"
3144 "#define SHADING\n"
3145 "#ifdef USEDIFFUSE\n"
3146 "       half3 lightnormal = half3(normalize(LightVector));\n"
3147 "#endif\n"
3148 "#define lightcolor LightColor\n"
3149 "#endif // MODE_LIGHTDIRECTION\n"
3150 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3151 "#define SHADING\n"
3152 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3153 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3154 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3155 "       // convert modelspace light vector to tangentspace\n"
3156 "       half3 lightnormal;\n"
3157 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3158 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3159 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3160 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3161 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3162 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3163 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3164 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3165 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3166 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3167 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3168 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3169 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3170 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3171 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3172 "#define SHADING\n"
3173 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3174 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3175 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3176 "#endif\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "#ifdef MODE_FAKELIGHT\n"
3182 "#define SHADING\n"
3183 "half3 lightnormal = half3(normalize(EyeVector));\n"
3184 "half3 lightcolor = half3(1.0);\n"
3185 "#endif // MODE_FAKELIGHT\n"
3186 "\n"
3187 "\n"
3188 "\n"
3189 "\n"
3190 "#ifdef MODE_LIGHTMAP\n"
3191 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3192 "#endif // MODE_LIGHTMAP\n"
3193 "#ifdef MODE_VERTEXCOLOR\n"
3194 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3195 "#endif // MODE_VERTEXCOLOR\n"
3196 "#ifdef MODE_FLATCOLOR\n"
3197 "       color.rgb = diffusetex * Color_Ambient;\n"
3198 "#endif // MODE_FLATCOLOR\n"
3199 "\n"
3200 "\n"
3201 "\n"
3202 "\n"
3203 "#ifdef SHADING\n"
3204 "# ifdef USEDIFFUSE\n"
3205 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3206 "#  ifdef USESPECULAR\n"
3207 "#   ifdef USEEXACTSPECULARMATH\n"
3208 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3209 "#   else\n"
3210 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3211 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3212 "#   endif\n"
3213 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3214 "#  else\n"
3215 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3216 "#  endif\n"
3217 "# else\n"
3218 "       color.rgb = diffusetex * Color_Ambient;\n"
3219 "# endif\n"
3220 "#endif\n"
3221 "\n"
3222 "#ifdef USESHADOWMAPORTHO\n"
3223 "       color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3224 "#endif\n"
3225 "\n"
3226 "#ifdef USEDEFERREDLIGHTMAP\n"
3227 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3228 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3229 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3230 "//     color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3231 "//     color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3232 "#endif\n"
3233 "\n"
3234 "#ifdef USEGLOW\n"
3235 "#ifdef USEVERTEXTEXTUREBLEND\n"
3236 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3237 "#else\n"
3238 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3239 "#endif\n"
3240 "#endif\n"
3241 "\n"
3242 "#ifdef USEFOG\n"
3243 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3244 "#endif\n"
3245 "\n"
3246 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3247 "#ifdef USEREFLECTION\n"
3248 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3249 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3250 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3251 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3252 "       // FIXME temporary hack to detect the case that the reflection\n"
3253 "       // gets blackened at edges due to leaving the area that contains actual\n"
3254 "       // content.\n"
3255 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3256 "       // 'appening.\n"
3257 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3258 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3259 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3260 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3261 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3262 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3263 "#endif\n"
3264 "\n"
3265 "       gl_FragColor = float4(color);\n"
3266 "}\n"
3267 "#endif // FRAGMENT_SHADER\n"
3268 "\n"
3269 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3270 "#endif // !MODE_DEFERREDGEOMETRY\n"
3271 "#endif // !MODE_WATER\n"
3272 "#endif // !MODE_REFRACTION\n"
3273 "#endif // !MODE_BLOOMBLUR\n"
3274 "#endif // !MODE_GENERIC\n"
3275 "#endif // !MODE_POSTPROCESS\n"
3276 "#endif // !MODE_SHOWDEPTH\n"
3277 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3278 ;
3279
3280 char *glslshaderstring = NULL;
3281 char *cgshaderstring = NULL;
3282 char *hlslshaderstring = NULL;
3283
3284 //=======================================================================================================================================================
3285
3286 typedef struct shaderpermutationinfo_s
3287 {
3288         const char *pretext;
3289         const char *name;
3290 }
3291 shaderpermutationinfo_t;
3292
3293 typedef struct shadermodeinfo_s
3294 {
3295         const char *vertexfilename;
3296         const char *geometryfilename;
3297         const char *fragmentfilename;
3298         const char *pretext;
3299         const char *name;
3300 }
3301 shadermodeinfo_t;
3302
3303 typedef enum shaderpermutation_e
3304 {
3305         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3306         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3307         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3308         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3309         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3310         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3311         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3312         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3313         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3314         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3315         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3316         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3317         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3318         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3319         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3320         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3321         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3322         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3323         SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3324         SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3325         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3326         SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3327         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3328         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3329         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3330         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3331         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3332         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3333         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3334 }
3335 shaderpermutation_t;
3336
3337 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3338 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3339 {
3340         {"#define USEDIFFUSE\n", " diffuse"},
3341         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3342         {"#define USEVIEWTINT\n", " viewtint"},
3343         {"#define USECOLORMAPPING\n", " colormapping"},
3344         {"#define USESATURATION\n", " saturation"},
3345         {"#define USEFOGINSIDE\n", " foginside"},
3346         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3347         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3348         {"#define USEGAMMARAMPS\n", " gammaramps"},
3349         {"#define USECUBEFILTER\n", " cubefilter"},
3350         {"#define USEGLOW\n", " glow"},
3351         {"#define USEBLOOM\n", " bloom"},
3352         {"#define USESPECULAR\n", " specular"},
3353         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3354         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3355         {"#define USEREFLECTION\n", " reflection"},
3356         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3357         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3358         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3359         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3360         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3361         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3362         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3363         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3364         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3365         {"#define USEALPHAKILL\n", " alphakill"},
3366         {"#define USEREFLECTCUBE\n", " reflectcube"},
3367 };
3368
3369 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3370 typedef enum shadermode_e
3371 {
3372         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3373         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3374         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3375         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3376         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3377         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3378         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3379         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3380         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3381         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3382         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3383         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3384         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3385         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3386         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3387         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3388         SHADERMODE_COUNT
3389 }
3390 shadermode_t;
3391
3392 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3393 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3394 {
3395         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3396         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3397         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3398         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3399         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3400         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3401         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3402         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3403         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3404         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3405         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3406         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3407         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3408         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3409         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3410         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3411 };
3412
3413 #ifdef SUPPORTCG
3414 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3415 {
3416         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3417         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3418         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3419         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3420         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3421         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3422         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3423         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3424         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3425         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3426         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3427         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3428         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3429         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3430         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3431         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3432 };
3433 #endif
3434
3435 #ifdef SUPPORTD3D
3436 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3437 {
3438         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3439         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3440         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3441         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3442         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3443         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3444         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3449         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3450         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3453 };
3454 #endif
3455
3456 struct r_glsl_permutation_s;
3457 typedef struct r_glsl_permutation_s
3458 {
3459         /// hash lookup data
3460         struct r_glsl_permutation_s *hashnext;
3461         unsigned int mode;
3462         unsigned int permutation;
3463
3464         /// indicates if we have tried compiling this permutation already
3465         qboolean compiled;
3466         /// 0 if compilation failed
3467         int program;
3468         /// locations of detected uniforms in program object, or -1 if not found
3469         int loc_Texture_First;
3470         int loc_Texture_Second;
3471         int loc_Texture_GammaRamps;
3472         int loc_Texture_Normal;
3473         int loc_Texture_Color;
3474         int loc_Texture_Gloss;
3475         int loc_Texture_Glow;
3476         int loc_Texture_SecondaryNormal;
3477         int loc_Texture_SecondaryColor;
3478         int loc_Texture_SecondaryGloss;
3479         int loc_Texture_SecondaryGlow;
3480         int loc_Texture_Pants;
3481         int loc_Texture_Shirt;
3482         int loc_Texture_FogHeightTexture;
3483         int loc_Texture_FogMask;
3484         int loc_Texture_Lightmap;
3485         int loc_Texture_Deluxemap;
3486         int loc_Texture_Attenuation;
3487         int loc_Texture_Cube;
3488         int loc_Texture_Refraction;
3489         int loc_Texture_Reflection;
3490         int loc_Texture_ShadowMap2D;
3491         int loc_Texture_CubeProjection;
3492         int loc_Texture_ScreenDepth;
3493         int loc_Texture_ScreenNormalMap;
3494         int loc_Texture_ScreenDiffuse;
3495         int loc_Texture_ScreenSpecular;
3496         int loc_Texture_ReflectMask;
3497         int loc_Texture_ReflectCube;
3498         int loc_Alpha;
3499         int loc_BloomBlur_Parameters;
3500         int loc_ClientTime;
3501         int loc_Color_Ambient;
3502         int loc_Color_Diffuse;
3503         int loc_Color_Specular;
3504         int loc_Color_Glow;
3505         int loc_Color_Pants;
3506         int loc_Color_Shirt;
3507         int loc_DeferredColor_Ambient;
3508         int loc_DeferredColor_Diffuse;
3509         int loc_DeferredColor_Specular;
3510         int loc_DeferredMod_Diffuse;
3511         int loc_DeferredMod_Specular;
3512         int loc_DistortScaleRefractReflect;
3513         int loc_EyePosition;
3514         int loc_FogColor;
3515         int loc_FogHeightFade;
3516         int loc_FogPlane;
3517         int loc_FogPlaneViewDist;
3518         int loc_FogRangeRecip;
3519         int loc_LightColor;
3520         int loc_LightDir;
3521         int loc_LightPosition;
3522         int loc_OffsetMapping_Scale;
3523         int loc_PixelSize;
3524         int loc_ReflectColor;
3525         int loc_ReflectFactor;
3526         int loc_ReflectOffset;
3527         int loc_RefractColor;
3528         int loc_Saturation;
3529         int loc_ScreenCenterRefractReflect;
3530         int loc_ScreenScaleRefractReflect;
3531         int loc_ScreenToDepth;
3532         int loc_ShadowMap_Parameters;
3533         int loc_ShadowMap_TextureScale;
3534         int loc_SpecularPower;
3535         int loc_UserVec1;
3536         int loc_UserVec2;
3537         int loc_UserVec3;
3538         int loc_UserVec4;
3539         int loc_ViewTintColor;
3540         int loc_ViewToLight;
3541         int loc_ModelToLight;
3542         int loc_TexMatrix;
3543         int loc_BackgroundTexMatrix;
3544         int loc_ModelViewProjectionMatrix;
3545         int loc_ModelViewMatrix;
3546         int loc_PixelToScreenTexCoord;
3547         int loc_ModelToReflectCube;
3548         int loc_ShadowMapMatrix;
3549         int loc_BloomColorSubtract;
3550 }
3551 r_glsl_permutation_t;
3552
3553 #define SHADERPERMUTATION_HASHSIZE 256
3554
3555 /// information about each possible shader permutation
3556 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3557 /// currently selected permutation
3558 r_glsl_permutation_t *r_glsl_permutation;
3559 /// storage for permutations linked in the hash table
3560 memexpandablearray_t r_glsl_permutationarray;
3561
3562 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3563 {
3564         //unsigned int hashdepth = 0;
3565         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3566         r_glsl_permutation_t *p;
3567         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3568         {
3569                 if (p->mode == mode && p->permutation == permutation)
3570                 {
3571                         //if (hashdepth > 10)
3572                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3573                         return p;
3574                 }
3575                 //hashdepth++;
3576         }
3577         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3578         p->mode = mode;
3579         p->permutation = permutation;
3580         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3581         r_glsl_permutationhash[mode][hashindex] = p;
3582         //if (hashdepth > 10)
3583         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3584         return p;
3585 }
3586
3587 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3588 {
3589         char *shaderstring;
3590         if (!filename || !filename[0])
3591                 return NULL;
3592         if (!strcmp(filename, "glsl/default.glsl"))
3593         {
3594                 if (!glslshaderstring)
3595                 {
3596                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3597                         if (glslshaderstring)
3598                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3599                         else
3600                                 glslshaderstring = (char *)builtinshaderstring;
3601                 }
3602                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3603                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3604                 return shaderstring;
3605         }
3606         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3607         if (shaderstring)
3608         {
3609                 if (printfromdisknotice)
3610                         Con_DPrintf("from disk %s... ", filename);
3611                 return shaderstring;
3612         }
3613         return shaderstring;
3614 }
3615
3616 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3617 {
3618         int i;
3619         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3620         int vertstrings_count = 0;
3621         int geomstrings_count = 0;
3622         int fragstrings_count = 0;
3623         char *vertexstring, *geometrystring, *fragmentstring;
3624         const char *vertstrings_list[32+3];
3625         const char *geomstrings_list[32+3];
3626         const char *fragstrings_list[32+3];
3627         char permutationname[256];
3628
3629         if (p->compiled)
3630                 return;
3631         p->compiled = true;
3632         p->program = 0;
3633
3634         permutationname[0] = 0;
3635         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3636         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3637         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3638
3639         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3640
3641         // the first pretext is which type of shader to compile as
3642         // (later these will all be bound together as a program object)
3643         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3644         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3645         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3646
3647         // the second pretext is the mode (for example a light source)
3648         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3649         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3650         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3651         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3652
3653         // now add all the permutation pretexts
3654         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3655         {
3656                 if (permutation & (1<<i))
3657                 {
3658                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3659                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3660                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3661                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3662                 }
3663                 else
3664                 {
3665                         // keep line numbers correct
3666                         vertstrings_list[vertstrings_count++] = "\n";
3667                         geomstrings_list[geomstrings_count++] = "\n";
3668                         fragstrings_list[fragstrings_count++] = "\n";
3669                 }
3670         }
3671
3672         // now append the shader text itself
3673         vertstrings_list[vertstrings_count++] = vertexstring;
3674         geomstrings_list[geomstrings_count++] = geometrystring;
3675         fragstrings_list[fragstrings_count++] = fragmentstring;
3676
3677         // if any sources were NULL, clear the respective list
3678         if (!vertexstring)
3679                 vertstrings_count = 0;
3680         if (!geometrystring)
3681                 geomstrings_count = 0;
3682         if (!fragmentstring)
3683                 fragstrings_count = 0;
3684
3685         // compile the shader program
3686         if (vertstrings_count + geomstrings_count + fragstrings_count)
3687                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3688         if (p->program)
3689         {
3690                 CHECKGLERROR
3691                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3692                 // look up all the uniform variable names we care about, so we don't
3693                 // have to look them up every time we set them
3694
3695                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3696                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3697                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3698                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3699                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3700                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3701                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3702                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3703                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3704                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3705                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3706                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3707                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3708                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3709                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3710                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3711                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3712                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3713                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3714                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3715                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3716                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3717                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3718                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3719                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3720                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3721                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3722                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3723                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3724                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3725                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3726                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3727                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3728                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3729                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3730                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3731                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3732                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3733                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3734                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3735                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3736                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3737                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3738                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3739                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3740                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3741                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3742                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3743                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3744                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3745                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3746                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3747                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3748                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3749                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3750                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3751                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3752                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3753                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3754                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3755                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3756                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3757                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3758                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3759                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3760                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3761                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3762                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3763                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3764                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3765                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3766                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3767                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3768                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3769                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3770                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3771                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3772                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3773                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3774                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3775                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3776                 // initialize the samplers to refer to the texture units we use
3777                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3778                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3779                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3780                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3781                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3782                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3783                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3784                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3785                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3786                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3787                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3788                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3789                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3790                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3791                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3792                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3793                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3794                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3795                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3796                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3797                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3798                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3799                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3800                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3801                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3802                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3803                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3804                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3805                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3806                 CHECKGLERROR
3807                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3808         }
3809         else
3810                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3811
3812         // free the strings
3813         if (vertexstring)
3814                 Mem_Free(vertexstring);
3815         if (geometrystring)
3816                 Mem_Free(geometrystring);
3817         if (fragmentstring)
3818                 Mem_Free(fragmentstring);
3819 }
3820
3821 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3822 {
3823         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3824         if (r_glsl_permutation != perm)
3825         {
3826                 r_glsl_permutation = perm;
3827                 if (!r_glsl_permutation->program)
3828                 {
3829                         if (!r_glsl_permutation->compiled)
3830                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3831                         if (!r_glsl_permutation->program)
3832                         {
3833                                 // remove features until we find a valid permutation
3834                                 int i;
3835                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3836                                 {
3837                                         // reduce i more quickly whenever it would not remove any bits
3838                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3839                                         if (!(permutation & j))
3840                                                 continue;
3841                                         permutation -= j;
3842                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3843                                         if (!r_glsl_permutation->compiled)
3844                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3845                                         if (r_glsl_permutation->program)
3846                                                 break;
3847                                 }
3848                                 if (i >= SHADERPERMUTATION_COUNT)
3849                                 {
3850                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3851                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3852                                         qglUseProgramObjectARB(0);CHECKGLERROR
3853                                         return; // no bit left to clear, entire mode is broken
3854                                 }
3855                         }
3856                 }
3857                 CHECKGLERROR
3858                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3859         }
3860         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3861         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3862         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3863 }
3864
3865 #ifdef SUPPORTCG
3866 #include <Cg/cgGL.h>
3867 struct r_cg_permutation_s;
3868 typedef struct r_cg_permutation_s
3869 {
3870         /// hash lookup data
3871         struct r_cg_permutation_s *hashnext;
3872         unsigned int mode;
3873         unsigned int permutation;
3874
3875         /// indicates if we have tried compiling this permutation already
3876         qboolean compiled;
3877         /// 0 if compilation failed
3878         CGprogram vprogram;
3879         CGprogram fprogram;
3880         /// locations of detected parameters in programs, or NULL if not found
3881         CGparameter vp_EyePosition;
3882         CGparameter vp_FogPlane;
3883         CGparameter vp_LightDir;
3884         CGparameter vp_LightPosition;
3885         CGparameter vp_ModelToLight;
3886         CGparameter vp_TexMatrix;
3887         CGparameter vp_BackgroundTexMatrix;
3888         CGparameter vp_ModelViewProjectionMatrix;
3889         CGparameter vp_ModelViewMatrix;
3890         CGparameter vp_ShadowMapMatrix;
3891
3892         CGparameter fp_Texture_First;
3893         CGparameter fp_Texture_Second;
3894         CGparameter fp_Texture_GammaRamps;
3895         CGparameter fp_Texture_Normal;
3896         CGparameter fp_Texture_Color;
3897         CGparameter fp_Texture_Gloss;
3898         CGparameter fp_Texture_Glow;
3899         CGparameter fp_Texture_SecondaryNormal;
3900         CGparameter fp_Texture_SecondaryColor;
3901         CGparameter fp_Texture_SecondaryGloss;
3902         CGparameter fp_Texture_SecondaryGlow;
3903         CGparameter fp_Texture_Pants;
3904         CGparameter fp_Texture_Shirt;
3905         CGparameter fp_Texture_FogHeightTexture;
3906         CGparameter fp_Texture_FogMask;
3907         CGparameter fp_Texture_Lightmap;
3908         CGparameter fp_Texture_Deluxemap;
3909         CGparameter fp_Texture_Attenuation;
3910         CGparameter fp_Texture_Cube;
3911         CGparameter fp_Texture_Refraction;
3912         CGparameter fp_Texture_Reflection;
3913         CGparameter fp_Texture_ShadowMap2D;
3914         CGparameter fp_Texture_CubeProjection;
3915         CGparameter fp_Texture_ScreenDepth;
3916         CGparameter fp_Texture_ScreenNormalMap;
3917         CGparameter fp_Texture_ScreenDiffuse;
3918         CGparameter fp_Texture_ScreenSpecular;
3919         CGparameter fp_Texture_ReflectMask;
3920         CGparameter fp_Texture_ReflectCube;
3921         CGparameter fp_Alpha;
3922         CGparameter fp_BloomBlur_Parameters;
3923         CGparameter fp_ClientTime;
3924         CGparameter fp_Color_Ambient;
3925         CGparameter fp_Color_Diffuse;
3926         CGparameter fp_Color_Specular;
3927         CGparameter fp_Color_Glow;
3928         CGparameter fp_Color_Pants;
3929         CGparameter fp_Color_Shirt;
3930         CGparameter fp_DeferredColor_Ambient;
3931         CGparameter fp_DeferredColor_Diffuse;
3932         CGparameter fp_DeferredColor_Specular;
3933         CGparameter fp_DeferredMod_Diffuse;
3934         CGparameter fp_DeferredMod_Specular;
3935         CGparameter fp_DistortScaleRefractReflect;
3936         CGparameter fp_EyePosition;
3937         CGparameter fp_FogColor;
3938         CGparameter fp_FogHeightFade;
3939         CGparameter fp_FogPlane;
3940         CGparameter fp_FogPlaneViewDist;
3941         CGparameter fp_FogRangeRecip;
3942         CGparameter fp_LightColor;
3943         CGparameter fp_LightDir;
3944         CGparameter fp_LightPosition;
3945         CGparameter fp_OffsetMapping_Scale;
3946         CGparameter fp_PixelSize;
3947         CGparameter fp_ReflectColor;
3948         CGparameter fp_ReflectFactor;
3949         CGparameter fp_ReflectOffset;
3950         CGparameter fp_RefractColor;
3951         CGparameter fp_Saturation;
3952         CGparameter fp_ScreenCenterRefractReflect;
3953         CGparameter fp_ScreenScaleRefractReflect;
3954         CGparameter fp_ScreenToDepth;
3955         CGparameter fp_ShadowMap_Parameters;
3956         CGparameter fp_ShadowMap_TextureScale;
3957         CGparameter fp_SpecularPower;
3958         CGparameter fp_UserVec1;
3959         CGparameter fp_UserVec2;
3960         CGparameter fp_UserVec3;
3961         CGparameter fp_UserVec4;
3962         CGparameter fp_ViewTintColor;
3963         CGparameter fp_ViewToLight;
3964         CGparameter fp_PixelToScreenTexCoord;
3965         CGparameter fp_ModelToReflectCube;
3966         CGparameter fp_BloomColorSubtract;
3967 }
3968 r_cg_permutation_t;
3969
3970 /// information about each possible shader permutation
3971 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3972 /// currently selected permutation
3973 r_cg_permutation_t *r_cg_permutation;
3974 /// storage for permutations linked in the hash table
3975 memexpandablearray_t r_cg_permutationarray;
3976
3977 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3978
3979 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3980 {
3981         //unsigned int hashdepth = 0;
3982         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3983         r_cg_permutation_t *p;
3984         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3985         {
3986                 if (p->mode == mode && p->permutation == permutation)
3987                 {
3988                         //if (hashdepth > 10)
3989                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3990                         return p;
3991                 }
3992                 //hashdepth++;
3993         }
3994         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3995         p->mode = mode;
3996         p->permutation = permutation;
3997         p->hashnext = r_cg_permutationhash[mode][hashindex];
3998         r_cg_permutationhash[mode][hashindex] = p;
3999         //if (hashdepth > 10)
4000         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4001         return p;
4002 }
4003
4004 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4005 {
4006         char *shaderstring;
4007         if (!filename || !filename[0])
4008                 return NULL;
4009         if (!strcmp(filename, "cg/default.cg"))
4010         {
4011                 if (!cgshaderstring)
4012                 {
4013                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4014                         if (cgshaderstring)
4015                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4016                         else
4017                                 cgshaderstring = (char *)builtincgshaderstring;
4018                 }
4019                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4020                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4021                 return shaderstring;
4022         }
4023         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4024         if (shaderstring)
4025         {
4026                 if (printfromdisknotice)
4027                         Con_DPrintf("from disk %s... ", filename);
4028                 return shaderstring;
4029         }
4030         return shaderstring;
4031 }
4032
4033 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4034 {
4035         // TODO: load or create .fp and .vp shader files
4036 }
4037
4038 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4039 {
4040         int i;
4041         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4042         int vertstrings_count = 0, vertstring_length = 0;
4043         int geomstrings_count = 0, geomstring_length = 0;
4044         int fragstrings_count = 0, fragstring_length = 0;
4045         char *t;
4046         char *vertexstring, *geometrystring, *fragmentstring;
4047         char *vertstring, *geomstring, *fragstring;
4048         const char *vertstrings_list[32+3];
4049         const char *geomstrings_list[32+3];
4050         const char *fragstrings_list[32+3];
4051         char permutationname[256];
4052         char cachename[256];
4053         CGprofile vertexProfile;
4054         CGprofile fragmentProfile;
4055
4056         if (p->compiled)
4057                 return;
4058         p->compiled = true;
4059         p->vprogram = NULL;
4060         p->fprogram = NULL;
4061
4062         permutationname[0] = 0;
4063         cachename[0] = 0;
4064         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4065         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4066         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4067
4068         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4069         strlcat(cachename, "cg/", sizeof(cachename));
4070
4071         // the first pretext is which type of shader to compile as
4072         // (later these will all be bound together as a program object)
4073         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4074         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4075         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4076
4077         // the second pretext is the mode (for example a light source)
4078         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4079         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4080         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4081         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4082         strlcat(cachename, modeinfo->name, sizeof(cachename));
4083
4084         // now add all the permutation pretexts
4085         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4086         {
4087                 if (permutation & (1<<i))
4088                 {
4089                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4090                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4091                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4092                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4093                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4094                 }
4095                 else
4096                 {
4097                         // keep line numbers correct
4098                         vertstrings_list[vertstrings_count++] = "\n";
4099                         geomstrings_list[geomstrings_count++] = "\n";
4100                         fragstrings_list[fragstrings_count++] = "\n";
4101                 }
4102         }
4103
4104         // replace spaces in the cachename with _ characters
4105         for (i = 0;cachename[i];i++)
4106                 if (cachename[i] == ' ')
4107                         cachename[i] = '_';
4108
4109         // now append the shader text itself
4110         vertstrings_list[vertstrings_count++] = vertexstring;
4111         geomstrings_list[geomstrings_count++] = geometrystring;
4112         fragstrings_list[fragstrings_count++] = fragmentstring;
4113
4114         // if any sources were NULL, clear the respective list
4115         if (!vertexstring)
4116                 vertstrings_count = 0;
4117         if (!geometrystring)
4118                 geomstrings_count = 0;
4119         if (!fragmentstring)
4120                 fragstrings_count = 0;
4121
4122         vertstring_length = 0;
4123         for (i = 0;i < vertstrings_count;i++)
4124                 vertstring_length += strlen(vertstrings_list[i]);
4125         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4126         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4127                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4128
4129         geomstring_length = 0;
4130         for (i = 0;i < geomstrings_count;i++)
4131                 geomstring_length += strlen(geomstrings_list[i]);
4132         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4133         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4134                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4135
4136         fragstring_length = 0;
4137         for (i = 0;i < fragstrings_count;i++)
4138                 fragstring_length += strlen(fragstrings_list[i]);
4139         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4140         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4141                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4142
4143         CHECKGLERROR
4144         CHECKCGERROR
4145         //vertexProfile = CG_PROFILE_ARBVP1;
4146         //fragmentProfile = CG_PROFILE_ARBFP1;
4147         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4148         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4149         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4150         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4151         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4152         CHECKGLERROR
4153
4154         // try to load the cached shader, or generate one
4155         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4156
4157         // if caching failed, do a dynamic compile for now
4158         CHECKCGERROR
4159         if (vertstring[0] && !p->vprogram)
4160                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4161         CHECKCGERROR
4162         if (fragstring[0] && !p->fprogram)
4163                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4164         CHECKCGERROR
4165
4166         // look up all the uniform variable names we care about, so we don't
4167         // have to look them up every time we set them
4168         if (p->vprogram)
4169         {
4170                 CHECKCGERROR
4171                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4172                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4173                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4174                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4175                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4176                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4177                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4178                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4179                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4180                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4181                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4182                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4183                 CHECKCGERROR
4184         }
4185         if (p->fprogram)
4186         {
4187                 CHECKCGERROR
4188                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4189                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4190                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4191                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4192                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4193                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4194                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4195                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4196                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4197                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4198                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4199                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4200                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4201                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4202                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4203                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4204                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4205                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4206                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4207                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4208                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4209                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4210                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4211                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4212                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4213                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4214                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4215                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4216                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4217                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4218                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4219                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4220                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4221                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4222                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4223                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4224                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4225                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4226                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4227                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4228                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4229                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4230                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4231                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4232                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4233                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4234                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4235                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4236                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4237                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4238                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4239                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4240                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4241                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4242                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4243                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4244                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4245                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4246                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4247                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4248                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4249                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4250                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4251                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4252                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4253                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4254                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4255                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4256                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4257                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4258                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4259                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4260                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4261                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4262                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4263                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4264                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4265                 CHECKCGERROR
4266         }
4267
4268         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4269                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4270         else
4271                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4272
4273         // free the strings
4274         if (vertstring)
4275                 Mem_Free(vertstring);
4276         if (geomstring)
4277                 Mem_Free(geomstring);
4278         if (fragstring)
4279                 Mem_Free(fragstring);
4280         if (vertexstring)
4281                 Mem_Free(vertexstring);
4282         if (geometrystring)
4283                 Mem_Free(geometrystring);
4284         if (fragmentstring)
4285                 Mem_Free(fragmentstring);
4286 }
4287
4288 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4289 {
4290         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4291         CHECKGLERROR
4292         CHECKCGERROR
4293         if (r_cg_permutation != perm)
4294         {
4295                 r_cg_permutation = perm;
4296                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4297                 {
4298                         if (!r_cg_permutation->compiled)
4299                                 R_CG_CompilePermutation(perm, mode, permutation);
4300                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4301                         {
4302                                 // remove features until we find a valid permutation
4303                                 int i;
4304                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305                                 {
4306                                         // reduce i more quickly whenever it would not remove any bits
4307                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4308                                         if (!(permutation & j))
4309                                                 continue;
4310                                         permutation -= j;
4311                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4312                                         if (!r_cg_permutation->compiled)
4313                                                 R_CG_CompilePermutation(perm, mode, permutation);
4314                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4315                                                 break;
4316                                 }
4317                                 if (i >= SHADERPERMUTATION_COUNT)
4318                                 {
4319                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4320                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4321                                         return; // no bit left to clear, entire mode is broken
4322                                 }
4323                         }
4324                 }
4325                 CHECKGLERROR
4326                 CHECKCGERROR
4327                 if (r_cg_permutation->vprogram)
4328                 {
4329                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4330                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4331                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4332                 }
4333                 else
4334                 {
4335                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4336                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4337                 }
4338                 if (r_cg_permutation->fprogram)
4339                 {
4340                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4341                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4342                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4343                 }
4344                 else
4345                 {
4346                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4347                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4348                 }
4349         }
4350         CHECKCGERROR
4351         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4352         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4353         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4354 }
4355
4356 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4357 {
4358         cgGLSetTextureParameter(param, R_GetTexture(tex));
4359         cgGLEnableTextureParameter(param);
4360 }
4361 #endif
4362
4363 #ifdef SUPPORTD3D
4364
4365 #ifdef SUPPORTD3D
4366 #include <d3d9.h>
4367 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4368 extern D3DCAPS9 vid_d3d9caps;
4369 #endif
4370
4371 struct r_hlsl_permutation_s;
4372 typedef struct r_hlsl_permutation_s
4373 {
4374         /// hash lookup data
4375         struct r_hlsl_permutation_s *hashnext;
4376         unsigned int mode;
4377         unsigned int permutation;
4378
4379         /// indicates if we have tried compiling this permutation already
4380         qboolean compiled;
4381         /// NULL if compilation failed
4382         IDirect3DVertexShader9 *vertexshader;
4383         IDirect3DPixelShader9 *pixelshader;
4384 }
4385 r_hlsl_permutation_t;
4386
4387 typedef enum D3DVSREGISTER_e
4388 {
4389         D3DVSREGISTER_TexMatrix = 0, // float4x4
4390         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4391         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4392         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4393         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4394         D3DVSREGISTER_ModelToLight = 20, // float4x4
4395         D3DVSREGISTER_EyePosition = 24,
4396         D3DVSREGISTER_FogPlane = 25,
4397         D3DVSREGISTER_LightDir = 26,
4398         D3DVSREGISTER_LightPosition = 27,
4399 }
4400 D3DVSREGISTER_t;
4401
4402 typedef enum D3DPSREGISTER_e
4403 {
4404         D3DPSREGISTER_Alpha = 0,
4405         D3DPSREGISTER_BloomBlur_Parameters = 1,
4406         D3DPSREGISTER_ClientTime = 2,
4407         D3DPSREGISTER_Color_Ambient = 3,
4408         D3DPSREGISTER_Color_Diffuse = 4,
4409         D3DPSREGISTER_Color_Specular = 5,
4410         D3DPSREGISTER_Color_Glow = 6,
4411         D3DPSREGISTER_Color_Pants = 7,
4412         D3DPSREGISTER_Color_Shirt = 8,
4413         D3DPSREGISTER_DeferredColor_Ambient = 9,
4414         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4415         D3DPSREGISTER_DeferredColor_Specular = 11,
4416         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4417         D3DPSREGISTER_DeferredMod_Specular = 13,
4418         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4419         D3DPSREGISTER_EyePosition = 15, // unused
4420         D3DPSREGISTER_FogColor = 16,
4421         D3DPSREGISTER_FogHeightFade = 17,
4422         D3DPSREGISTER_FogPlane = 18,
4423         D3DPSREGISTER_FogPlaneViewDist = 19,
4424         D3DPSREGISTER_FogRangeRecip = 20,
4425         D3DPSREGISTER_LightColor = 21,
4426         D3DPSREGISTER_LightDir = 22, // unused
4427         D3DPSREGISTER_LightPosition = 23,
4428         D3DPSREGISTER_OffsetMapping_Scale = 24,
4429         D3DPSREGISTER_PixelSize = 25,
4430         D3DPSREGISTER_ReflectColor = 26,
4431         D3DPSREGISTER_ReflectFactor = 27,
4432         D3DPSREGISTER_ReflectOffset = 28,
4433         D3DPSREGISTER_RefractColor = 29,
4434         D3DPSREGISTER_Saturation = 30,
4435         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4436         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4437         D3DPSREGISTER_ScreenToDepth = 33,
4438         D3DPSREGISTER_ShadowMap_Parameters = 34,
4439         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4440         D3DPSREGISTER_SpecularPower = 36,
4441         D3DPSREGISTER_UserVec1 = 37,
4442         D3DPSREGISTER_UserVec2 = 38,
4443         D3DPSREGISTER_UserVec3 = 39,
4444         D3DPSREGISTER_UserVec4 = 40,
4445         D3DPSREGISTER_ViewTintColor = 41,
4446         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4447         D3DPSREGISTER_BloomColorSubtract = 43,
4448         D3DPSREGISTER_ViewToLight = 44, // float4x4
4449         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4450         // next at 52
4451 }
4452 D3DPSREGISTER_t;
4453
4454 /// information about each possible shader permutation
4455 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4456 /// currently selected permutation
4457 r_hlsl_permutation_t *r_hlsl_permutation;
4458 /// storage for permutations linked in the hash table
4459 memexpandablearray_t r_hlsl_permutationarray;
4460
4461 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4462 {
4463         //unsigned int hashdepth = 0;
4464         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4465         r_hlsl_permutation_t *p;
4466         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4467         {
4468                 if (p->mode == mode && p->permutation == permutation)
4469                 {
4470                         //if (hashdepth > 10)
4471                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4472                         return p;
4473                 }
4474                 //hashdepth++;
4475         }
4476         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4477         p->mode = mode;
4478         p->permutation = permutation;
4479         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4480         r_hlsl_permutationhash[mode][hashindex] = p;
4481         //if (hashdepth > 10)
4482         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4483         return p;
4484 }
4485
4486 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4487 {
4488         char *shaderstring;
4489         if (!filename || !filename[0])
4490                 return NULL;
4491         if (!strcmp(filename, "hlsl/default.hlsl"))
4492         {
4493                 if (!hlslshaderstring)
4494                 {
4495                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4496                         if (hlslshaderstring)
4497                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4498                         else
4499                                 hlslshaderstring = (char *)builtincgshaderstring;
4500                 }
4501                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4502                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4503                 return shaderstring;
4504         }
4505         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4506         if (shaderstring)
4507         {
4508                 if (printfromdisknotice)
4509                         Con_DPrintf("from disk %s... ", filename);
4510                 return shaderstring;
4511         }
4512         return shaderstring;
4513 }
4514
4515 #include <d3dx9.h>
4516 //#include <d3dx9shader.h>
4517 //#include <d3dx9mesh.h>
4518
4519 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4520 {
4521         DWORD *vsbin = NULL;
4522         DWORD *psbin = NULL;
4523         fs_offset_t vsbinsize;
4524         fs_offset_t psbinsize;
4525 //      IDirect3DVertexShader9 *vs = NULL;
4526 //      IDirect3DPixelShader9 *ps = NULL;
4527         ID3DXBuffer *vslog = NULL;
4528         ID3DXBuffer *vsbuffer = NULL;
4529         ID3DXConstantTable *vsconstanttable = NULL;
4530         ID3DXBuffer *pslog = NULL;
4531         ID3DXBuffer *psbuffer = NULL;
4532         ID3DXConstantTable *psconstanttable = NULL;
4533         int vsresult = 0;
4534         int psresult = 0;
4535         char temp[MAX_INPUTLINE];
4536         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4537         qboolean debugshader = gl_paranoid.integer != 0;
4538         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4539         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4540         if (!debugshader)
4541         {
4542                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4543                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4544         }
4545         if ((!vsbin && vertstring) || (!psbin && fragstring))
4546         {
4547                 const char* dllnames_d3dx9 [] =
4548                 {
4549                         "d3dx9_43.dll",
4550                         "d3dx9_42.dll",
4551                         "d3dx9_41.dll",
4552                         "d3dx9_40.dll",
4553                         "d3dx9_39.dll",
4554                         "d3dx9_38.dll",
4555                         "d3dx9_37.dll",
4556                         "d3dx9_36.dll",
4557                         "d3dx9_35.dll",
4558                         "d3dx9_34.dll",
4559                         "d3dx9_33.dll",
4560                         "d3dx9_32.dll",
4561                         "d3dx9_31.dll",
4562                         "d3dx9_30.dll",
4563                         "d3dx9_29.dll",
4564                         "d3dx9_28.dll",
4565                         "d3dx9_27.dll",
4566                         "d3dx9_26.dll",
4567                         "d3dx9_25.dll",
4568                         "d3dx9_24.dll",
4569                         NULL
4570                 };
4571                 dllhandle_t d3dx9_dll = NULL;
4572                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4573                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4574                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4575                 dllfunction_t d3dx9_dllfuncs[] =
4576                 {
4577                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
4578                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
4579                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
4580                         {NULL, NULL}
4581                 };
4582                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4583                 {
4584                         DWORD shaderflags = 0;
4585                         if (debugshader)
4586                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4587                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4588                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4589                         if (vertstring && vertstring[0])
4590                         {
4591                                 if (debugshader)
4592                                 {
4593 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4594 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4595                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4596                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4597                                 }
4598                                 else
4599                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4600                                 if (vsbuffer)
4601                                 {
4602                                         vsbinsize = vsbuffer->GetBufferSize();
4603                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4604                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4605                                         vsbuffer->Release();
4606                                 }
4607                                 if (vslog)
4608                                 {
4609                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4610                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4611                                         vslog->Release();
4612                                 }
4613                         }
4614                         if (fragstring && fragstring[0])
4615                         {
4616                                 if (debugshader)
4617                                 {
4618 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4619 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4620                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4621                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4622                                 }
4623                                 else
4624                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4625                                 if (psbuffer)
4626                                 {
4627                                         psbinsize = psbuffer->GetBufferSize();
4628                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4629                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4630                                         psbuffer->Release();
4631                                 }
4632                                 if (pslog)
4633                                 {
4634                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4635                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4636                                         pslog->Release();
4637                                 }
4638                         }
4639                         Sys_UnloadLibrary(&d3dx9_dll);
4640                 }
4641                 else
4642                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4643         }
4644         if (vsbin && psbin)
4645         {
4646                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4647                 if (FAILED(vsresult))
4648                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4649                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4650                 if (FAILED(psresult))
4651                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4652         }
4653         // free the shader data
4654         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4655         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4656 }
4657
4658 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4659 {
4660         int i;
4661         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4662         int vertstrings_count = 0, vertstring_length = 0;
4663         int geomstrings_count = 0, geomstring_length = 0;
4664         int fragstrings_count = 0, fragstring_length = 0;
4665         char *t;
4666         char *vertexstring, *geometrystring, *fragmentstring;
4667         char *vertstring, *geomstring, *fragstring;
4668         const char *vertstrings_list[32+3];
4669         const char *geomstrings_list[32+3];
4670         const char *fragstrings_list[32+3];
4671         char permutationname[256];
4672         char cachename[256];
4673
4674         if (p->compiled)
4675                 return;
4676         p->compiled = true;
4677         p->vertexshader = NULL;
4678         p->pixelshader = NULL;
4679
4680         permutationname[0] = 0;
4681         cachename[0] = 0;
4682         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4683         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4684         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4685
4686         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4687         strlcat(cachename, "hlsl/", sizeof(cachename));
4688
4689         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4690         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4691         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4692         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4693
4694         // the first pretext is which type of shader to compile as
4695         // (later these will all be bound together as a program object)
4696         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4697         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4698         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4699
4700         // the second pretext is the mode (for example a light source)
4701         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4702         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4703         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4704         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4705         strlcat(cachename, modeinfo->name, sizeof(cachename));
4706
4707         // now add all the permutation pretexts
4708         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4709         {
4710                 if (permutation & (1<<i))
4711                 {
4712                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4713                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4714                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4715                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4716                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4717                 }
4718                 else
4719                 {
4720                         // keep line numbers correct
4721                         vertstrings_list[vertstrings_count++] = "\n";
4722                         geomstrings_list[geomstrings_count++] = "\n";
4723                         fragstrings_list[fragstrings_count++] = "\n";
4724                 }
4725         }
4726
4727         // replace spaces in the cachename with _ characters
4728         for (i = 0;cachename[i];i++)
4729                 if (cachename[i] == ' ')
4730                         cachename[i] = '_';
4731
4732         // now append the shader text itself
4733         vertstrings_list[vertstrings_count++] = vertexstring;
4734         geomstrings_list[geomstrings_count++] = geometrystring;
4735         fragstrings_list[fragstrings_count++] = fragmentstring;
4736
4737         // if any sources were NULL, clear the respective list
4738         if (!vertexstring)
4739                 vertstrings_count = 0;
4740         if (!geometrystring)
4741                 geomstrings_count = 0;
4742         if (!fragmentstring)
4743                 fragstrings_count = 0;
4744
4745         vertstring_length = 0;
4746         for (i = 0;i < vertstrings_count;i++)
4747                 vertstring_length += strlen(vertstrings_list[i]);
4748         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4749         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4750                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4751
4752         geomstring_length = 0;
4753         for (i = 0;i < geomstrings_count;i++)
4754                 geomstring_length += strlen(geomstrings_list[i]);
4755         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4756         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4757                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4758
4759         fragstring_length = 0;
4760         for (i = 0;i < fragstrings_count;i++)
4761                 fragstring_length += strlen(fragstrings_list[i]);
4762         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4763         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4764                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4765
4766         // try to load the cached shader, or generate one
4767         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4768
4769         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4770                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4771         else
4772                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4773
4774         // free the strings
4775         if (vertstring)
4776                 Mem_Free(vertstring);
4777         if (geomstring)
4778                 Mem_Free(geomstring);
4779         if (fragstring)
4780                 Mem_Free(fragstring);
4781         if (vertexstring)
4782                 Mem_Free(vertexstring);
4783         if (geometrystring)
4784                 Mem_Free(geometrystring);
4785         if (fragmentstring)
4786                 Mem_Free(fragmentstring);
4787 }
4788
4789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4791 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4792 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4793 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4794 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4795
4796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4798 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4799 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4800 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4801 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4802
4803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4804 {
4805         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4806         if (r_hlsl_permutation != perm)
4807         {
4808                 r_hlsl_permutation = perm;
4809                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4810                 {
4811                         if (!r_hlsl_permutation->compiled)
4812                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4813                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4814                         {
4815                                 // remove features until we find a valid permutation
4816                                 int i;
4817                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4818                                 {
4819                                         // reduce i more quickly whenever it would not remove any bits
4820                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4821                                         if (!(permutation & j))
4822                                                 continue;
4823                                         permutation -= j;
4824                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4825                                         if (!r_hlsl_permutation->compiled)
4826                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4827                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4828                                                 break;
4829                                 }
4830                                 if (i >= SHADERPERMUTATION_COUNT)
4831                                 {
4832                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4833                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4834                                         return; // no bit left to clear, entire mode is broken
4835                                 }
4836                         }
4837                 }
4838                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4839                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4840         }
4841         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4842         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4843         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4844 }
4845 #endif
4846
4847 void R_GLSL_Restart_f(void)
4848 {
4849         unsigned int i, limit;
4850         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4851                 Mem_Free(glslshaderstring);
4852         glslshaderstring = NULL;
4853         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4854                 Mem_Free(cgshaderstring);
4855         cgshaderstring = NULL;
4856         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4857                 Mem_Free(hlslshaderstring);
4858         hlslshaderstring = NULL;
4859         switch(vid.renderpath)
4860         {
4861         case RENDERPATH_D3D9:
4862 #ifdef SUPPORTD3D
4863                 {
4864                         r_hlsl_permutation_t *p;
4865                         r_hlsl_permutation = NULL;
4866 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4867 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4868 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4869 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4870                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4871                         for (i = 0;i < limit;i++)
4872                         {
4873                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4874                                 {
4875                                         if (p->vertexshader)
4876                                                 IDirect3DVertexShader9_Release(p->vertexshader);
4877                                         if (p->pixelshader)
4878                                                 IDirect3DPixelShader9_Release(p->pixelshader);
4879                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4880                                 }
4881                         }
4882                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4883                 }
4884 #endif
4885                 break;
4886         case RENDERPATH_D3D10:
4887                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4888                 break;
4889         case RENDERPATH_D3D11:
4890                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4891                 break;
4892         case RENDERPATH_GL20:
4893                 {
4894                         r_glsl_permutation_t *p;
4895                         r_glsl_permutation = NULL;
4896                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4897                         for (i = 0;i < limit;i++)
4898                         {
4899                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4900                                 {
4901                                         GL_Backend_FreeProgram(p->program);
4902                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4903                                 }
4904                         }
4905                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4906                 }
4907                 break;
4908         case RENDERPATH_CGGL:
4909 #ifdef SUPPORTCG
4910                 {
4911                         r_cg_permutation_t *p;
4912                         r_cg_permutation = NULL;
4913                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4914                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4915                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4916                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4917                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4918                         for (i = 0;i < limit;i++)
4919                         {
4920                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4921                                 {
4922                                         if (p->vprogram)
4923                                                 cgDestroyProgram(p->vprogram);
4924                                         if (p->fprogram)
4925                                                 cgDestroyProgram(p->fprogram);
4926                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4927                                 }
4928                         }
4929                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4930                 }
4931 #endif
4932                 break;
4933         case RENDERPATH_GL13:
4934         case RENDERPATH_GL11:
4935                 break;
4936         }
4937 }
4938
4939 void R_GLSL_DumpShader_f(void)
4940 {
4941         int i;
4942         qfile_t *file;
4943
4944         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4945         if (file)
4946         {
4947                 FS_Print(file, "/* The engine may define the following macros:\n");
4948                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4949                 for (i = 0;i < SHADERMODE_COUNT;i++)
4950                         FS_Print(file, glslshadermodeinfo[i].pretext);
4951                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4952                         FS_Print(file, shaderpermutationinfo[i].pretext);
4953                 FS_Print(file, "*/\n");
4954                 FS_Print(file, builtinshaderstring);
4955                 FS_Close(file);
4956                 Con_Printf("glsl/default.glsl written\n");
4957         }
4958         else
4959                 Con_Printf("failed to write to glsl/default.glsl\n");
4960
4961 #ifdef SUPPORTCG
4962         file = FS_OpenRealFile("cg/default.cg", "w", false);
4963         if (file)
4964         {
4965                 FS_Print(file, "/* The engine may define the following macros:\n");
4966                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4967                 for (i = 0;i < SHADERMODE_COUNT;i++)
4968                         FS_Print(file, cgshadermodeinfo[i].pretext);
4969                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4970                         FS_Print(file, shaderpermutationinfo[i].pretext);
4971                 FS_Print(file, "*/\n");
4972                 FS_Print(file, builtincgshaderstring);
4973                 FS_Close(file);
4974                 Con_Printf("cg/default.cg written\n");
4975         }
4976         else
4977                 Con_Printf("failed to write to cg/default.cg\n");
4978 #endif
4979
4980 #ifdef SUPPORTD3D
4981         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4982         if (file)
4983         {
4984                 FS_Print(file, "/* The engine may define the following macros:\n");
4985                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4986                 for (i = 0;i < SHADERMODE_COUNT;i++)
4987                         FS_Print(file, hlslshadermodeinfo[i].pretext);
4988                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4989                         FS_Print(file, shaderpermutationinfo[i].pretext);
4990                 FS_Print(file, "*/\n");
4991                 FS_Print(file, builtincgshaderstring);
4992                 FS_Close(file);
4993                 Con_Printf("hlsl/default.hlsl written\n");
4994         }
4995         else
4996                 Con_Printf("failed to write to hlsl/default.hlsl\n");
4997 #endif
4998 }
4999
5000 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5001 {
5002         if (!second)
5003                 texturemode = GL_MODULATE;
5004         switch (vid.renderpath)
5005         {
5006         case RENDERPATH_D3D9:
5007 #ifdef SUPPORTD3D
5008                 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5009                 R_Mesh_TexBind(GL20TU_FIRST , first );
5010                 R_Mesh_TexBind(GL20TU_SECOND, second);
5011 #endif
5012                 break;
5013         case RENDERPATH_D3D10:
5014                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5015                 break;
5016         case RENDERPATH_D3D11:
5017                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5018                 break;
5019         case RENDERPATH_GL20:
5020                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5021                 R_Mesh_TexBind(GL20TU_FIRST , first );
5022                 R_Mesh_TexBind(GL20TU_SECOND, second);
5023                 break;
5024         case RENDERPATH_CGGL:
5025 #ifdef SUPPORTCG
5026                 CHECKCGERROR
5027                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5028                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5029                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5030 #endif
5031                 break;
5032         case RENDERPATH_GL13:
5033                 R_Mesh_TexBind(0, first );
5034                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5035                 R_Mesh_TexBind(1, second);
5036                 if (second)
5037                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5038                 break;
5039         case RENDERPATH_GL11:
5040                 R_Mesh_TexBind(0, first );
5041                 break;
5042         }
5043 }
5044
5045 void R_SetupShader_DepthOrShadow(void)
5046 {
5047         switch (vid.renderpath)
5048         {
5049         case RENDERPATH_D3D9:
5050 #ifdef SUPPORTD3D
5051                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5052 #endif
5053                 break;
5054         case RENDERPATH_D3D10:
5055                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5056                 break;
5057         case RENDERPATH_D3D11:
5058                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5059                 break;
5060         case RENDERPATH_GL20:
5061                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5062                 break;
5063         case RENDERPATH_CGGL:
5064 #ifdef SUPPORTCG
5065                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5066 #endif
5067                 break;
5068         case RENDERPATH_GL13:
5069                 R_Mesh_TexBind(0, 0);
5070                 R_Mesh_TexBind(1, 0);
5071                 break;
5072         case RENDERPATH_GL11:
5073                 R_Mesh_TexBind(0, 0);
5074                 break;
5075         }
5076 }
5077
5078 void R_SetupShader_ShowDepth(void)
5079 {
5080         switch (vid.renderpath)
5081         {
5082         case RENDERPATH_D3D9:
5083 #ifdef SUPPORTHLSL
5084                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5085 #endif
5086                 break;
5087         case RENDERPATH_D3D10:
5088                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5089                 break;
5090         case RENDERPATH_D3D11:
5091                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5092                 break;
5093         case RENDERPATH_GL20:
5094                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5095                 break;
5096         case RENDERPATH_CGGL:
5097 #ifdef SUPPORTCG
5098                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5099 #endif
5100                 break;
5101         case RENDERPATH_GL13:
5102                 break;
5103         case RENDERPATH_GL11:
5104                 break;
5105         }
5106 }
5107
5108 extern qboolean r_shadow_usingdeferredprepass;
5109 extern cvar_t r_shadow_deferred_8bitrange;
5110 extern rtexture_t *r_shadow_attenuationgradienttexture;
5111 extern rtexture_t *r_shadow_attenuation2dtexture;
5112 extern rtexture_t *r_shadow_attenuation3dtexture;
5113 extern qboolean r_shadow_usingshadowmap2d;
5114 extern qboolean r_shadow_usingshadowmaportho;
5115 extern float r_shadow_shadowmap_texturescale[2];
5116 extern float r_shadow_shadowmap_parameters[4];
5117 extern qboolean r_shadow_shadowmapvsdct;
5118 extern qboolean r_shadow_shadowmapsampler;
5119 extern int r_shadow_shadowmappcf;
5120 extern rtexture_t *r_shadow_shadowmap2dtexture;
5121 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5122 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5123 extern matrix4x4_t r_shadow_shadowmapmatrix;
5124 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5125 extern int r_shadow_prepass_width;
5126 extern int r_shadow_prepass_height;
5127 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5128 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5129 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5130 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5131 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5132 extern cvar_t gl_mesh_separatearrays;
5133 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5134 {
5135         // a blendfunc allows colormod if:
5136         // a) it can never keep the destination pixel invariant, or
5137         // b) it can keep the destination pixel invariant, and still can do so if colormodded
5138         // this is to prevent unintended side effects from colormod
5139
5140         // in formulas:
5141         // IF there is a (s, sa) for which for all (d, da),
5142         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5143         // THEN, for this (s, sa) and all (colormod, d, da):
5144         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5145         // OBVIOUSLY, this means that
5146         //   s*colormod * src(s*colormod, d, sa, da) = 0
5147         //   dst(s*colormod, d, sa, da)              = 1
5148
5149         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5150
5151         // main condition to leave dst color invariant:
5152         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5153         //   src == GL_ZERO:
5154         //     s * 0 + d * dst(s, d, sa, da) == d
5155         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5156         //       => colormod is a problem for GL_SRC_COLOR only
5157         //   src == GL_ONE:
5158         //     s + d * dst(s, d, sa, da) == d
5159         //       => s == 0
5160         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161         //       => colormod is never problematic for these
5162         //   src == GL_SRC_COLOR:
5163         //     s*s + d * dst(s, d, sa, da) == d
5164         //       => s == 0
5165         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166         //       => colormod is never problematic for these
5167         //   src == GL_ONE_MINUS_SRC_COLOR:
5168         //     s*(1-s) + d * dst(s, d, sa, da) == d
5169         //       => s == 0 or s == 1
5170         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171         //       => colormod is a problem for GL_SRC_COLOR only
5172         //   src == GL_DST_COLOR
5173         //     s*d + d * dst(s, d, sa, da) == d
5174         //       => s == 1
5175         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176         //       => colormod is always a problem
5177         //     or
5178         //       => s == 0
5179         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5180         //       => colormod is never problematic for these
5181         //       => BUT, we do not know s! We must assume it is problematic
5182         //       then... except in GL_ONE case, where we know all invariant
5183         //       cases are fine
5184         //   src == GL_ONE_MINUS_DST_COLOR
5185         //     s*(1-d) + d * dst(s, d, sa, da) == d
5186         //       => s == 0 (1-d is impossible to handle for our desired result)
5187         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5188         //       => colormod is never problematic for these
5189         //   src == GL_SRC_ALPHA
5190         //     s*sa + d * dst(s, d, sa, da) == d
5191         //       => s == 0, or sa == 0
5192         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5193         //       => colormod breaks in the case GL_SRC_COLOR only
5194         //   src == GL_ONE_MINUS_SRC_ALPHA
5195         //     s*(1-sa) + d * dst(s, d, sa, da) == d
5196         //       => s == 0, or sa == 1
5197         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5198         //       => colormod breaks in the case GL_SRC_COLOR only
5199         //   src == GL_DST_ALPHA
5200         //     s*da + d * dst(s, d, sa, da) == d
5201         //       => s == 0
5202         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5203         //       => colormod is never problematic for these
5204
5205         switch(src)
5206         {
5207                 case GL_ZERO:
5208                 case GL_ONE_MINUS_SRC_COLOR:
5209                 case GL_SRC_ALPHA:
5210                 case GL_ONE_MINUS_SRC_ALPHA:
5211                         if(dst == GL_SRC_COLOR)
5212                                 return false;
5213                         return true;
5214                 case GL_ONE:
5215                 case GL_SRC_COLOR:
5216                 case GL_ONE_MINUS_DST_COLOR:
5217                 case GL_DST_ALPHA:
5218                 case GL_ONE_MINUS_DST_ALPHA:
5219                         return true;
5220                 case GL_DST_COLOR:
5221                         if(dst == GL_ONE)
5222                                 return true;
5223                         return false;
5224                 default:
5225                         return false;
5226         }
5227 }
5228 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5229 {
5230         // select a permutation of the lighting shader appropriate to this
5231         // combination of texture, entity, light source, and fogging, only use the
5232         // minimum features necessary to avoid wasting rendering time in the
5233         // fragment shader on features that are not being used
5234         unsigned int permutation = 0;
5235         unsigned int mode = 0;
5236         qboolean allow_colormod;
5237         static float dummy_colormod[3] = {1, 1, 1};
5238         float *colormod = rsurface.colormod;
5239         float m16f[16];
5240         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5241         if (rsurfacepass == RSURFPASS_BACKGROUND)
5242         {
5243                 // distorted background
5244                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5245                 {
5246                         mode = SHADERMODE_WATER;
5247                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5248                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5249                 }
5250                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5251                 {
5252                         mode = SHADERMODE_REFRACTION;
5253                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5254                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5255                 }
5256                 else
5257                 {
5258                         mode = SHADERMODE_GENERIC;
5259                         permutation |= SHADERPERMUTATION_DIFFUSE;
5260                         GL_BlendFunc(GL_ONE, GL_ZERO);
5261                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5262                 }
5263                 GL_AlphaTest(false);
5264         }
5265         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5266         {
5267                 if (r_glsl_offsetmapping.integer)
5268                 {
5269                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5270                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5271                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5272                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5273                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5274                         {
5275                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5276                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5277                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5278                         }
5279                 }
5280                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5281                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5282                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5283                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5284                 // normalmap (deferred prepass), may use alpha test on diffuse
5285                 mode = SHADERMODE_DEFERREDGEOMETRY;
5286                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5287                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5288                 GL_AlphaTest(false);
5289                 GL_BlendFunc(GL_ONE, GL_ZERO);
5290                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5291         }
5292         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5293         {
5294                 if (r_glsl_offsetmapping.integer)
5295                 {
5296                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5297                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5298                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5299                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5300                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5301                         {
5302                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5303                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5304                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5305                         }
5306                 }
5307                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5308                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5309                 // light source
5310                 mode = SHADERMODE_LIGHTSOURCE;
5311                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5312                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5313                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5314                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5315                 if (diffusescale > 0)
5316                         permutation |= SHADERPERMUTATION_DIFFUSE;
5317                 if (specularscale > 0)
5318                 {
5319                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5320                         if (r_shadow_glossexact.integer)
5321                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5322                 }
5323                 if (r_refdef.fogenabled)
5324                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5325                 if (rsurface.texture->colormapping)
5326                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5327                 if (r_shadow_usingshadowmap2d)
5328                 {
5329                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5330                         if(r_shadow_shadowmapvsdct)
5331                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5332
5333                         if (r_shadow_shadowmapsampler)
5334                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5335                         if (r_shadow_shadowmappcf > 1)
5336                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5337                         else if (r_shadow_shadowmappcf)
5338                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5339                 }
5340                 if (rsurface.texture->reflectmasktexture)
5341                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5342                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5343                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5344                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5345         }
5346         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5347         {
5348                 if (r_glsl_offsetmapping.integer)
5349                 {
5350                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5351                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5352                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5353                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5354                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5355                         {
5356                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5357                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5358                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5359                         }
5360                 }
5361                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5362                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5363                 // unshaded geometry (fullbright or ambient model lighting)
5364                 mode = SHADERMODE_FLATCOLOR;
5365                 ambientscale = diffusescale = specularscale = 0;
5366                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5367                         permutation |= SHADERPERMUTATION_GLOW;
5368                 if (r_refdef.fogenabled)
5369                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5370                 if (rsurface.texture->colormapping)
5371                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5372                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5373                 {
5374                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5375                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5376
5377                         if (r_shadow_shadowmapsampler)
5378                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5379                         if (r_shadow_shadowmappcf > 1)
5380                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5381                         else if (r_shadow_shadowmappcf)
5382                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5383                 }
5384                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5385                         permutation |= SHADERPERMUTATION_REFLECTION;
5386                 if (rsurface.texture->reflectmasktexture)
5387                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5388                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5389                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5390                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5391         }
5392         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5393         {
5394                 if (r_glsl_offsetmapping.integer)
5395                 {
5396                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5397                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5398                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5399                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5400                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5401                         {
5402                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5403                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5404                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5405                         }
5406                 }
5407                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5408                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5409                 // directional model lighting
5410                 mode = SHADERMODE_LIGHTDIRECTION;
5411                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5412                         permutation |= SHADERPERMUTATION_GLOW;
5413                 permutation |= SHADERPERMUTATION_DIFFUSE;
5414                 if (specularscale > 0)
5415                 {
5416                         permutation |= SHADERPERMUTATION_SPECULAR;
5417                         if (r_shadow_glossexact.integer)
5418                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5419                 }
5420                 if (r_refdef.fogenabled)
5421                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5422                 if (rsurface.texture->colormapping)
5423                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5424                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5425                 {
5426                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5427                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5428
5429                         if (r_shadow_shadowmapsampler)
5430                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5431                         if (r_shadow_shadowmappcf > 1)
5432                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5433                         else if (r_shadow_shadowmappcf)
5434                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5435                 }
5436                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5437                         permutation |= SHADERPERMUTATION_REFLECTION;
5438                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5439                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5440                 if (rsurface.texture->reflectmasktexture)
5441                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5442                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5443                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5444                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5445         }
5446         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5447         {
5448                 if (r_glsl_offsetmapping.integer)
5449                 {
5450                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5451                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5452                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5453                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5454                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5455                         {
5456                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5457                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5458                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5459                         }
5460                 }
5461                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5462                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5463                 // ambient model lighting
5464                 mode = SHADERMODE_LIGHTDIRECTION;
5465                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5466                         permutation |= SHADERPERMUTATION_GLOW;
5467                 if (r_refdef.fogenabled)
5468                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5469                 if (rsurface.texture->colormapping)
5470                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5471                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5472                 {
5473                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5474                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5475
5476                         if (r_shadow_shadowmapsampler)
5477                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5478                         if (r_shadow_shadowmappcf > 1)
5479                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5480                         else if (r_shadow_shadowmappcf)
5481                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5482                 }
5483                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5484                         permutation |= SHADERPERMUTATION_REFLECTION;
5485                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5486                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5487                 if (rsurface.texture->reflectmasktexture)
5488                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5489                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5490                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5491                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5492         }
5493         else
5494         {
5495                 if (r_glsl_offsetmapping.integer)
5496                 {
5497                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5498                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5500                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5501                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5502                         {
5503                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5504                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5505                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5506                         }
5507                 }
5508                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5509                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5510                 // lightmapped wall
5511                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5512                         permutation |= SHADERPERMUTATION_GLOW;
5513                 if (r_refdef.fogenabled)
5514                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5515                 if (rsurface.texture->colormapping)
5516                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5517                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5518                 {
5519                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5520                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5521
5522                         if (r_shadow_shadowmapsampler)
5523                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5524                         if (r_shadow_shadowmappcf > 1)
5525                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5526                         else if (r_shadow_shadowmappcf)
5527                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5528                 }
5529                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5530                         permutation |= SHADERPERMUTATION_REFLECTION;
5531                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5532                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5533                 if (rsurface.texture->reflectmasktexture)
5534                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5535                 if (FAKELIGHT_ENABLED)
5536                 {
5537                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
5538                         mode = SHADERMODE_FAKELIGHT;
5539                         permutation |= SHADERPERMUTATION_DIFFUSE;
5540                         if (specularscale > 0)
5541                         {
5542                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5543                                 if (r_shadow_glossexact.integer)
5544                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5545                         }
5546                 }
5547                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5548                 {
5549                         // deluxemapping (light direction texture)
5550                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5551                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5552                         else
5553                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5554                         permutation |= SHADERPERMUTATION_DIFFUSE;
5555                         if (specularscale > 0)
5556                         {
5557                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5558                                 if (r_shadow_glossexact.integer)
5559                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5560                         }
5561                 }
5562                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5563                 {
5564                         // fake deluxemapping (uniform light direction in tangentspace)
5565                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5566                         permutation |= SHADERPERMUTATION_DIFFUSE;
5567                         if (specularscale > 0)
5568                         {
5569                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5570                                 if (r_shadow_glossexact.integer)
5571                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5572                         }
5573                 }
5574                 else if (rsurface.uselightmaptexture)
5575                 {
5576                         // ordinary lightmapping (q1bsp, q3bsp)
5577                         mode = SHADERMODE_LIGHTMAP;
5578                 }
5579                 else
5580                 {
5581                         // ordinary vertex coloring (q3bsp)
5582                         mode = SHADERMODE_VERTEXCOLOR;
5583                 }
5584                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5585                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5587         }
5588         if(!allow_colormod)
5589                 colormod = dummy_colormod;
5590         switch(vid.renderpath)
5591         {
5592         case RENDERPATH_D3D9:
5593 #ifdef SUPPORTD3D
5594                 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5595                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5596                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5597                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5598                 if (mode == SHADERMODE_LIGHTSOURCE)
5599                 {
5600                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5601                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5602                 }
5603                 else
5604                 {
5605                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5606                         {
5607                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5608                         }
5609                 }
5610                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5611                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5612                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5613                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5614                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5615
5616                 if (mode == SHADERMODE_LIGHTSOURCE)
5617                 {
5618                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5619                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5620                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5621                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5622                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5623
5624                         // additive passes are only darkened by fog, not tinted
5625                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5626                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5627                 }
5628                 else
5629                 {
5630                         if (mode == SHADERMODE_FLATCOLOR)
5631                         {
5632                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5633                         }
5634                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5635                         {
5636                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5637                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5638                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5639                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5640                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5641                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5642                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5643                         }
5644                         else
5645                         {
5646                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5647                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5648                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5649                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5650                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5651                         }
5652                         // additive passes are only darkened by fog, not tinted
5653                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5654                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5655                         else
5656                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5657                         hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5658                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5659                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5660                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5661                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5662                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5663                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5664                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5665                 }
5666                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5667                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5668                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5669                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5670                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5671                 if (rsurface.texture->pantstexture)
5672                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5673                 else
5674                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5675                 if (rsurface.texture->shirttexture)
5676                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5677                 else
5678                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5679                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5680                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5681                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5682                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5683                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5684                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5685                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5686
5687                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5688                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5689                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5690                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5691                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5692                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5693                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5694                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5695                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5696                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5697                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5698                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5699                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5700                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5701                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5702                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5703                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5704                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5705                 {
5706                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5707                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5708                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5709                 }
5710                 else
5711                 {
5712                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5713                 }
5714 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5715 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5716                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5717                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5718                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5719                 {
5720                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5721                         if (rsurface.rtlight)
5722                         {
5723                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5724                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5725                         }
5726                 }
5727 #endif
5728                 break;
5729         case RENDERPATH_D3D10:
5730                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5731                 break;
5732         case RENDERPATH_D3D11:
5733                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5734                 break;
5735         case RENDERPATH_GL20:
5736                 if (gl_mesh_separatearrays.integer)
5737                 {
5738                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5739                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5740                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5741                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5742                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5743                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5744                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5745                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5746                 }
5747                 else
5748                 {
5749                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5750                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5751                 }
5752                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5753                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5754                 if (mode == SHADERMODE_LIGHTSOURCE)
5755                 {
5756                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5757                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5758                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5759                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5760                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5761                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5762         
5763                         // additive passes are only darkened by fog, not tinted
5764                         if (r_glsl_permutation->loc_FogColor >= 0)
5765                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5766                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5767                 }
5768                 else
5769                 {
5770                         if (mode == SHADERMODE_FLATCOLOR)
5771                         {
5772                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5773                         }
5774                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5775                         {
5776                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5777                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5778                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5779                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5780                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5781                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5782                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5783                         }
5784                         else
5785                         {
5786                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5787                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5788                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5789                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5790                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5791                         }
5792                         // additive passes are only darkened by fog, not tinted
5793                         if (r_glsl_permutation->loc_FogColor >= 0)
5794                         {
5795                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5796                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5797                                 else
5798                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5799                         }
5800                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5801                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5802                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5803                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5804                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5805                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5806                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5807                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5808                 }
5809                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5810                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5811                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5812                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5813                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5814
5815                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5816                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5817                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5818                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5819                 {
5820                         if (rsurface.texture->pantstexture)
5821                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5822                         else
5823                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5824                 }
5825                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5826                 {
5827                         if (rsurface.texture->shirttexture)
5828                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5829                         else
5830                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5831                 }
5832                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5833                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5834                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5835                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5836                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5837                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5838                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5839
5840         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5841         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5842         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5843                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5844                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5845                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5846                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5847                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5848                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5849                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5850                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5851                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5852                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5853                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5854                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5855                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5856                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5857                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5858                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5859                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5860                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5861                 {
5862                         if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5863                         else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5864                         if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5865                 }
5866                 else
5867                 {
5868                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5869                 }
5870 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5871 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5872                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5873                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5874                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5875                 {
5876                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5877                         if (rsurface.rtlight)
5878                         {
5879                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5880                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5881                         }
5882                 }
5883                 CHECKGLERROR
5884                 break;
5885         case RENDERPATH_CGGL:
5886 #ifdef SUPPORTCG
5887                 if (gl_mesh_separatearrays.integer)
5888                 {
5889                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5890                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5891                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5892                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5893                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5894                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5895                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5896                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5897                 }
5898                 else
5899                 {
5900                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5901                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5902                 }
5903                 R_SetupShader_SetPermutationCG(mode, permutation);
5904                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5905                 if (mode == SHADERMODE_LIGHTSOURCE)
5906                 {
5907                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5908                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5909                 }
5910                 else
5911                 {
5912                         if (mode == SHADERMODE_LIGHTDIRECTION)
5913                         {
5914                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5915                         }
5916                 }
5917                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5918                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5919                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5920                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5921                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5922                 CHECKGLERROR
5923
5924                 if (mode == SHADERMODE_LIGHTSOURCE)
5925                 {
5926                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5927                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5928                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5929                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5930                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5931
5932                         // additive passes are only darkened by fog, not tinted
5933                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5934                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5935                 }
5936                 else
5937                 {
5938                         if (mode == SHADERMODE_FLATCOLOR)
5939                         {
5940                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5941                         }
5942                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5943                         {
5944                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5945                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5946                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5947                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5948                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5949                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5950                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5951                         }
5952                         else
5953                         {
5954                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5955                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5956                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5957                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5958                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5959                         }
5960                         // additive passes are only darkened by fog, not tinted
5961                         if (r_cg_permutation->fp_FogColor)
5962                         {
5963                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5964                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5965                                 else
5966                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5967                                 CHECKCGERROR
5968                         }
5969                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5970                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5971                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5972                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5973                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5974                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5975                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5976                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5977                 }
5978                 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5979                 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5980                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5981                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5982                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5983                 if (r_cg_permutation->fp_Color_Pants)
5984                 {
5985                         if (rsurface.texture->pantstexture)
5986                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5987                         else
5988                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5989                         CHECKCGERROR
5990                 }
5991                 if (r_cg_permutation->fp_Color_Shirt)
5992                 {
5993                         if (rsurface.texture->shirttexture)
5994                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5995                         else
5996                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5997                         CHECKCGERROR
5998                 }
5999                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
6000                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6001                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6002                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6003                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6004                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6005                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6006
6007         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
6008         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
6009         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
6010                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
6011                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
6012                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
6013                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
6014                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
6015                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
6016                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
6017                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
6018                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
6019                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
6020                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
6021                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
6022                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
6023                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
6024                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6025                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6026                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6027                 if (rsurfacepass == RSURFPASS_BACKGROUND)
6028                 {
6029                         if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6030                         else if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6031                         if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6032                 }
6033                 else
6034                 {
6035                         if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6036                 }
6037                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6038                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6039                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
6040                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
6041                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6042                 {
6043                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6044                         if (rsurface.rtlight)
6045                         {
6046                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6047                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6048                         }
6049                 }
6050
6051                 CHECKGLERROR
6052 #endif
6053                 break;
6054         case RENDERPATH_GL13:
6055         case RENDERPATH_GL11:
6056                 break;
6057         }
6058 }
6059
6060 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6061 {
6062         // select a permutation of the lighting shader appropriate to this
6063         // combination of texture, entity, light source, and fogging, only use the
6064         // minimum features necessary to avoid wasting rendering time in the
6065         // fragment shader on features that are not being used
6066         unsigned int permutation = 0;
6067         unsigned int mode = 0;
6068         const float *lightcolorbase = rtlight->currentcolor;
6069         float ambientscale = rtlight->ambientscale;
6070         float diffusescale = rtlight->diffusescale;
6071         float specularscale = rtlight->specularscale;
6072         // this is the location of the light in view space
6073         vec3_t viewlightorigin;
6074         // this transforms from view space (camera) to light space (cubemap)
6075         matrix4x4_t viewtolight;
6076         matrix4x4_t lighttoview;
6077         float viewtolight16f[16];
6078         float range = 1.0f / r_shadow_deferred_8bitrange.value;
6079         // light source
6080         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6081         if (rtlight->currentcubemap != r_texture_whitecube)
6082                 permutation |= SHADERPERMUTATION_CUBEFILTER;
6083         if (diffusescale > 0)
6084                 permutation |= SHADERPERMUTATION_DIFFUSE;
6085         if (specularscale > 0)
6086         {
6087                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6088                 if (r_shadow_glossexact.integer)
6089                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6090         }
6091         if (r_shadow_usingshadowmap2d)
6092         {
6093                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6094                 if (r_shadow_shadowmapvsdct)
6095                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6096
6097                 if (r_shadow_shadowmapsampler)
6098                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6099                 if (r_shadow_shadowmappcf > 1)
6100                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6101                 else if (r_shadow_shadowmappcf)
6102                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6103         }
6104         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6105         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6106         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6107         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6108         switch(vid.renderpath)
6109         {
6110         case RENDERPATH_D3D9:
6111 #ifdef SUPPORTD3D
6112                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6113                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6114                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6115                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6116                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6117                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6118                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6119                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6120                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6121                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6122                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6123
6124                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6125                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
6126                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6127                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6128                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
6129                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6130 #endif
6131                 break;
6132         case RENDERPATH_D3D10:
6133                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6134                 break;
6135         case RENDERPATH_D3D11:
6136                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6137                 break;
6138         case RENDERPATH_GL20:
6139                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6140                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6141                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6142                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6143                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6144                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6145                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6146                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6147                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6148                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6149                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6150
6151                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6152                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6153                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6154                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6155                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6156                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6157                 break;
6158         case RENDERPATH_CGGL:
6159 #ifdef SUPPORTCG
6160                 R_SetupShader_SetPermutationCG(mode, permutation);
6161                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6162                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6163                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
6164                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
6165                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
6166                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
6167                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
6168                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6169                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
6170                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6171
6172                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6173                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6174                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6175                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6176                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6177                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6178 #endif
6179                 break;
6180         case RENDERPATH_GL13:
6181         case RENDERPATH_GL11:
6182                 break;
6183         }
6184 }
6185
6186 #define SKINFRAME_HASH 1024
6187
6188 typedef struct
6189 {
6190         int loadsequence; // incremented each level change
6191         memexpandablearray_t array;
6192         skinframe_t *hash[SKINFRAME_HASH];
6193 }
6194 r_skinframe_t;
6195 r_skinframe_t r_skinframe;
6196
6197 void R_SkinFrame_PrepareForPurge(void)
6198 {
6199         r_skinframe.loadsequence++;
6200         // wrap it without hitting zero
6201         if (r_skinframe.loadsequence >= 200)
6202                 r_skinframe.loadsequence = 1;
6203 }
6204
6205 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6206 {
6207         if (!skinframe)
6208                 return;
6209         // mark the skinframe as used for the purging code
6210         skinframe->loadsequence = r_skinframe.loadsequence;
6211 }
6212
6213 void R_SkinFrame_Purge(void)
6214 {
6215         int i;
6216         skinframe_t *s;
6217         for (i = 0;i < SKINFRAME_HASH;i++)
6218         {
6219                 for (s = r_skinframe.hash[i];s;s = s->next)
6220                 {
6221                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6222                         {
6223                                 if (s->merged == s->base)
6224                                         s->merged = NULL;
6225                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6226                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6227                                 R_PurgeTexture(s->merged);s->merged = NULL;
6228                                 R_PurgeTexture(s->base  );s->base   = NULL;
6229                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6230                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6231                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6232                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6233                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6234                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6235                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6236                                 s->loadsequence = 0;
6237                         }
6238                 }
6239         }
6240 }
6241
6242 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6243         skinframe_t *item;
6244         char basename[MAX_QPATH];
6245
6246         Image_StripImageExtension(name, basename, sizeof(basename));
6247
6248         if( last == NULL ) {
6249                 int hashindex;
6250                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6251                 item = r_skinframe.hash[hashindex];
6252         } else {
6253                 item = last->next;
6254         }
6255
6256         // linearly search through the hash bucket
6257         for( ; item ; item = item->next ) {
6258                 if( !strcmp( item->basename, basename ) ) {
6259                         return item;
6260                 }
6261         }
6262         return NULL;
6263 }
6264
6265 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6266 {
6267         skinframe_t *item;
6268         int hashindex;
6269         char basename[MAX_QPATH];
6270
6271         Image_StripImageExtension(name, basename, sizeof(basename));
6272
6273         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6274         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6275                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6276                         break;
6277
6278         if (!item) {
6279                 rtexture_t *dyntexture;
6280                 // check whether its a dynamic texture
6281                 dyntexture = CL_GetDynTexture( basename );
6282                 if (!add && !dyntexture)
6283                         return NULL;
6284                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6285                 memset(item, 0, sizeof(*item));
6286                 strlcpy(item->basename, basename, sizeof(item->basename));
6287                 item->base = dyntexture; // either NULL or dyntexture handle
6288                 item->textureflags = textureflags;
6289                 item->comparewidth = comparewidth;
6290                 item->compareheight = compareheight;
6291                 item->comparecrc = comparecrc;
6292                 item->next = r_skinframe.hash[hashindex];
6293                 r_skinframe.hash[hashindex] = item;
6294         }
6295         else if( item->base == NULL )
6296         {
6297                 rtexture_t *dyntexture;
6298                 // check whether its a dynamic texture
6299                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
6300                 dyntexture = CL_GetDynTexture( basename );
6301                 item->base = dyntexture; // either NULL or dyntexture handle
6302         }
6303
6304         R_SkinFrame_MarkUsed(item);
6305         return item;
6306 }
6307
6308 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6309         { \
6310                 unsigned long long avgcolor[5], wsum; \
6311                 int pix, comp, w; \
6312                 avgcolor[0] = 0; \
6313                 avgcolor[1] = 0; \
6314                 avgcolor[2] = 0; \
6315                 avgcolor[3] = 0; \
6316                 avgcolor[4] = 0; \
6317                 wsum = 0; \
6318                 for(pix = 0; pix < cnt; ++pix) \
6319                 { \
6320                         w = 0; \
6321                         for(comp = 0; comp < 3; ++comp) \
6322                                 w += getpixel; \
6323                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6324                         { \
6325                                 ++wsum; \
6326                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6327                                 w = getpixel; \
6328                                 for(comp = 0; comp < 3; ++comp) \
6329                                         avgcolor[comp] += getpixel * w; \
6330                                 avgcolor[3] += w; \
6331                         } \
6332                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6333                         avgcolor[4] += getpixel; \
6334                 } \
6335                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6336                         avgcolor[3] = 1; \
6337                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6338                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6339                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6340                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6341         }
6342
6343 extern cvar_t gl_picmip;
6344 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6345 {
6346         int j;
6347         unsigned char *pixels;
6348         unsigned char *bumppixels;
6349         unsigned char *basepixels = NULL;
6350         int basepixels_width = 0;
6351         int basepixels_height = 0;
6352         skinframe_t *skinframe;
6353         rtexture_t *ddsbase = NULL;
6354         qboolean ddshasalpha = false;
6355         float ddsavgcolor[4];
6356         char basename[MAX_QPATH];
6357         int miplevel = R_PicmipForFlags(textureflags);
6358         int savemiplevel = miplevel;
6359         int mymiplevel;
6360
6361         if (cls.state == ca_dedicated)
6362                 return NULL;
6363
6364         // return an existing skinframe if already loaded
6365         // if loading of the first image fails, don't make a new skinframe as it
6366         // would cause all future lookups of this to be missing
6367         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6368         if (skinframe && skinframe->base)
6369                 return skinframe;
6370
6371         Image_StripImageExtension(name, basename, sizeof(basename));
6372
6373         // check for DDS texture file first
6374         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6375         {
6376                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6377                 if (basepixels == NULL)
6378                         return NULL;
6379         }
6380
6381         // FIXME handle miplevel
6382
6383         if (developer_loading.integer)
6384                 Con_Printf("loading skin \"%s\"\n", name);
6385
6386         // we've got some pixels to store, so really allocate this new texture now
6387         if (!skinframe)
6388                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6389         skinframe->stain = NULL;
6390         skinframe->merged = NULL;
6391         skinframe->base = NULL;
6392         skinframe->pants = NULL;
6393         skinframe->shirt = NULL;
6394         skinframe->nmap = NULL;
6395         skinframe->gloss = NULL;
6396         skinframe->glow = NULL;
6397         skinframe->fog = NULL;
6398         skinframe->reflect = NULL;
6399         skinframe->hasalpha = false;
6400
6401         if (ddsbase)
6402         {
6403                 skinframe->base = ddsbase;
6404                 skinframe->hasalpha = ddshasalpha;
6405                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6406                 if (r_loadfog && skinframe->hasalpha)
6407                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6408                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6409         }
6410         else
6411         {
6412                 basepixels_width = image_width;
6413                 basepixels_height = image_height;
6414                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6415                 if (textureflags & TEXF_ALPHA)
6416                 {
6417                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6418                         {
6419                                 if (basepixels[j] < 255)
6420                                 {
6421                                         skinframe->hasalpha = true;
6422                                         break;
6423                                 }
6424                         }
6425                         if (r_loadfog && skinframe->hasalpha)
6426                         {
6427                                 // has transparent pixels
6428                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6429                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6430                                 {
6431                                         pixels[j+0] = 255;
6432                                         pixels[j+1] = 255;
6433                                         pixels[j+2] = 255;
6434                                         pixels[j+3] = basepixels[j+3];
6435                                 }
6436                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6437                                 Mem_Free(pixels);
6438                         }
6439                 }
6440                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6441                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6442                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6443                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6444                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6445                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6446         }
6447
6448         if (r_loaddds)
6449         {
6450                 mymiplevel = savemiplevel;
6451                 if (r_loadnormalmap)
6452                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6453                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6454                 if (r_loadgloss)
6455                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6456                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6457                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6458                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6459         }
6460
6461         // _norm is the name used by tenebrae and has been adopted as standard
6462         if (r_loadnormalmap && skinframe->nmap == NULL)
6463         {
6464                 mymiplevel = savemiplevel;
6465                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6466                 {
6467                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6468                         Mem_Free(pixels);
6469                         pixels = NULL;
6470                 }
6471                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6472                 {
6473                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6474                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6475                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6476                         Mem_Free(pixels);
6477                         Mem_Free(bumppixels);
6478                 }
6479                 else if (r_shadow_bumpscale_basetexture.value > 0)
6480                 {
6481                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6482                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6483                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6484                         Mem_Free(pixels);
6485                 }
6486                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6487                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6488         }
6489
6490         // _luma is supported only for tenebrae compatibility
6491         // _glow is the preferred name
6492         mymiplevel = savemiplevel;
6493         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6494         {
6495                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6496                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6497                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6498                 Mem_Free(pixels);pixels = NULL;
6499         }
6500
6501         mymiplevel = savemiplevel;
6502         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6503         {
6504                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6505                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6506                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6507                 Mem_Free(pixels);
6508                 pixels = NULL;
6509         }
6510
6511         mymiplevel = savemiplevel;
6512         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6513         {
6514                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6515                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6516                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6517                 Mem_Free(pixels);
6518                 pixels = NULL;
6519         }
6520
6521         mymiplevel = savemiplevel;
6522         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6523         {
6524                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6525                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6526                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6527                 Mem_Free(pixels);
6528                 pixels = NULL;
6529         }
6530
6531         mymiplevel = savemiplevel;
6532         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6533         {
6534                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6535                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6536                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6537                 Mem_Free(pixels);
6538                 pixels = NULL;
6539         }
6540
6541         if (basepixels)
6542                 Mem_Free(basepixels);
6543
6544         return skinframe;
6545 }
6546
6547 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6549 {
6550         int i;
6551         unsigned char *temp1, *temp2;
6552         skinframe_t *skinframe;
6553
6554         if (cls.state == ca_dedicated)
6555                 return NULL;
6556
6557         // if already loaded just return it, otherwise make a new skinframe
6558         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6559         if (skinframe && skinframe->base)
6560                 return skinframe;
6561
6562         skinframe->stain = NULL;
6563         skinframe->merged = NULL;
6564         skinframe->base = NULL;
6565         skinframe->pants = NULL;
6566         skinframe->shirt = NULL;
6567         skinframe->nmap = NULL;
6568         skinframe->gloss = NULL;
6569         skinframe->glow = NULL;
6570         skinframe->fog = NULL;
6571         skinframe->reflect = NULL;
6572         skinframe->hasalpha = false;
6573
6574         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6575         if (!skindata)
6576                 return NULL;
6577
6578         if (developer_loading.integer)
6579                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6580
6581         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6582         {
6583                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6584                 temp2 = temp1 + width * height * 4;
6585                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6586                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6587                 Mem_Free(temp1);
6588         }
6589         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6590         if (textureflags & TEXF_ALPHA)
6591         {
6592                 for (i = 3;i < width * height * 4;i += 4)
6593                 {
6594                         if (skindata[i] < 255)
6595                         {
6596                                 skinframe->hasalpha = true;
6597                                 break;
6598                         }
6599                 }
6600                 if (r_loadfog && skinframe->hasalpha)
6601                 {
6602                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6603                         memcpy(fogpixels, skindata, width * height * 4);
6604                         for (i = 0;i < width * height * 4;i += 4)
6605                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6606                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6607                         Mem_Free(fogpixels);
6608                 }
6609         }
6610
6611         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6612         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6613
6614         return skinframe;
6615 }
6616
6617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6618 {
6619         int i;
6620         int featuresmask;
6621         skinframe_t *skinframe;
6622
6623         if (cls.state == ca_dedicated)
6624                 return NULL;
6625
6626         // if already loaded just return it, otherwise make a new skinframe
6627         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6628         if (skinframe && skinframe->base)
6629                 return skinframe;
6630
6631         skinframe->stain = NULL;
6632         skinframe->merged = NULL;
6633         skinframe->base = NULL;
6634         skinframe->pants = NULL;
6635         skinframe->shirt = NULL;
6636         skinframe->nmap = NULL;
6637         skinframe->gloss = NULL;
6638         skinframe->glow = NULL;
6639         skinframe->fog = NULL;
6640         skinframe->reflect = NULL;
6641         skinframe->hasalpha = false;
6642
6643         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6644         if (!skindata)
6645                 return NULL;
6646
6647         if (developer_loading.integer)
6648                 Con_Printf("loading quake skin \"%s\"\n", name);
6649
6650         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
6651         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6652         memcpy(skinframe->qpixels, skindata, width*height);
6653         skinframe->qwidth = width;
6654         skinframe->qheight = height;
6655
6656         featuresmask = 0;
6657         for (i = 0;i < width * height;i++)
6658                 featuresmask |= palette_featureflags[skindata[i]];
6659
6660         skinframe->hasalpha = false;
6661         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6662         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6663         skinframe->qgeneratemerged = true;
6664         skinframe->qgeneratebase = skinframe->qhascolormapping;
6665         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6666
6667         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6668         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6669
6670         return skinframe;
6671 }
6672
6673 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6674 {
6675         int width;
6676         int height;
6677         unsigned char *skindata;
6678
6679         if (!skinframe->qpixels)
6680                 return;
6681
6682         if (!skinframe->qhascolormapping)
6683                 colormapped = false;
6684
6685         if (colormapped)
6686         {
6687                 if (!skinframe->qgeneratebase)
6688                         return;
6689         }
6690         else
6691         {
6692                 if (!skinframe->qgeneratemerged)
6693                         return;
6694         }
6695
6696         width = skinframe->qwidth;
6697         height = skinframe->qheight;
6698         skindata = skinframe->qpixels;
6699
6700         if (skinframe->qgeneratenmap)
6701         {
6702                 unsigned char *temp1, *temp2;
6703                 skinframe->qgeneratenmap = false;
6704                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6705                 temp2 = temp1 + width * height * 4;
6706                 // use either a custom palette or the quake palette
6707                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6708                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6709                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6710                 Mem_Free(temp1);
6711         }
6712
6713         if (skinframe->qgenerateglow)
6714         {
6715                 skinframe->qgenerateglow = false;
6716                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6717         }
6718
6719         if (colormapped)
6720         {
6721                 skinframe->qgeneratebase = false;
6722                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6723                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6724                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6725         }
6726         else
6727         {
6728                 skinframe->qgeneratemerged = false;
6729                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6730         }
6731
6732         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6733         {
6734                 Mem_Free(skinframe->qpixels);
6735                 skinframe->qpixels = NULL;
6736         }
6737 }
6738
6739 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
6740 {
6741         int i;
6742         skinframe_t *skinframe;
6743
6744         if (cls.state == ca_dedicated)
6745                 return NULL;
6746
6747         // if already loaded just return it, otherwise make a new skinframe
6748         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6749         if (skinframe && skinframe->base)
6750                 return skinframe;
6751
6752         skinframe->stain = NULL;
6753         skinframe->merged = NULL;
6754         skinframe->base = NULL;
6755         skinframe->pants = NULL;
6756         skinframe->shirt = NULL;
6757         skinframe->nmap = NULL;
6758         skinframe->gloss = NULL;
6759         skinframe->glow = NULL;
6760         skinframe->fog = NULL;
6761         skinframe->reflect = NULL;
6762         skinframe->hasalpha = false;
6763
6764         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6765         if (!skindata)
6766                 return NULL;
6767
6768         if (developer_loading.integer)
6769                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6770
6771         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6772         if (textureflags & TEXF_ALPHA)
6773         {
6774                 for (i = 0;i < width * height;i++)
6775                 {
6776                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6777                         {
6778                                 skinframe->hasalpha = true;
6779                                 break;
6780                         }
6781                 }
6782                 if (r_loadfog && skinframe->hasalpha)
6783                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6784         }
6785
6786         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6787         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6788
6789         return skinframe;
6790 }
6791
6792 skinframe_t *R_SkinFrame_LoadMissing(void)
6793 {
6794         skinframe_t *skinframe;
6795
6796         if (cls.state == ca_dedicated)
6797                 return NULL;
6798
6799         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6800         skinframe->stain = NULL;
6801         skinframe->merged = NULL;
6802         skinframe->base = NULL;
6803         skinframe->pants = NULL;
6804         skinframe->shirt = NULL;
6805         skinframe->nmap = NULL;
6806         skinframe->gloss = NULL;
6807         skinframe->glow = NULL;
6808         skinframe->fog = NULL;
6809         skinframe->reflect = NULL;
6810         skinframe->hasalpha = false;
6811
6812         skinframe->avgcolor[0] = rand() / RAND_MAX;
6813         skinframe->avgcolor[1] = rand() / RAND_MAX;
6814         skinframe->avgcolor[2] = rand() / RAND_MAX;
6815         skinframe->avgcolor[3] = 1;
6816
6817         return skinframe;
6818 }
6819
6820 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6821 typedef struct suffixinfo_s
6822 {
6823         const char *suffix;
6824         qboolean flipx, flipy, flipdiagonal;
6825 }
6826 suffixinfo_t;
6827 static suffixinfo_t suffix[3][6] =
6828 {
6829         {
6830                 {"px",   false, false, false},
6831                 {"nx",   false, false, false},
6832                 {"py",   false, false, false},
6833                 {"ny",   false, false, false},
6834                 {"pz",   false, false, false},
6835                 {"nz",   false, false, false}
6836         },
6837         {
6838                 {"posx", false, false, false},
6839                 {"negx", false, false, false},
6840                 {"posy", false, false, false},
6841                 {"negy", false, false, false},
6842                 {"posz", false, false, false},
6843                 {"negz", false, false, false}
6844         },
6845         {
6846                 {"rt",    true, false,  true},
6847                 {"lf",   false,  true,  true},
6848                 {"ft",    true,  true, false},
6849                 {"bk",   false, false, false},
6850                 {"up",    true, false,  true},
6851                 {"dn",    true, false,  true}
6852         }
6853 };
6854
6855 static int componentorder[4] = {0, 1, 2, 3};
6856
6857 rtexture_t *R_LoadCubemap(const char *basename)
6858 {
6859         int i, j, cubemapsize;
6860         unsigned char *cubemappixels, *image_buffer;
6861         rtexture_t *cubemaptexture;
6862         char name[256];
6863         // must start 0 so the first loadimagepixels has no requested width/height
6864         cubemapsize = 0;
6865         cubemappixels = NULL;
6866         cubemaptexture = NULL;
6867         // keep trying different suffix groups (posx, px, rt) until one loads
6868         for (j = 0;j < 3 && !cubemappixels;j++)
6869         {
6870                 // load the 6 images in the suffix group
6871                 for (i = 0;i < 6;i++)
6872                 {
6873                         // generate an image name based on the base and and suffix
6874                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6875                         // load it
6876                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6877                         {
6878                                 // an image loaded, make sure width and height are equal
6879                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6880                                 {
6881                                         // if this is the first image to load successfully, allocate the cubemap memory
6882                                         if (!cubemappixels && image_width >= 1)
6883                                         {
6884                                                 cubemapsize = image_width;
6885                                                 // note this clears to black, so unavailable sides are black
6886                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6887                                         }
6888                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6889                                         if (cubemappixels)
6890                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6891                                 }
6892                                 else
6893                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6894                                 // free the image
6895                                 Mem_Free(image_buffer);
6896                         }
6897                 }
6898         }
6899         // if a cubemap loaded, upload it
6900         if (cubemappixels)
6901         {
6902                 if (developer_loading.integer)
6903                         Con_Printf("loading cubemap \"%s\"\n", basename);
6904
6905                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6906                 Mem_Free(cubemappixels);
6907         }
6908         else
6909         {
6910                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6911                 if (developer_loading.integer)
6912                 {
6913                         Con_Printf("(tried tried images ");
6914                         for (j = 0;j < 3;j++)
6915                                 for (i = 0;i < 6;i++)
6916                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6917                         Con_Print(" and was unable to find any of them).\n");
6918                 }
6919         }
6920         return cubemaptexture;
6921 }
6922
6923 rtexture_t *R_GetCubemap(const char *basename)
6924 {
6925         int i;
6926         for (i = 0;i < r_texture_numcubemaps;i++)
6927                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6928                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6929         if (i >= MAX_CUBEMAPS)
6930                 return r_texture_whitecube;
6931         r_texture_numcubemaps++;
6932         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6933         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6934         return r_texture_cubemaps[i].texture;
6935 }
6936
6937 void R_FreeCubemaps(void)
6938 {
6939         int i;
6940         for (i = 0;i < r_texture_numcubemaps;i++)
6941         {
6942                 if (developer_loading.integer)
6943                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6944                 if (r_texture_cubemaps[i].texture)
6945                         R_FreeTexture(r_texture_cubemaps[i].texture);
6946         }
6947         r_texture_numcubemaps = 0;
6948 }
6949
6950 void R_Main_FreeViewCache(void)
6951 {
6952         if (r_refdef.viewcache.entityvisible)
6953                 Mem_Free(r_refdef.viewcache.entityvisible);
6954         if (r_refdef.viewcache.world_pvsbits)
6955                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6956         if (r_refdef.viewcache.world_leafvisible)
6957                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6958         if (r_refdef.viewcache.world_surfacevisible)
6959                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6960         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6961 }
6962
6963 void R_Main_ResizeViewCache(void)
6964 {
6965         int numentities = r_refdef.scene.numentities;
6966         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6967         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6968         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6969         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6970         if (r_refdef.viewcache.maxentities < numentities)
6971         {
6972                 r_refdef.viewcache.maxentities = numentities;
6973                 if (r_refdef.viewcache.entityvisible)
6974                         Mem_Free(r_refdef.viewcache.entityvisible);
6975                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6976         }
6977         if (r_refdef.viewcache.world_numclusters != numclusters)
6978         {
6979                 r_refdef.viewcache.world_numclusters = numclusters;
6980                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6981                 if (r_refdef.viewcache.world_pvsbits)
6982                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6983                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6984         }
6985         if (r_refdef.viewcache.world_numleafs != numleafs)
6986         {
6987                 r_refdef.viewcache.world_numleafs = numleafs;
6988                 if (r_refdef.viewcache.world_leafvisible)
6989                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6990                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6991         }
6992         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6993         {
6994                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6995                 if (r_refdef.viewcache.world_surfacevisible)
6996                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6997                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6998         }
6999 }
7000
7001 extern rtexture_t *loadingscreentexture;
7002 void gl_main_start(void)
7003 {
7004         loadingscreentexture = NULL;
7005         r_texture_blanknormalmap = NULL;
7006         r_texture_white = NULL;
7007         r_texture_grey128 = NULL;
7008         r_texture_black = NULL;
7009         r_texture_whitecube = NULL;
7010         r_texture_normalizationcube = NULL;
7011         r_texture_fogattenuation = NULL;
7012         r_texture_fogheighttexture = NULL;
7013         r_texture_gammaramps = NULL;
7014         r_texture_numcubemaps = 0;
7015
7016         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7017         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7018
7019         switch(vid.renderpath)
7020         {
7021         case RENDERPATH_GL20:
7022         case RENDERPATH_CGGL:
7023         case RENDERPATH_D3D9:
7024         case RENDERPATH_D3D10:
7025         case RENDERPATH_D3D11:
7026                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7027                 Cvar_SetValueQuick(&gl_combine, 1);
7028                 Cvar_SetValueQuick(&r_glsl, 1);
7029                 r_loadnormalmap = true;
7030                 r_loadgloss = true;
7031                 r_loadfog = false;
7032                 break;
7033         case RENDERPATH_GL13:
7034                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7035                 Cvar_SetValueQuick(&gl_combine, 1);
7036                 Cvar_SetValueQuick(&r_glsl, 0);
7037                 r_loadnormalmap = false;
7038                 r_loadgloss = false;
7039                 r_loadfog = true;
7040                 break;
7041         case RENDERPATH_GL11:
7042                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7043                 Cvar_SetValueQuick(&gl_combine, 0);
7044                 Cvar_SetValueQuick(&r_glsl, 0);
7045                 r_loadnormalmap = false;
7046                 r_loadgloss = false;
7047                 r_loadfog = true;
7048                 break;
7049         }
7050
7051         R_AnimCache_Free();
7052         R_FrameData_Reset();
7053
7054         r_numqueries = 0;
7055         r_maxqueries = 0;
7056         memset(r_queries, 0, sizeof(r_queries));
7057
7058         r_qwskincache = NULL;
7059         r_qwskincache_size = 0;
7060
7061         // set up r_skinframe loading system for textures
7062         memset(&r_skinframe, 0, sizeof(r_skinframe));
7063         r_skinframe.loadsequence = 1;
7064         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7065
7066         r_main_texturepool = R_AllocTexturePool();
7067         R_BuildBlankTextures();
7068         R_BuildNoTexture();
7069         if (vid.support.arb_texture_cube_map)
7070         {
7071                 R_BuildWhiteCube();
7072                 R_BuildNormalizationCube();
7073         }
7074         r_texture_fogattenuation = NULL;
7075         r_texture_fogheighttexture = NULL;
7076         r_texture_gammaramps = NULL;
7077         //r_texture_fogintensity = NULL;
7078         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7079         memset(&r_waterstate, 0, sizeof(r_waterstate));
7080         r_glsl_permutation = NULL;
7081         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7082         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7083         glslshaderstring = NULL;
7084 #ifdef SUPPORTCG
7085         r_cg_permutation = NULL;
7086         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7087         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7088         cgshaderstring = NULL;
7089 #endif
7090 #ifdef SUPPORTD3D
7091         r_hlsl_permutation = NULL;
7092         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7093         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7094         hlslshaderstring = NULL;
7095 #endif
7096         memset(&r_svbsp, 0, sizeof (r_svbsp));
7097
7098         r_refdef.fogmasktable_density = 0;
7099 }
7100
7101 void gl_main_shutdown(void)
7102 {
7103         R_AnimCache_Free();
7104         R_FrameData_Reset();
7105
7106         R_Main_FreeViewCache();
7107
7108         switch(vid.renderpath)
7109         {
7110         case RENDERPATH_GL11:
7111         case RENDERPATH_GL13:
7112         case RENDERPATH_GL20:
7113         case RENDERPATH_CGGL:
7114                 if (r_maxqueries)
7115                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7116                 break;
7117         case RENDERPATH_D3D9:
7118                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7119                 break;
7120         case RENDERPATH_D3D10:
7121                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7122                 break;
7123         case RENDERPATH_D3D11:
7124                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7125                 break;
7126         }
7127
7128         r_numqueries = 0;
7129         r_maxqueries = 0;
7130         memset(r_queries, 0, sizeof(r_queries));
7131
7132         r_qwskincache = NULL;
7133         r_qwskincache_size = 0;
7134
7135         // clear out the r_skinframe state
7136         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7137         memset(&r_skinframe, 0, sizeof(r_skinframe));
7138
7139         if (r_svbsp.nodes)
7140                 Mem_Free(r_svbsp.nodes);
7141         memset(&r_svbsp, 0, sizeof (r_svbsp));
7142         R_FreeTexturePool(&r_main_texturepool);
7143         loadingscreentexture = NULL;
7144         r_texture_blanknormalmap = NULL;
7145         r_texture_white = NULL;
7146         r_texture_grey128 = NULL;
7147         r_texture_black = NULL;
7148         r_texture_whitecube = NULL;
7149         r_texture_normalizationcube = NULL;
7150         r_texture_fogattenuation = NULL;
7151         r_texture_fogheighttexture = NULL;
7152         r_texture_gammaramps = NULL;
7153         r_texture_numcubemaps = 0;
7154         //r_texture_fogintensity = NULL;
7155         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7156         memset(&r_waterstate, 0, sizeof(r_waterstate));
7157         R_GLSL_Restart_f();
7158 }
7159
7160 extern void CL_ParseEntityLump(char *entitystring);
7161 void gl_main_newmap(void)
7162 {
7163         // FIXME: move this code to client
7164         char *entities, entname[MAX_QPATH];
7165         if (r_qwskincache)
7166                 Mem_Free(r_qwskincache);
7167         r_qwskincache = NULL;
7168         r_qwskincache_size = 0;
7169         if (cl.worldmodel)
7170         {
7171                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7172                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7173                 {
7174                         CL_ParseEntityLump(entities);
7175                         Mem_Free(entities);
7176                         return;
7177                 }
7178                 if (cl.worldmodel->brush.entities)
7179                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7180         }
7181         R_Main_FreeViewCache();
7182
7183         R_FrameData_Reset();
7184 }
7185
7186 void GL_Main_Init(void)
7187 {
7188         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7189
7190         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7191         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7192         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7193         if (gamemode == GAME_NEHAHRA)
7194         {
7195                 Cvar_RegisterVariable (&gl_fogenable);
7196                 Cvar_RegisterVariable (&gl_fogdensity);
7197                 Cvar_RegisterVariable (&gl_fogred);
7198                 Cvar_RegisterVariable (&gl_foggreen);
7199                 Cvar_RegisterVariable (&gl_fogblue);
7200                 Cvar_RegisterVariable (&gl_fogstart);
7201                 Cvar_RegisterVariable (&gl_fogend);
7202                 Cvar_RegisterVariable (&gl_skyclip);
7203         }
7204         Cvar_RegisterVariable(&r_motionblur);
7205         Cvar_RegisterVariable(&r_motionblur_maxblur);
7206         Cvar_RegisterVariable(&r_motionblur_bmin);
7207         Cvar_RegisterVariable(&r_motionblur_vmin);
7208         Cvar_RegisterVariable(&r_motionblur_vmax);
7209         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7210         Cvar_RegisterVariable(&r_motionblur_randomize);
7211         Cvar_RegisterVariable(&r_damageblur);
7212         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7213         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7214         Cvar_RegisterVariable(&r_equalize_entities_by);
7215         Cvar_RegisterVariable(&r_equalize_entities_to);
7216         Cvar_RegisterVariable(&r_depthfirst);
7217         Cvar_RegisterVariable(&r_useinfinitefarclip);
7218         Cvar_RegisterVariable(&r_farclip_base);
7219         Cvar_RegisterVariable(&r_farclip_world);
7220         Cvar_RegisterVariable(&r_nearclip);
7221         Cvar_RegisterVariable(&r_showbboxes);
7222         Cvar_RegisterVariable(&r_showsurfaces);
7223         Cvar_RegisterVariable(&r_showtris);
7224         Cvar_RegisterVariable(&r_shownormals);
7225         Cvar_RegisterVariable(&r_showlighting);
7226         Cvar_RegisterVariable(&r_showshadowvolumes);
7227         Cvar_RegisterVariable(&r_showcollisionbrushes);
7228         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7229         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7230         Cvar_RegisterVariable(&r_showdisabledepthtest);
7231         Cvar_RegisterVariable(&r_drawportals);
7232         Cvar_RegisterVariable(&r_drawentities);
7233         Cvar_RegisterVariable(&r_draw2d);
7234         Cvar_RegisterVariable(&r_drawworld);
7235         Cvar_RegisterVariable(&r_cullentities_trace);
7236         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7237         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7238         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7239         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7240         Cvar_RegisterVariable(&r_drawviewmodel);
7241         Cvar_RegisterVariable(&r_drawexteriormodel);
7242         Cvar_RegisterVariable(&r_speeds);
7243         Cvar_RegisterVariable(&r_fullbrights);
7244         Cvar_RegisterVariable(&r_wateralpha);
7245         Cvar_RegisterVariable(&r_dynamic);
7246         Cvar_RegisterVariable(&r_fakelight);
7247         Cvar_RegisterVariable(&r_fakelight_intensity);
7248         Cvar_RegisterVariable(&r_fullbright);
7249         Cvar_RegisterVariable(&r_shadows);
7250         Cvar_RegisterVariable(&r_shadows_darken);
7251         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7252         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7253         Cvar_RegisterVariable(&r_shadows_throwdistance);
7254         Cvar_RegisterVariable(&r_shadows_throwdirection);
7255         Cvar_RegisterVariable(&r_shadows_focus);
7256         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7257         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7258         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7259         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7260         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7261         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7262         Cvar_RegisterVariable(&r_fog_exp2);
7263         Cvar_RegisterVariable(&r_drawfog);
7264         Cvar_RegisterVariable(&r_transparentdepthmasking);
7265         Cvar_RegisterVariable(&r_texture_dds_load);
7266         Cvar_RegisterVariable(&r_texture_dds_save);
7267         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7268         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7269         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7270         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7271         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7272         Cvar_RegisterVariable(&r_textureunits);
7273         Cvar_RegisterVariable(&gl_combine);
7274         Cvar_RegisterVariable(&r_glsl);
7275         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7276         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7277         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7278         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7279         Cvar_RegisterVariable(&r_glsl_postprocess);
7280         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7281         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7282         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7283         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7284         Cvar_RegisterVariable(&r_water);
7285         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7286         Cvar_RegisterVariable(&r_water_clippingplanebias);
7287         Cvar_RegisterVariable(&r_water_refractdistort);
7288         Cvar_RegisterVariable(&r_water_reflectdistort);
7289         Cvar_RegisterVariable(&r_water_scissormode);
7290         Cvar_RegisterVariable(&r_lerpsprites);
7291         Cvar_RegisterVariable(&r_lerpmodels);
7292         Cvar_RegisterVariable(&r_lerplightstyles);
7293         Cvar_RegisterVariable(&r_waterscroll);
7294         Cvar_RegisterVariable(&r_bloom);
7295         Cvar_RegisterVariable(&r_bloom_colorscale);
7296         Cvar_RegisterVariable(&r_bloom_brighten);
7297         Cvar_RegisterVariable(&r_bloom_blur);
7298         Cvar_RegisterVariable(&r_bloom_resolution);
7299         Cvar_RegisterVariable(&r_bloom_colorexponent);
7300         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7301         Cvar_RegisterVariable(&r_hdr);
7302         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7303         Cvar_RegisterVariable(&r_hdr_glowintensity);
7304         Cvar_RegisterVariable(&r_hdr_range);
7305         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7306         Cvar_RegisterVariable(&developer_texturelogging);
7307         Cvar_RegisterVariable(&gl_lightmaps);
7308         Cvar_RegisterVariable(&r_test);
7309         Cvar_RegisterVariable(&r_glsl_saturation);
7310         Cvar_RegisterVariable(&r_framedatasize);
7311         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7312                 Cvar_SetValue("r_fullbrights", 0);
7313         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7314
7315         Cvar_RegisterVariable(&r_track_sprites);
7316         Cvar_RegisterVariable(&r_track_sprites_flags);
7317         Cvar_RegisterVariable(&r_track_sprites_scalew);
7318         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7319         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7320         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7321 }
7322
7323 extern void R_Textures_Init(void);
7324 extern void GL_Draw_Init(void);
7325 extern void GL_Main_Init(void);
7326 extern void R_Shadow_Init(void);
7327 extern void R_Sky_Init(void);
7328 extern void GL_Surf_Init(void);
7329 extern void R_Particles_Init(void);
7330 extern void R_Explosion_Init(void);
7331 extern void gl_backend_init(void);
7332 extern void Sbar_Init(void);
7333 extern void R_LightningBeams_Init(void);
7334 extern void Mod_RenderInit(void);
7335 extern void Font_Init(void);
7336
7337 void Render_Init(void)
7338 {
7339         gl_backend_init();
7340         R_Textures_Init();
7341         GL_Main_Init();
7342         Font_Init();
7343         GL_Draw_Init();
7344         R_Shadow_Init();
7345         R_Sky_Init();
7346         GL_Surf_Init();
7347         Sbar_Init();
7348         R_Particles_Init();
7349         R_Explosion_Init();
7350         R_LightningBeams_Init();
7351         Mod_RenderInit();
7352 }
7353
7354 /*
7355 ===============
7356 GL_Init
7357 ===============
7358 */
7359 extern char *ENGINE_EXTENSIONS;
7360 void GL_Init (void)
7361 {
7362         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7363         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7364         gl_version = (const char *)qglGetString(GL_VERSION);
7365         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7366
7367         if (!gl_extensions)
7368                 gl_extensions = "";
7369         if (!gl_platformextensions)
7370                 gl_platformextensions = "";
7371
7372         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7373         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7374         Con_Printf("GL_VERSION: %s\n", gl_version);
7375         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7376         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7377
7378         VID_CheckExtensions();
7379
7380         // LordHavoc: report supported extensions
7381         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7382
7383         // clear to black (loading plaque will be seen over this)
7384         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7385 }
7386
7387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7388 {
7389         int i;
7390         mplane_t *p;
7391         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7392         {
7393                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7394                 if (i == 4)
7395                         continue;
7396                 p = r_refdef.view.frustum + i;
7397                 switch(p->signbits)
7398                 {
7399                 default:
7400                 case 0:
7401                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7402                                 return true;
7403                         break;
7404                 case 1:
7405                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7406                                 return true;
7407                         break;
7408                 case 2:
7409                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7410                                 return true;
7411                         break;
7412                 case 3:
7413                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7414                                 return true;
7415                         break;
7416                 case 4:
7417                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7418                                 return true;
7419                         break;
7420                 case 5:
7421                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7422                                 return true;
7423                         break;
7424                 case 6:
7425                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7426                                 return true;
7427                         break;
7428                 case 7:
7429                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7430                                 return true;
7431                         break;
7432                 }
7433         }
7434         return false;
7435 }
7436
7437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7438 {
7439         int i;
7440         const mplane_t *p;
7441         for (i = 0;i < numplanes;i++)
7442         {
7443                 p = planes + i;
7444                 switch(p->signbits)
7445                 {
7446                 default:
7447                 case 0:
7448                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7449                                 return true;
7450                         break;
7451                 case 1:
7452                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7453                                 return true;
7454                         break;
7455                 case 2:
7456                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7457                                 return true;
7458                         break;
7459                 case 3:
7460                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7461                                 return true;
7462                         break;
7463                 case 4:
7464                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7465                                 return true;
7466                         break;
7467                 case 5:
7468                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7469                                 return true;
7470                         break;
7471                 case 6:
7472                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7473                                 return true;
7474                         break;
7475                 case 7:
7476                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7477                                 return true;
7478                         break;
7479                 }
7480         }
7481         return false;
7482 }
7483
7484 //==================================================================================
7485
7486 // LordHavoc: this stores temporary data used within the same frame
7487
7488 qboolean r_framedata_failed;
7489 static size_t r_framedata_size;
7490 static size_t r_framedata_current;
7491 static void *r_framedata_base;
7492
7493 void R_FrameData_Reset(void)
7494 {
7495         if (r_framedata_base)
7496                 Mem_Free(r_framedata_base);
7497         r_framedata_base = NULL;
7498         r_framedata_size = 0;
7499         r_framedata_current = 0;
7500         r_framedata_failed = false;
7501 }
7502
7503 void R_FrameData_NewFrame(void)
7504 {
7505         size_t wantedsize;
7506         if (r_framedata_failed)
7507                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7508         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7509         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7510         if (r_framedata_size != wantedsize)
7511         {
7512                 r_framedata_size = wantedsize;
7513                 if (r_framedata_base)
7514                         Mem_Free(r_framedata_base);
7515                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7516         }
7517         r_framedata_current = 0;
7518         r_framedata_failed = false;
7519 }
7520
7521 void *R_FrameData_Alloc(size_t size)
7522 {
7523         void *data;
7524
7525         // align to 16 byte boundary
7526         size = (size + 15) & ~15;
7527         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7528         r_framedata_current += size;
7529
7530         // check overflow
7531         if (r_framedata_current > r_framedata_size)
7532                 r_framedata_failed = true;
7533
7534         // return NULL on everything after a failure
7535         if (r_framedata_failed)
7536                 return NULL;
7537
7538         return data;
7539 }
7540
7541 void *R_FrameData_Store(size_t size, void *data)
7542 {
7543         void *d = R_FrameData_Alloc(size);
7544         if (d)
7545                 memcpy(d, data, size);
7546         return d;
7547 }
7548
7549 //==================================================================================
7550
7551 // LordHavoc: animcache originally written by Echon, rewritten since then
7552
7553 /**
7554  * Animation cache prevents re-generating mesh data for an animated model
7555  * multiple times in one frame for lighting, shadowing, reflections, etc.
7556  */
7557
7558 void R_AnimCache_Free(void)
7559 {
7560 }
7561
7562 void R_AnimCache_ClearCache(void)
7563 {
7564         int i;
7565         entity_render_t *ent;
7566
7567         for (i = 0;i < r_refdef.scene.numentities;i++)
7568         {
7569                 ent = r_refdef.scene.entities[i];
7570                 ent->animcache_vertex3f = NULL;
7571                 ent->animcache_normal3f = NULL;
7572                 ent->animcache_svector3f = NULL;
7573                 ent->animcache_tvector3f = NULL;
7574                 ent->animcache_vertexposition = NULL;
7575                 ent->animcache_vertexmesh = NULL;
7576                 ent->animcache_vertexpositionbuffer = NULL;
7577                 ent->animcache_vertexmeshbuffer = NULL;
7578         }
7579 }
7580
7581 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7582 {
7583         int i;
7584
7585         // identical memory layout, so no need to allocate...
7586         // this also provides the vertexposition structure to everything, e.g.
7587         // depth masked rendering currently uses it even if having separate
7588         // arrays
7589         // NOTE: get rid of this optimization if changing it to e.g. 4f
7590         ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7591
7592         // TODO:
7593         // get rid of following uses of VERTEXPOSITION, change to the array:
7594         // R_DrawTextureSurfaceList_Sky if skyrendermasked
7595         // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7596         // R_DrawTextureSurfaceList_DepthOnly
7597         // R_Q1BSP_DrawShadowMap
7598
7599         switch(vid.renderpath)
7600         {
7601         case RENDERPATH_GL20:
7602         case RENDERPATH_CGGL:
7603                 // need the meshbuffers if !gl_mesh_separatearrays.integer
7604                 if (gl_mesh_separatearrays.integer)
7605                         return;
7606                 break;
7607         case RENDERPATH_D3D9:
7608         case RENDERPATH_D3D10:
7609         case RENDERPATH_D3D11:
7610                 // always need the meshbuffers
7611                 break;
7612         case RENDERPATH_GL13:
7613         case RENDERPATH_GL11:
7614                 // never need the meshbuffers
7615                 return;
7616         }
7617
7618         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7619                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7620         /*
7621         if (!ent->animcache_vertexposition)
7622                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7623         */
7624         if (ent->animcache_vertexposition)
7625         {
7626                 /*
7627                 for (i = 0;i < numvertices;i++)
7628                         memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7629                 */
7630                 // TODO: upload vertex buffer?
7631         }
7632         if (ent->animcache_vertexmesh)
7633         {
7634                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7635                 for (i = 0;i < numvertices;i++)
7636                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7637                 if (ent->animcache_svector3f)
7638                         for (i = 0;i < numvertices;i++)
7639                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7640                 if (ent->animcache_tvector3f)
7641                         for (i = 0;i < numvertices;i++)
7642                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7643                 if (ent->animcache_normal3f)
7644                         for (i = 0;i < numvertices;i++)
7645                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7646                 // TODO: upload vertex buffer?
7647         }
7648 }
7649
7650 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7651 {
7652         dp_model_t *model = ent->model;
7653         int numvertices;
7654         // see if it's already cached this frame
7655         if (ent->animcache_vertex3f)
7656         {
7657                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7658                 if (wantnormals || wanttangents)
7659                 {
7660                         if (ent->animcache_normal3f)
7661                                 wantnormals = false;
7662                         if (ent->animcache_svector3f)
7663                                 wanttangents = false;
7664                         if (wantnormals || wanttangents)
7665                         {
7666                                 numvertices = model->surfmesh.num_vertices;
7667                                 if (wantnormals)
7668                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7669                                 if (wanttangents)
7670                                 {
7671                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7672                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7673                                 }
7674                                 if (!r_framedata_failed)
7675                                 {
7676                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7677                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7678                                 }
7679                         }
7680                 }
7681         }
7682         else
7683         {
7684                 // see if this ent is worth caching
7685                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7686                         return false;
7687                 // get some memory for this entity and generate mesh data
7688                 numvertices = model->surfmesh.num_vertices;
7689                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7690                 if (wantnormals)
7691                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7692                 if (wanttangents)
7693                 {
7694                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7695                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7696                 }
7697                 if (!r_framedata_failed)
7698                 {
7699                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7700                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7701                 }
7702         }
7703         return !r_framedata_failed;
7704 }
7705
7706 void R_AnimCache_CacheVisibleEntities(void)
7707 {
7708         int i;
7709         qboolean wantnormals = true;
7710         qboolean wanttangents = !r_showsurfaces.integer;
7711
7712         switch(vid.renderpath)
7713         {
7714         case RENDERPATH_GL20:
7715         case RENDERPATH_CGGL:
7716         case RENDERPATH_D3D9:
7717         case RENDERPATH_D3D10:
7718         case RENDERPATH_D3D11:
7719                 break;
7720         case RENDERPATH_GL13:
7721         case RENDERPATH_GL11:
7722                 wanttangents = false;
7723                 break;
7724         }
7725
7726         if (r_shownormals.integer)
7727                 wanttangents = wantnormals = true;
7728
7729         // TODO: thread this
7730         // NOTE: R_PrepareRTLights() also caches entities
7731
7732         for (i = 0;i < r_refdef.scene.numentities;i++)
7733                 if (r_refdef.viewcache.entityvisible[i])
7734                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7735 }
7736
7737 //==================================================================================
7738
7739 static void R_View_UpdateEntityLighting (void)
7740 {
7741         int i;
7742         entity_render_t *ent;
7743         vec3_t tempdiffusenormal, avg;
7744         vec_t f, fa, fd, fdd;
7745         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7746
7747         for (i = 0;i < r_refdef.scene.numentities;i++)
7748         {
7749                 ent = r_refdef.scene.entities[i];
7750
7751                 // skip unseen models
7752                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7753                         continue;
7754
7755                 // skip bsp models
7756                 if (ent->model && ent->model->brush.num_leafs)
7757                 {
7758                         // TODO: use modellight for r_ambient settings on world?
7759                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7760                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7761                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7762                         continue;
7763                 }
7764
7765                 // fetch the lighting from the worldmodel data
7766                 VectorClear(ent->modellight_ambient);
7767                 VectorClear(ent->modellight_diffuse);
7768                 VectorClear(tempdiffusenormal);
7769                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7770                 {
7771                         vec3_t org;
7772                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7773                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7774                         if(ent->flags & RENDER_EQUALIZE)
7775                         {
7776                                 // first fix up ambient lighting...
7777                                 if(r_equalize_entities_minambient.value > 0)
7778                                 {
7779                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7780                                         if(fd > 0)
7781                                         {
7782                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7783                                                 if(fa < r_equalize_entities_minambient.value * fd)
7784                                                 {
7785                                                         // solve:
7786                                                         //   fa'/fd' = minambient
7787                                                         //   fa'+0.25*fd' = fa+0.25*fd
7788                                                         //   ...
7789                                                         //   fa' = fd' * minambient
7790                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7791                                                         //   ...
7792                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7793                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7794                                                         //   ...
7795                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7796                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
7797                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7798                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7799                                                 }
7800                                         }
7801                                 }
7802
7803                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7804                                 {
7805                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7806                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7807                                         if(f > 0)
7808                                         {
7809                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7810                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7811                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7812                                         }
7813                                 }
7814                         }
7815                 }
7816                 else // highly rare
7817                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7818
7819                 // move the light direction into modelspace coordinates for lighting code
7820                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7821                 if(VectorLength2(ent->modellight_lightdir) == 0)
7822                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7823                 VectorNormalize(ent->modellight_lightdir);
7824         }
7825 }
7826
7827 #define MAX_LINEOFSIGHTTRACES 64
7828
7829 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7830 {
7831         int i;
7832         vec3_t boxmins, boxmaxs;
7833         vec3_t start;
7834         vec3_t end;
7835         dp_model_t *model = r_refdef.scene.worldmodel;
7836
7837         if (!model || !model->brush.TraceLineOfSight)
7838                 return true;
7839
7840         // expand the box a little
7841         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7842         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7843         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7844         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7845         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7846         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7847
7848         // return true if eye is inside enlarged box
7849         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7850                 return true;
7851
7852         // try center
7853         VectorCopy(eye, start);
7854         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7855         if (model->brush.TraceLineOfSight(model, start, end))
7856                 return true;
7857
7858         // try various random positions
7859         for (i = 0;i < numsamples;i++)
7860         {
7861                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7862                 if (model->brush.TraceLineOfSight(model, start, end))
7863                         return true;
7864         }
7865
7866         return false;
7867 }
7868
7869
7870 static void R_View_UpdateEntityVisible (void)
7871 {
7872         int i;
7873         int renderimask;
7874         int samples;
7875         entity_render_t *ent;
7876
7877         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7878                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7879                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7880                 :                                                          RENDER_EXTERIORMODEL;
7881         if (!r_drawviewmodel.integer)
7882                 renderimask |= RENDER_VIEWMODEL;
7883         if (!r_drawexteriormodel.integer)
7884                 renderimask |= RENDER_EXTERIORMODEL;
7885         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7886         {
7887                 // worldmodel can check visibility
7888                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7889                 for (i = 0;i < r_refdef.scene.numentities;i++)
7890                 {
7891                         ent = r_refdef.scene.entities[i];
7892                         if (!(ent->flags & renderimask))
7893                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7894                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7895                                 r_refdef.viewcache.entityvisible[i] = true;
7896                 }
7897                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7898                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7899                 {
7900                         for (i = 0;i < r_refdef.scene.numentities;i++)
7901                         {
7902                                 ent = r_refdef.scene.entities[i];
7903                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7904                                 {
7905                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7906                                         if (samples < 0)
7907                                                 continue; // temp entities do pvs only
7908                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7909                                                 ent->last_trace_visibility = realtime;
7910                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7911                                                 r_refdef.viewcache.entityvisible[i] = 0;
7912                                 }
7913                         }
7914                 }
7915         }
7916         else
7917         {
7918                 // no worldmodel or it can't check visibility
7919                 for (i = 0;i < r_refdef.scene.numentities;i++)
7920                 {
7921                         ent = r_refdef.scene.entities[i];
7922                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7923                 }
7924         }
7925 }
7926
7927 /// only used if skyrendermasked, and normally returns false
7928 int R_DrawBrushModelsSky (void)
7929 {
7930         int i, sky;
7931         entity_render_t *ent;
7932
7933         sky = false;
7934         for (i = 0;i < r_refdef.scene.numentities;i++)
7935         {
7936                 if (!r_refdef.viewcache.entityvisible[i])
7937                         continue;
7938                 ent = r_refdef.scene.entities[i];
7939                 if (!ent->model || !ent->model->DrawSky)
7940                         continue;
7941                 ent->model->DrawSky(ent);
7942                 sky = true;
7943         }
7944         return sky;
7945 }
7946
7947 static void R_DrawNoModel(entity_render_t *ent);
7948 static void R_DrawModels(void)
7949 {
7950         int i;
7951         entity_render_t *ent;
7952
7953         for (i = 0;i < r_refdef.scene.numentities;i++)
7954         {
7955                 if (!r_refdef.viewcache.entityvisible[i])
7956                         continue;
7957                 ent = r_refdef.scene.entities[i];
7958                 r_refdef.stats.entities++;
7959                 if (ent->model && ent->model->Draw != NULL)
7960                         ent->model->Draw(ent);
7961                 else
7962                         R_DrawNoModel(ent);
7963         }
7964 }
7965
7966 static void R_DrawModelsDepth(void)
7967 {
7968         int i;
7969         entity_render_t *ent;
7970
7971         for (i = 0;i < r_refdef.scene.numentities;i++)
7972         {
7973                 if (!r_refdef.viewcache.entityvisible[i])
7974                         continue;
7975                 ent = r_refdef.scene.entities[i];
7976                 if (ent->model && ent->model->DrawDepth != NULL)
7977                         ent->model->DrawDepth(ent);
7978         }
7979 }
7980
7981 static void R_DrawModelsDebug(void)
7982 {
7983         int i;
7984         entity_render_t *ent;
7985
7986         for (i = 0;i < r_refdef.scene.numentities;i++)
7987         {
7988                 if (!r_refdef.viewcache.entityvisible[i])
7989                         continue;
7990                 ent = r_refdef.scene.entities[i];
7991                 if (ent->model && ent->model->DrawDebug != NULL)
7992                         ent->model->DrawDebug(ent);
7993         }
7994 }
7995
7996 static void R_DrawModelsAddWaterPlanes(void)
7997 {
7998         int i;
7999         entity_render_t *ent;
8000
8001         for (i = 0;i < r_refdef.scene.numentities;i++)
8002         {
8003                 if (!r_refdef.viewcache.entityvisible[i])
8004                         continue;
8005                 ent = r_refdef.scene.entities[i];
8006                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8007                         ent->model->DrawAddWaterPlanes(ent);
8008         }
8009 }
8010
8011 static void R_View_SetFrustum(const int *scissor)
8012 {
8013         int i;
8014         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8015         vec3_t forward, left, up, origin, v;
8016
8017         if(scissor)
8018         {
8019                 // flipped x coordinates (because x points left here)
8020                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8021                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8022
8023                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8024                 switch(vid.renderpath)
8025                 {
8026                         case RENDERPATH_D3D9:
8027                         case RENDERPATH_D3D10:
8028                         case RENDERPATH_D3D11:
8029                                 // non-flipped y coordinates
8030                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8031                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8032                                 break;
8033                         case RENDERPATH_GL11:
8034                         case RENDERPATH_GL13:
8035                         case RENDERPATH_GL20:
8036                         case RENDERPATH_CGGL:
8037                                 // non-flipped y coordinates
8038                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8039                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8040                                 break;
8041                 }
8042         }
8043
8044         // we can't trust r_refdef.view.forward and friends in reflected scenes
8045         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8046
8047 #if 0
8048         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8049         r_refdef.view.frustum[0].normal[1] = 0 - 0;
8050         r_refdef.view.frustum[0].normal[2] = -1 - 0;
8051         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8052         r_refdef.view.frustum[1].normal[1] = 0 + 0;
8053         r_refdef.view.frustum[1].normal[2] = -1 + 0;
8054         r_refdef.view.frustum[2].normal[0] = 0 - 0;
8055         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8056         r_refdef.view.frustum[2].normal[2] = -1 - 0;
8057         r_refdef.view.frustum[3].normal[0] = 0 + 0;
8058         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8059         r_refdef.view.frustum[3].normal[2] = -1 + 0;
8060 #endif
8061
8062 #if 0
8063         zNear = r_refdef.nearclip;
8064         nudge = 1.0 - 1.0 / (1<<23);
8065         r_refdef.view.frustum[4].normal[0] = 0 - 0;
8066         r_refdef.view.frustum[4].normal[1] = 0 - 0;
8067         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8068         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8069         r_refdef.view.frustum[5].normal[0] = 0 + 0;
8070         r_refdef.view.frustum[5].normal[1] = 0 + 0;
8071         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8072         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8073 #endif
8074
8075
8076
8077 #if 0
8078         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8079         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8080         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8081         r_refdef.view.frustum[0].dist = m[15] - m[12];
8082
8083         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8084         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8085         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8086         r_refdef.view.frustum[1].dist = m[15] + m[12];
8087
8088         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8089         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8090         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8091         r_refdef.view.frustum[2].dist = m[15] - m[13];
8092
8093         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8094         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8095         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8096         r_refdef.view.frustum[3].dist = m[15] + m[13];
8097
8098         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8099         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8100         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8101         r_refdef.view.frustum[4].dist = m[15] - m[14];
8102
8103         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8104         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8105         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8106         r_refdef.view.frustum[5].dist = m[15] + m[14];
8107 #endif
8108
8109         if (r_refdef.view.useperspective)
8110         {
8111                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8112                 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]);
8113                 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]);
8114                 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]);
8115                 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]);
8116
8117                 // then the normals from the corners relative to origin
8118                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8119                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8120                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8121                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8122
8123                 // in a NORMAL view, forward cross left == up
8124                 // in a REFLECTED view, forward cross left == down
8125                 // so our cross products above need to be adjusted for a left handed coordinate system
8126                 CrossProduct(forward, left, v);
8127                 if(DotProduct(v, up) < 0)
8128                 {
8129                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8130                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8131                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8132                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8133                 }
8134
8135                 // Leaving those out was a mistake, those were in the old code, and they
8136                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8137                 // I couldn't reproduce it after adding those normalizations. --blub
8138                 VectorNormalize(r_refdef.view.frustum[0].normal);
8139                 VectorNormalize(r_refdef.view.frustum[1].normal);
8140                 VectorNormalize(r_refdef.view.frustum[2].normal);
8141                 VectorNormalize(r_refdef.view.frustum[3].normal);
8142
8143                 // make the corners absolute
8144                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8145                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8146                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8147                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8148
8149                 // one more normal
8150                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8151
8152                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8153                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8154                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8155                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8156                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8157         }
8158         else
8159         {
8160                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8161                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8162                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8163                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8164                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8165                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8166                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8167                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8168                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8169                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8170         }
8171         r_refdef.view.numfrustumplanes = 5;
8172
8173         if (r_refdef.view.useclipplane)
8174         {
8175                 r_refdef.view.numfrustumplanes = 6;
8176                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8177         }
8178
8179         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8180                 PlaneClassify(r_refdef.view.frustum + i);
8181
8182         // LordHavoc: note to all quake engine coders, Quake had a special case
8183         // for 90 degrees which assumed a square view (wrong), so I removed it,
8184         // Quake2 has it disabled as well.
8185
8186         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8187         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8188         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8189         //PlaneClassify(&frustum[0]);
8190
8191         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8192         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8193         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8194         //PlaneClassify(&frustum[1]);
8195
8196         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8197         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8198         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8199         //PlaneClassify(&frustum[2]);
8200
8201         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8202         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8203         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8204         //PlaneClassify(&frustum[3]);
8205
8206         // nearclip plane
8207         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8208         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8209         //PlaneClassify(&frustum[4]);
8210 }
8211
8212 void R_View_UpdateWithScissor(const int *myscissor)
8213 {
8214         R_Main_ResizeViewCache();
8215         R_View_SetFrustum(myscissor);
8216         R_View_WorldVisibility(r_refdef.view.useclipplane);
8217         R_View_UpdateEntityVisible();
8218         R_View_UpdateEntityLighting();
8219 }
8220
8221 void R_View_Update(void)
8222 {
8223         R_Main_ResizeViewCache();
8224         R_View_SetFrustum(NULL);
8225         R_View_WorldVisibility(r_refdef.view.useclipplane);
8226         R_View_UpdateEntityVisible();
8227         R_View_UpdateEntityLighting();
8228 }
8229
8230 void R_SetupView(qboolean allowwaterclippingplane)
8231 {
8232         const float *customclipplane = NULL;
8233         float plane[4];
8234         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8235         {
8236                 // LordHavoc: couldn't figure out how to make this approach the
8237                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8238                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8239                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8240                         dist = r_refdef.view.clipplane.dist;
8241                 plane[0] = r_refdef.view.clipplane.normal[0];
8242                 plane[1] = r_refdef.view.clipplane.normal[1];
8243                 plane[2] = r_refdef.view.clipplane.normal[2];
8244                 plane[3] = dist;
8245                 customclipplane = plane;
8246         }
8247
8248         if (!r_refdef.view.useperspective)
8249                 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);
8250         else if (vid.stencil && r_useinfinitefarclip.integer)
8251                 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);
8252         else
8253                 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);
8254         R_SetViewport(&r_refdef.view.viewport);
8255 }
8256
8257 void R_EntityMatrix(const matrix4x4_t *matrix)
8258 {
8259         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8260         {
8261                 gl_modelmatrixchanged = false;
8262                 gl_modelmatrix = *matrix;
8263                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8264                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8265                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8266                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8267                 CHECKGLERROR
8268                 switch(vid.renderpath)
8269                 {
8270                 case RENDERPATH_D3D9:
8271 #ifdef SUPPORTD3D
8272                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8273                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8274 #endif
8275                         break;
8276                 case RENDERPATH_D3D10:
8277                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8278                         break;
8279                 case RENDERPATH_D3D11:
8280                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8281                         break;
8282                 case RENDERPATH_GL20:
8283                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8284                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8285                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8286                         break;
8287                 case RENDERPATH_CGGL:
8288 #ifdef SUPPORTCG
8289                         CHECKCGERROR
8290                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8291                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8292                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8293 #endif
8294                         break;
8295                 case RENDERPATH_GL13:
8296                 case RENDERPATH_GL11:
8297                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8298                         break;
8299                 }
8300         }
8301 }
8302
8303 void R_ResetViewRendering2D(void)
8304 {
8305         r_viewport_t viewport;
8306         DrawQ_Finish();
8307
8308         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8309         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);
8310         R_SetViewport(&viewport);
8311         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8312         GL_Color(1, 1, 1, 1);
8313         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8314         GL_BlendFunc(GL_ONE, GL_ZERO);
8315         GL_AlphaTest(false);
8316         GL_ScissorTest(false);
8317         GL_DepthMask(false);
8318         GL_DepthRange(0, 1);
8319         GL_DepthTest(false);
8320         GL_DepthFunc(GL_LEQUAL);
8321         R_EntityMatrix(&identitymatrix);
8322         R_Mesh_ResetTextureState();
8323         GL_PolygonOffset(0, 0);
8324         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8325         switch(vid.renderpath)
8326         {
8327         case RENDERPATH_GL11:
8328         case RENDERPATH_GL13:
8329         case RENDERPATH_GL20:
8330         case RENDERPATH_CGGL:
8331                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8332                 break;
8333         case RENDERPATH_D3D9:
8334         case RENDERPATH_D3D10:
8335         case RENDERPATH_D3D11:
8336                 break;
8337         }
8338         GL_CullFace(GL_NONE);
8339 }
8340
8341 void R_ResetViewRendering3D(void)
8342 {
8343         DrawQ_Finish();
8344
8345         R_SetupView(true);
8346         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8347         GL_Color(1, 1, 1, 1);
8348         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8349         GL_BlendFunc(GL_ONE, GL_ZERO);
8350         GL_AlphaTest(false);
8351         GL_ScissorTest(true);
8352         GL_DepthMask(true);
8353         GL_DepthRange(0, 1);
8354         GL_DepthTest(true);
8355         GL_DepthFunc(GL_LEQUAL);
8356         R_EntityMatrix(&identitymatrix);
8357         R_Mesh_ResetTextureState();
8358         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8359         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8360         switch(vid.renderpath)
8361         {
8362         case RENDERPATH_GL11:
8363         case RENDERPATH_GL13:
8364         case RENDERPATH_GL20:
8365         case RENDERPATH_CGGL:
8366                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8367                 break;
8368         case RENDERPATH_D3D9:
8369         case RENDERPATH_D3D10:
8370         case RENDERPATH_D3D11:
8371                 break;
8372         }
8373         GL_CullFace(r_refdef.view.cullface_back);
8374 }
8375
8376 /*
8377 ================
8378 R_RenderView_UpdateViewVectors
8379 ================
8380 */
8381 static void R_RenderView_UpdateViewVectors(void)
8382 {
8383         // break apart the view matrix into vectors for various purposes
8384         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8385         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8386         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8387         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8388         // make an inverted copy of the view matrix for tracking sprites
8389         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8390 }
8391
8392 void R_RenderScene(void);
8393 void R_RenderWaterPlanes(void);
8394
8395 static void R_Water_StartFrame(void)
8396 {
8397         int i;
8398         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8399         r_waterstate_waterplane_t *p;
8400
8401         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8402                 return;
8403
8404         switch(vid.renderpath)
8405         {
8406         case RENDERPATH_GL20:
8407         case RENDERPATH_CGGL:
8408         case RENDERPATH_D3D9:
8409         case RENDERPATH_D3D10:
8410         case RENDERPATH_D3D11:
8411                 break;
8412         case RENDERPATH_GL13:
8413         case RENDERPATH_GL11:
8414                 return;
8415         }
8416
8417         // set waterwidth and waterheight to the water resolution that will be
8418         // used (often less than the screen resolution for faster rendering)
8419         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8420         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8421
8422         // calculate desired texture sizes
8423         // can't use water if the card does not support the texture size
8424         if (!r_water.integer || r_showsurfaces.integer)
8425                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8426         else if (vid.support.arb_texture_non_power_of_two)
8427         {
8428                 texturewidth = waterwidth;
8429                 textureheight = waterheight;
8430                 camerawidth = waterwidth;
8431                 cameraheight = waterheight;
8432         }
8433         else
8434         {
8435                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8436                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8437                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8438                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8439         }
8440
8441         // allocate textures as needed
8442         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8443         {
8444                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8445                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8446                 {
8447                         if (p->texture_refraction)
8448                                 R_FreeTexture(p->texture_refraction);
8449                         p->texture_refraction = NULL;
8450                         if (p->texture_reflection)
8451                                 R_FreeTexture(p->texture_reflection);
8452                         p->texture_reflection = NULL;
8453                         if (p->texture_camera)
8454                                 R_FreeTexture(p->texture_camera);
8455                         p->texture_camera = NULL;
8456                 }
8457                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8458                 r_waterstate.texturewidth = texturewidth;
8459                 r_waterstate.textureheight = textureheight;
8460                 r_waterstate.camerawidth = camerawidth;
8461                 r_waterstate.cameraheight = cameraheight;
8462         }
8463
8464         if (r_waterstate.texturewidth)
8465         {
8466                 r_waterstate.enabled = true;
8467
8468                 // when doing a reduced render (HDR) we want to use a smaller area
8469                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8470                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8471
8472                 // set up variables that will be used in shader setup
8473                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8474                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8475                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8476                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8477         }
8478
8479         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8480         r_waterstate.numwaterplanes = 0;
8481 }
8482
8483 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8484 {
8485         int triangleindex, planeindex;
8486         const int *e;
8487         vec3_t vert[3];
8488         vec3_t normal;
8489         vec3_t center;
8490         mplane_t plane;
8491         r_waterstate_waterplane_t *p;
8492         texture_t *t = R_GetCurrentTexture(surface->texture);
8493
8494         // just use the first triangle with a valid normal for any decisions
8495         VectorClear(normal);
8496         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8497         {
8498                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8499                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8500                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8501                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8502                 if (VectorLength2(normal) >= 0.001)
8503                         break;
8504         }
8505
8506         VectorCopy(normal, plane.normal);
8507         VectorNormalize(plane.normal);
8508         plane.dist = DotProduct(vert[0], plane.normal);
8509         PlaneClassify(&plane);
8510         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8511         {
8512                 // skip backfaces (except if nocullface is set)
8513                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8514                         return;
8515                 VectorNegate(plane.normal, plane.normal);
8516                 plane.dist *= -1;
8517                 PlaneClassify(&plane);
8518         }
8519
8520
8521         // find a matching plane if there is one
8522         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8523                 if(p->camera_entity == t->camera_entity)
8524                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8525                                 break;
8526         if (planeindex >= r_waterstate.maxwaterplanes)
8527                 return; // nothing we can do, out of planes
8528
8529         // if this triangle does not fit any known plane rendered this frame, add one
8530         if (planeindex >= r_waterstate.numwaterplanes)
8531         {
8532                 // store the new plane
8533                 r_waterstate.numwaterplanes++;
8534                 p->plane = plane;
8535                 // clear materialflags and pvs
8536                 p->materialflags = 0;
8537                 p->pvsvalid = false;
8538                 p->camera_entity = t->camera_entity;
8539                 VectorCopy(surface->mins, p->mins);
8540                 VectorCopy(surface->maxs, p->maxs);
8541         }
8542         else
8543         {
8544                 // merge mins/maxs
8545                 p->mins[0] = min(p->mins[0], surface->mins[0]);
8546                 p->mins[1] = min(p->mins[1], surface->mins[1]);
8547                 p->mins[2] = min(p->mins[2], surface->mins[2]);
8548                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8549                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8550                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8551         }
8552         // merge this surface's materialflags into the waterplane
8553         p->materialflags |= t->currentmaterialflags;
8554         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8555         {
8556                 // merge this surface's PVS into the waterplane
8557                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8558                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8559                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8560                 {
8561                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8562                         p->pvsvalid = true;
8563                 }
8564         }
8565 }
8566
8567 static void R_Water_ProcessPlanes(void)
8568 {
8569         int myscissor[4];
8570         r_refdef_view_t originalview;
8571         r_refdef_view_t myview;
8572         int planeindex;
8573         r_waterstate_waterplane_t *p;
8574         vec3_t visorigin;
8575
8576         originalview = r_refdef.view;
8577
8578         // make sure enough textures are allocated
8579         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8580         {
8581                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8582                 {
8583                         if (!p->texture_refraction)
8584                                 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);
8585                         if (!p->texture_refraction)
8586                                 goto error;
8587                 }
8588                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8589                 {
8590                         if (!p->texture_camera)
8591                                 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);
8592                         if (!p->texture_camera)
8593                                 goto error;
8594                 }
8595
8596                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8597                 {
8598                         if (!p->texture_reflection)
8599                                 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);
8600                         if (!p->texture_reflection)
8601                                 goto error;
8602                 }
8603         }
8604
8605         // render views
8606         r_refdef.view = originalview;
8607         r_refdef.view.showdebug = false;
8608         r_refdef.view.width = r_waterstate.waterwidth;
8609         r_refdef.view.height = r_waterstate.waterheight;
8610         r_refdef.view.useclipplane = true;
8611         myview = r_refdef.view;
8612         r_waterstate.renderingscene = true;
8613         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8614         {
8615                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8616                 {
8617                         r_refdef.view = myview;
8618                         if(r_water_scissormode.integer)
8619                         {
8620                                 R_SetupView(true);
8621                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8622                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8623                         }
8624
8625                         // render reflected scene and copy into texture
8626                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8627                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8628                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8629                         r_refdef.view.clipplane = p->plane;
8630
8631                         // reverse the cullface settings for this render
8632                         r_refdef.view.cullface_front = GL_FRONT;
8633                         r_refdef.view.cullface_back = GL_BACK;
8634                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8635                         {
8636                                 r_refdef.view.usecustompvs = true;
8637                                 if (p->pvsvalid)
8638                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8639                                 else
8640                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8641                         }
8642
8643                         R_ResetViewRendering3D();
8644                         R_ClearScreen(r_refdef.fogenabled);
8645                         if(r_water_scissormode.integer & 2)
8646                                 R_View_UpdateWithScissor(myscissor);
8647                         else
8648                                 R_View_Update();
8649                         if(r_water_scissormode.integer & 1)
8650                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8651                         R_RenderScene();
8652
8653                         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);
8654                 }
8655
8656                 // render the normal view scene and copy into texture
8657                 // (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)
8658                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8659                 {
8660                         r_refdef.view = myview;
8661                         if(r_water_scissormode.integer)
8662                         {
8663                                 R_SetupView(true);
8664                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8665                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8666                         }
8667
8668                         r_waterstate.renderingrefraction = true;
8669
8670                         r_refdef.view.clipplane = p->plane;
8671                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8672                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8673
8674                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8675                         {
8676                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8677                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8678                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8679                                 R_RenderView_UpdateViewVectors();
8680                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8681                                 {
8682                                         r_refdef.view.usecustompvs = true;
8683                                         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);
8684                                 }
8685                         }
8686
8687                         PlaneClassify(&r_refdef.view.clipplane);
8688
8689                         R_ResetViewRendering3D();
8690                         R_ClearScreen(r_refdef.fogenabled);
8691                         if(r_water_scissormode.integer & 2)
8692                                 R_View_UpdateWithScissor(myscissor);
8693                         else
8694                                 R_View_Update();
8695                         if(r_water_scissormode.integer & 1)
8696                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8697                         R_RenderScene();
8698
8699                         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);
8700                         r_waterstate.renderingrefraction = false;
8701                 }
8702                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8703                 {
8704                         r_refdef.view = myview;
8705
8706                         r_refdef.view.clipplane = p->plane;
8707                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8708                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8709
8710                         r_refdef.view.width = r_waterstate.camerawidth;
8711                         r_refdef.view.height = r_waterstate.cameraheight;
8712                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8713                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8714
8715                         if(p->camera_entity)
8716                         {
8717                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8718                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8719                         }
8720
8721                         // note: all of the view is used for displaying... so
8722                         // there is no use in scissoring
8723
8724                         // reverse the cullface settings for this render
8725                         r_refdef.view.cullface_front = GL_FRONT;
8726                         r_refdef.view.cullface_back = GL_BACK;
8727                         // also reverse the view matrix
8728                         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
8729                         R_RenderView_UpdateViewVectors();
8730                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8731                         {
8732                                 r_refdef.view.usecustompvs = true;
8733                                 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);
8734                         }
8735                         
8736                         // camera needs no clipplane
8737                         r_refdef.view.useclipplane = false;
8738
8739                         PlaneClassify(&r_refdef.view.clipplane);
8740
8741                         R_ResetViewRendering3D();
8742                         R_ClearScreen(r_refdef.fogenabled);
8743                         R_View_Update();
8744                         R_RenderScene();
8745
8746                         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);
8747                         r_waterstate.renderingrefraction = false;
8748                 }
8749
8750         }
8751         r_waterstate.renderingscene = false;
8752         r_refdef.view = originalview;
8753         R_ResetViewRendering3D();
8754         R_ClearScreen(r_refdef.fogenabled);
8755         R_View_Update();
8756         return;
8757 error:
8758         r_refdef.view = originalview;
8759         r_waterstate.renderingscene = false;
8760         Cvar_SetValueQuick(&r_water, 0);
8761         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8762         return;
8763 }
8764
8765 void R_Bloom_StartFrame(void)
8766 {
8767         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8768
8769         switch(vid.renderpath)
8770         {
8771         case RENDERPATH_GL20:
8772         case RENDERPATH_CGGL:
8773         case RENDERPATH_D3D9:
8774         case RENDERPATH_D3D10:
8775         case RENDERPATH_D3D11:
8776                 break;
8777         case RENDERPATH_GL13:
8778         case RENDERPATH_GL11:
8779                 return;
8780         }
8781
8782         // set bloomwidth and bloomheight to the bloom resolution that will be
8783         // used (often less than the screen resolution for faster rendering)
8784         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8785         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8786         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8787         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8788         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8789
8790         // calculate desired texture sizes
8791         if (vid.support.arb_texture_non_power_of_two)
8792         {
8793                 screentexturewidth = r_refdef.view.width;
8794                 screentextureheight = r_refdef.view.height;
8795                 bloomtexturewidth = r_bloomstate.bloomwidth;
8796                 bloomtextureheight = r_bloomstate.bloomheight;
8797         }
8798         else
8799         {
8800                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8801                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8802                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8803                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8804         }
8805
8806         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))
8807         {
8808                 Cvar_SetValueQuick(&r_hdr, 0);
8809                 Cvar_SetValueQuick(&r_bloom, 0);
8810                 Cvar_SetValueQuick(&r_motionblur, 0);
8811                 Cvar_SetValueQuick(&r_damageblur, 0);
8812         }
8813
8814         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)))
8815                 screentexturewidth = screentextureheight = 0;
8816         if (!r_hdr.integer && !r_bloom.integer)
8817                 bloomtexturewidth = bloomtextureheight = 0;
8818
8819         // allocate textures as needed
8820         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8821         {
8822                 if (r_bloomstate.texture_screen)
8823                         R_FreeTexture(r_bloomstate.texture_screen);
8824                 r_bloomstate.texture_screen = NULL;
8825                 r_bloomstate.screentexturewidth = screentexturewidth;
8826                 r_bloomstate.screentextureheight = screentextureheight;
8827                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8828                         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);
8829         }
8830         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8831         {
8832                 if (r_bloomstate.texture_bloom)
8833                         R_FreeTexture(r_bloomstate.texture_bloom);
8834                 r_bloomstate.texture_bloom = NULL;
8835                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8836                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8837                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8838                         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);
8839         }
8840
8841         // when doing a reduced render (HDR) we want to use a smaller area
8842         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8843         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8844         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8845         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8846         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8847
8848         // set up a texcoord array for the full resolution screen image
8849         // (we have to keep this around to copy back during final render)
8850         r_bloomstate.screentexcoord2f[0] = 0;
8851         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8852         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8853         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8854         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8855         r_bloomstate.screentexcoord2f[5] = 0;
8856         r_bloomstate.screentexcoord2f[6] = 0;
8857         r_bloomstate.screentexcoord2f[7] = 0;
8858
8859         // set up a texcoord array for the reduced resolution bloom image
8860         // (which will be additive blended over the screen image)
8861         r_bloomstate.bloomtexcoord2f[0] = 0;
8862         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8863         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8864         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8865         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8866         r_bloomstate.bloomtexcoord2f[5] = 0;
8867         r_bloomstate.bloomtexcoord2f[6] = 0;
8868         r_bloomstate.bloomtexcoord2f[7] = 0;
8869
8870         switch(vid.renderpath)
8871         {
8872         case RENDERPATH_GL11:
8873         case RENDERPATH_GL13:
8874         case RENDERPATH_GL20:
8875         case RENDERPATH_CGGL:
8876                 break;
8877         case RENDERPATH_D3D9:
8878         case RENDERPATH_D3D10:
8879         case RENDERPATH_D3D11:
8880                 {
8881                         int i;
8882                         for (i = 0;i < 4;i++)
8883                         {
8884                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8885                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8886                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8887                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8888                         }
8889                 }
8890                 break;
8891         }
8892
8893         if (r_hdr.integer || r_bloom.integer)
8894         {
8895                 r_bloomstate.enabled = true;
8896                 r_bloomstate.hdr = r_hdr.integer != 0;
8897         }
8898
8899         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);
8900 }
8901
8902 void R_Bloom_CopyBloomTexture(float colorscale)
8903 {
8904         r_refdef.stats.bloom++;
8905
8906         // scale down screen texture to the bloom texture size
8907         CHECKGLERROR
8908         R_SetViewport(&r_bloomstate.viewport);
8909         GL_BlendFunc(GL_ONE, GL_ZERO);
8910         GL_Color(colorscale, colorscale, colorscale, 1);
8911         // 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...
8912         switch(vid.renderpath)
8913         {
8914         case RENDERPATH_GL11:
8915         case RENDERPATH_GL13:
8916         case RENDERPATH_GL20:
8917         case RENDERPATH_CGGL:
8918                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8919                 break;
8920         case RENDERPATH_D3D9:
8921         case RENDERPATH_D3D10:
8922         case RENDERPATH_D3D11:
8923                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8924                 break;
8925         }
8926         // TODO: do boxfilter scale-down in shader?
8927         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8928         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8929         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8930
8931         // we now have a bloom image in the framebuffer
8932         // copy it into the bloom image texture for later processing
8933         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);
8934         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8935 }
8936
8937 void R_Bloom_CopyHDRTexture(void)
8938 {
8939         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);
8940         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8941 }
8942
8943 void R_Bloom_MakeTexture(void)
8944 {
8945         int x, range, dir;
8946         float xoffset, yoffset, r, brighten;
8947
8948         r_refdef.stats.bloom++;
8949
8950         R_ResetViewRendering2D();
8951
8952         // we have a bloom image in the framebuffer
8953         CHECKGLERROR
8954         R_SetViewport(&r_bloomstate.viewport);
8955
8956         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8957         {
8958                 x *= 2;
8959                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8960                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8961                 GL_Color(r,r,r,1);
8962                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8963                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8964                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8965                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8966
8967                 // copy the vertically blurred bloom view to a texture
8968                 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);
8969                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8970         }
8971
8972         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8973         brighten = r_bloom_brighten.value;
8974         if (r_hdr.integer)
8975                 brighten *= r_hdr_range.value;
8976         brighten = sqrt(brighten);
8977         if(range >= 1)
8978                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8979         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8980
8981         for (dir = 0;dir < 2;dir++)
8982         {
8983                 // blend on at multiple vertical offsets to achieve a vertical blur
8984                 // TODO: do offset blends using GLSL
8985                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8986                 GL_BlendFunc(GL_ONE, GL_ZERO);
8987                 for (x = -range;x <= range;x++)
8988                 {
8989                         if (!dir){xoffset = 0;yoffset = x;}
8990                         else {xoffset = x;yoffset = 0;}
8991                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8992                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8993                         // compute a texcoord array with the specified x and y offset
8994                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8995                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8996                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8997                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8998                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8999                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9000                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9001                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9002                         // this r value looks like a 'dot' particle, fading sharply to
9003                         // black at the edges
9004                         // (probably not realistic but looks good enough)
9005                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9006                         //r = brighten/(range*2+1);
9007                         r = brighten / (range * 2 + 1);
9008                         if(range >= 1)
9009                                 r *= (1 - x*x/(float)(range*range));
9010                         GL_Color(r, r, r, 1);
9011                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9012                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9013                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9014                         GL_BlendFunc(GL_ONE, GL_ONE);
9015                 }
9016
9017                 // copy the vertically blurred bloom view to a texture
9018                 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);
9019                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9020         }
9021 }
9022
9023 void R_HDR_RenderBloomTexture(void)
9024 {
9025         int oldwidth, oldheight;
9026         float oldcolorscale;
9027
9028         oldcolorscale = r_refdef.view.colorscale;
9029         oldwidth = r_refdef.view.width;
9030         oldheight = r_refdef.view.height;
9031         r_refdef.view.width = r_bloomstate.bloomwidth;
9032         r_refdef.view.height = r_bloomstate.bloomheight;
9033
9034         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
9035         // TODO: add exposure compensation features
9036         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9037
9038         r_refdef.view.showdebug = false;
9039         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9040
9041         R_ResetViewRendering3D();
9042
9043         R_ClearScreen(r_refdef.fogenabled);
9044         if (r_timereport_active)
9045                 R_TimeReport("HDRclear");
9046
9047         R_View_Update();
9048         if (r_timereport_active)
9049                 R_TimeReport("visibility");
9050
9051         // only do secondary renders with HDR if r_hdr is 2 or higher
9052         r_waterstate.numwaterplanes = 0;
9053         if (r_waterstate.enabled && r_hdr.integer >= 2)
9054                 R_RenderWaterPlanes();
9055
9056         r_refdef.view.showdebug = true;
9057         R_RenderScene();
9058         r_waterstate.numwaterplanes = 0;
9059
9060         R_ResetViewRendering2D();
9061
9062         R_Bloom_CopyHDRTexture();
9063         R_Bloom_MakeTexture();
9064
9065         // restore the view settings
9066         r_refdef.view.width = oldwidth;
9067         r_refdef.view.height = oldheight;
9068         r_refdef.view.colorscale = oldcolorscale;
9069
9070         R_ResetViewRendering3D();
9071
9072         R_ClearScreen(r_refdef.fogenabled);
9073         if (r_timereport_active)
9074                 R_TimeReport("viewclear");
9075 }
9076
9077 static void R_BlendView(void)
9078 {
9079         unsigned int permutation;
9080         float uservecs[4][4];
9081
9082         switch (vid.renderpath)
9083         {
9084         case RENDERPATH_GL20:
9085         case RENDERPATH_CGGL:
9086         case RENDERPATH_D3D9:
9087         case RENDERPATH_D3D10:
9088         case RENDERPATH_D3D11:
9089                 permutation =
9090                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9091                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9092                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9093                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9094                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9095
9096                 if (r_bloomstate.texture_screen)
9097                 {
9098                         // make sure the buffer is available
9099                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9100
9101                         R_ResetViewRendering2D();
9102
9103                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9104                         {
9105                                 // declare variables
9106                                 float speed;
9107                                 static float avgspeed;
9108
9109                                 speed = VectorLength(cl.movement_velocity);
9110
9111                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9112                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9113
9114                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9115                                 speed = bound(0, speed, 1);
9116                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9117
9118                                 // calculate values into a standard alpha
9119                                 cl.motionbluralpha = 1 - exp(-
9120                                                 (
9121                                                  (r_motionblur.value * speed / 80)
9122                                                  +
9123                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9124                                                 )
9125                                                 /
9126                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9127                                            );
9128
9129                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9130                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9131                                 // apply the blur
9132                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9133                                 {
9134                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9135                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9136                                         switch(vid.renderpath)
9137                                         {
9138                                         case RENDERPATH_GL11:
9139                                         case RENDERPATH_GL13:
9140                                         case RENDERPATH_GL20:
9141                                         case RENDERPATH_CGGL:
9142                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9143                                                 break;
9144                                         case RENDERPATH_D3D9:
9145                                         case RENDERPATH_D3D10:
9146                                         case RENDERPATH_D3D11:
9147                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9148                                                 break;
9149                                         }
9150                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9151                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9152                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9153                                 }
9154                         }
9155
9156                         // copy view into the screen texture
9157                         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);
9158                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9159                 }
9160                 else if (!r_bloomstate.texture_bloom)
9161                 {
9162                         // we may still have to do view tint...
9163                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9164                         {
9165                                 // apply a color tint to the whole view
9166                                 R_ResetViewRendering2D();
9167                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9168                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9169                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9170                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9171                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9172                         }
9173                         break; // no screen processing, no bloom, skip it
9174                 }
9175
9176                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9177                 {
9178                         // render simple bloom effect
9179                         // copy the screen and shrink it and darken it for the bloom process
9180                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9181                         // make the bloom texture
9182                         R_Bloom_MakeTexture();
9183                 }
9184
9185 #if _MSC_VER >= 1400
9186 #define sscanf sscanf_s
9187 #endif
9188                 memset(uservecs, 0, sizeof(uservecs));
9189                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9190                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9191                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9192                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9193
9194                 R_ResetViewRendering2D();
9195                 GL_Color(1, 1, 1, 1);
9196                 GL_BlendFunc(GL_ONE, GL_ZERO);
9197
9198                 switch(vid.renderpath)
9199                 {
9200                 case RENDERPATH_GL20:
9201                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9202                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9203                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9204                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9205                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9206                         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]);
9207                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9208                         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]);
9209                         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]);
9210                         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]);
9211                         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]);
9212                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9213                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9214                         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);
9215                         break;
9216                 case RENDERPATH_CGGL:
9217 #ifdef SUPPORTCG
9218                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9219                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9220                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9221                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9222                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9223                         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
9224                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9225                         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
9226                         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
9227                         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
9228                         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
9229                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9230                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9231                         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);
9232 #endif
9233                         break;
9234                 case RENDERPATH_D3D9:
9235 #ifdef SUPPORTD3D
9236                         // 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...
9237                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9238                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9239                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9240                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9241                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9242                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9243                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9244                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9245                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9246                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9247                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9248                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9249                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9250                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9251 #endif
9252                         break;
9253                 case RENDERPATH_D3D10:
9254                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9255                         break;
9256                 case RENDERPATH_D3D11:
9257                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9258                         break;
9259                 default:
9260                         break;
9261                 }
9262                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9263                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9264                 break;
9265         case RENDERPATH_GL13:
9266         case RENDERPATH_GL11:
9267                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9268                 {
9269                         // apply a color tint to the whole view
9270                         R_ResetViewRendering2D();
9271                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9272                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9273                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9274                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9275                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9276                 }
9277                 break;
9278         }
9279 }
9280
9281 matrix4x4_t r_waterscrollmatrix;
9282
9283 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9284 {
9285         if (r_refdef.fog_density)
9286         {
9287                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9288                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9289                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9290
9291                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9292                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9293                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9294                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9295
9296                 {
9297                         vec3_t fogvec;
9298                         VectorCopy(r_refdef.fogcolor, fogvec);
9299                         //   color.rgb *= ContrastBoost * SceneBrightness;
9300                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9301                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9302                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9303                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9304                 }
9305         }
9306 }
9307
9308 void R_UpdateVariables(void)
9309 {
9310         R_Textures_Frame();
9311
9312         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9313
9314         r_refdef.farclip = r_farclip_base.value;
9315         if (r_refdef.scene.worldmodel)
9316                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9317         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9318
9319         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9320                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9321         r_refdef.polygonfactor = 0;
9322         r_refdef.polygonoffset = 0;
9323         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9324         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9325
9326         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9327         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9328         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9329         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9330         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9331         if (FAKELIGHT_ENABLED)
9332         {
9333                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9334         }
9335         if (r_showsurfaces.integer)
9336         {
9337                 r_refdef.scene.rtworld = false;
9338                 r_refdef.scene.rtworldshadows = false;
9339                 r_refdef.scene.rtdlight = false;
9340                 r_refdef.scene.rtdlightshadows = false;
9341                 r_refdef.lightmapintensity = 0;
9342         }
9343
9344         if (gamemode == GAME_NEHAHRA)
9345         {
9346                 if (gl_fogenable.integer)
9347                 {
9348                         r_refdef.oldgl_fogenable = true;
9349                         r_refdef.fog_density = gl_fogdensity.value;
9350                         r_refdef.fog_red = gl_fogred.value;
9351                         r_refdef.fog_green = gl_foggreen.value;
9352                         r_refdef.fog_blue = gl_fogblue.value;
9353                         r_refdef.fog_alpha = 1;
9354                         r_refdef.fog_start = 0;
9355                         r_refdef.fog_end = gl_skyclip.value;
9356                         r_refdef.fog_height = 1<<30;
9357                         r_refdef.fog_fadedepth = 128;
9358                 }
9359                 else if (r_refdef.oldgl_fogenable)
9360                 {
9361                         r_refdef.oldgl_fogenable = false;
9362                         r_refdef.fog_density = 0;
9363                         r_refdef.fog_red = 0;
9364                         r_refdef.fog_green = 0;
9365                         r_refdef.fog_blue = 0;
9366                         r_refdef.fog_alpha = 0;
9367                         r_refdef.fog_start = 0;
9368                         r_refdef.fog_end = 0;
9369                         r_refdef.fog_height = 1<<30;
9370                         r_refdef.fog_fadedepth = 128;
9371                 }
9372         }
9373
9374         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9375         r_refdef.fog_start = max(0, r_refdef.fog_start);
9376         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9377
9378         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9379
9380         if (r_refdef.fog_density && r_drawfog.integer)
9381         {
9382                 r_refdef.fogenabled = true;
9383                 // this is the point where the fog reaches 0.9986 alpha, which we
9384                 // consider a good enough cutoff point for the texture
9385                 // (0.9986 * 256 == 255.6)
9386                 if (r_fog_exp2.integer)
9387                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9388                 else
9389                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9390                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9391                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9392                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9393                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9394                         R_BuildFogHeightTexture();
9395                 // fog color was already set
9396                 // update the fog texture
9397                 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)
9398                         R_BuildFogTexture();
9399                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9400                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9401         }
9402         else
9403                 r_refdef.fogenabled = false;
9404
9405         switch(vid.renderpath)
9406         {
9407         case RENDERPATH_GL20:
9408         case RENDERPATH_CGGL:
9409         case RENDERPATH_D3D9:
9410         case RENDERPATH_D3D10:
9411         case RENDERPATH_D3D11:
9412                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9413                 {
9414                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9415                         {
9416                                 // build GLSL gamma texture
9417 #define RAMPWIDTH 256
9418                                 unsigned short ramp[RAMPWIDTH * 3];
9419                                 unsigned char rampbgr[RAMPWIDTH][4];
9420                                 int i;
9421
9422                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9423
9424                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9425                                 for(i = 0; i < RAMPWIDTH; ++i)
9426                                 {
9427                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9428                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9429                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9430                                         rampbgr[i][3] = 0;
9431                                 }
9432                                 if (r_texture_gammaramps)
9433                                 {
9434                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9435                                 }
9436                                 else
9437                                 {
9438                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9439                                 }
9440                         }
9441                 }
9442                 else
9443                 {
9444                         // remove GLSL gamma texture
9445                 }
9446                 break;
9447         case RENDERPATH_GL13:
9448         case RENDERPATH_GL11:
9449                 break;
9450         }
9451 }
9452
9453 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9454 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9455 /*
9456 ================
9457 R_SelectScene
9458 ================
9459 */
9460 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9461         if( scenetype != r_currentscenetype ) {
9462                 // store the old scenetype
9463                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9464                 r_currentscenetype = scenetype;
9465                 // move in the new scene
9466                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9467         }
9468 }
9469
9470 /*
9471 ================
9472 R_GetScenePointer
9473 ================
9474 */
9475 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9476 {
9477         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9478         if( scenetype == r_currentscenetype ) {
9479                 return &r_refdef.scene;
9480         } else {
9481                 return &r_scenes_store[ scenetype ];
9482         }
9483 }
9484
9485 /*
9486 ================
9487 R_RenderView
9488 ================
9489 */
9490 void R_RenderView(void)
9491 {
9492         if (r_timereport_active)
9493                 R_TimeReport("start");
9494         r_textureframe++; // used only by R_GetCurrentTexture
9495         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9496
9497         if (!r_drawentities.integer)
9498                 r_refdef.scene.numentities = 0;
9499
9500         R_AnimCache_ClearCache();
9501         R_FrameData_NewFrame();
9502
9503         if (r_refdef.view.isoverlay)
9504         {
9505                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9506                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9507                 R_TimeReport("depthclear");
9508
9509                 r_refdef.view.showdebug = false;
9510
9511                 r_waterstate.enabled = false;
9512                 r_waterstate.numwaterplanes = 0;
9513
9514                 R_RenderScene();
9515
9516                 CHECKGLERROR
9517                 return;
9518         }
9519
9520         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9521                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9522
9523         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9524
9525         R_RenderView_UpdateViewVectors();
9526
9527         R_Shadow_UpdateWorldLightSelection();
9528
9529         R_Bloom_StartFrame();
9530         R_Water_StartFrame();
9531
9532         CHECKGLERROR
9533         if (r_timereport_active)
9534                 R_TimeReport("viewsetup");
9535
9536         R_ResetViewRendering3D();
9537
9538         if (r_refdef.view.clear || r_refdef.fogenabled)
9539         {
9540                 R_ClearScreen(r_refdef.fogenabled);
9541                 if (r_timereport_active)
9542                         R_TimeReport("viewclear");
9543         }
9544         r_refdef.view.clear = true;
9545
9546         // this produces a bloom texture to be used in R_BlendView() later
9547         if (r_hdr.integer && r_bloomstate.bloomwidth)
9548         {
9549                 R_HDR_RenderBloomTexture();
9550                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9551                 r_textureframe++; // used only by R_GetCurrentTexture
9552         }
9553
9554         r_refdef.view.showdebug = true;
9555
9556         R_View_Update();
9557         if (r_timereport_active)
9558                 R_TimeReport("visibility");
9559
9560         r_waterstate.numwaterplanes = 0;
9561         if (r_waterstate.enabled)
9562                 R_RenderWaterPlanes();
9563
9564         R_RenderScene();
9565         r_waterstate.numwaterplanes = 0;
9566
9567         R_BlendView();
9568         if (r_timereport_active)
9569                 R_TimeReport("blendview");
9570
9571         GL_Scissor(0, 0, vid.width, vid.height);
9572         GL_ScissorTest(false);
9573
9574         CHECKGLERROR
9575 }
9576
9577 void R_RenderWaterPlanes(void)
9578 {
9579         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9580         {
9581                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9582                 if (r_timereport_active)
9583                         R_TimeReport("waterworld");
9584         }
9585
9586         // don't let sound skip if going slow
9587         if (r_refdef.scene.extraupdate)
9588                 S_ExtraUpdate ();
9589
9590         R_DrawModelsAddWaterPlanes();
9591         if (r_timereport_active)
9592                 R_TimeReport("watermodels");
9593
9594         if (r_waterstate.numwaterplanes)
9595         {
9596                 R_Water_ProcessPlanes();
9597                 if (r_timereport_active)
9598                         R_TimeReport("waterscenes");
9599         }
9600 }
9601
9602 extern void R_DrawLightningBeams (void);
9603 extern void VM_CL_AddPolygonsToMeshQueue (void);
9604 extern void R_DrawPortals (void);
9605 extern cvar_t cl_locs_show;
9606 static void R_DrawLocs(void);
9607 static void R_DrawEntityBBoxes(void);
9608 static void R_DrawModelDecals(void);
9609 extern void R_DrawModelShadows(void);
9610 extern void R_DrawModelShadowMaps(void);
9611 extern cvar_t cl_decals_newsystem;
9612 extern qboolean r_shadow_usingdeferredprepass;
9613 void R_RenderScene(void)
9614 {
9615         qboolean shadowmapping = false;
9616
9617         if (r_timereport_active)
9618                 R_TimeReport("beginscene");
9619
9620         r_refdef.stats.renders++;
9621
9622         R_UpdateFogColor();
9623
9624         // don't let sound skip if going slow
9625         if (r_refdef.scene.extraupdate)
9626                 S_ExtraUpdate ();
9627
9628         R_MeshQueue_BeginScene();
9629
9630         R_SkyStartFrame();
9631
9632         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);
9633
9634         if (r_timereport_active)
9635                 R_TimeReport("skystartframe");
9636
9637         if (cl.csqc_vidvars.drawworld)
9638         {
9639                 // don't let sound skip if going slow
9640                 if (r_refdef.scene.extraupdate)
9641                         S_ExtraUpdate ();
9642
9643                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9644                 {
9645                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9646                         if (r_timereport_active)
9647                                 R_TimeReport("worldsky");
9648                 }
9649
9650                 if (R_DrawBrushModelsSky() && r_timereport_active)
9651                         R_TimeReport("bmodelsky");
9652
9653                 if (skyrendermasked && skyrenderlater)
9654                 {
9655                         // we have to force off the water clipping plane while rendering sky
9656                         R_SetupView(false);
9657                         R_Sky();
9658                         R_SetupView(true);
9659                         if (r_timereport_active)
9660                                 R_TimeReport("sky");
9661                 }
9662         }
9663
9664         R_AnimCache_CacheVisibleEntities();
9665         if (r_timereport_active)
9666                 R_TimeReport("animation");
9667
9668         R_Shadow_PrepareLights();
9669         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9670                 R_Shadow_PrepareModelShadows();
9671         if (r_timereport_active)
9672                 R_TimeReport("preparelights");
9673
9674         if (R_Shadow_ShadowMappingEnabled())
9675                 shadowmapping = true;
9676
9677         if (r_shadow_usingdeferredprepass)
9678                 R_Shadow_DrawPrepass();
9679
9680         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9681         {
9682                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9683                 if (r_timereport_active)
9684                         R_TimeReport("worlddepth");
9685         }
9686         if (r_depthfirst.integer >= 2)
9687         {
9688                 R_DrawModelsDepth();
9689                 if (r_timereport_active)
9690                         R_TimeReport("modeldepth");
9691         }
9692
9693         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9694         {
9695                 R_DrawModelShadowMaps();
9696                 R_ResetViewRendering3D();
9697                 // don't let sound skip if going slow
9698                 if (r_refdef.scene.extraupdate)
9699                         S_ExtraUpdate ();
9700         }
9701
9702         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9703         {
9704                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9705                 if (r_timereport_active)
9706                         R_TimeReport("world");
9707         }
9708
9709         // don't let sound skip if going slow
9710         if (r_refdef.scene.extraupdate)
9711                 S_ExtraUpdate ();
9712
9713         R_DrawModels();
9714         if (r_timereport_active)
9715                 R_TimeReport("models");
9716
9717         // don't let sound skip if going slow
9718         if (r_refdef.scene.extraupdate)
9719                 S_ExtraUpdate ();
9720
9721         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9722         {
9723                 R_DrawModelShadows();
9724                 R_ResetViewRendering3D();
9725                 // don't let sound skip if going slow
9726                 if (r_refdef.scene.extraupdate)
9727                         S_ExtraUpdate ();
9728         }
9729
9730         if (!r_shadow_usingdeferredprepass)
9731         {
9732                 R_Shadow_DrawLights();
9733                 if (r_timereport_active)
9734                         R_TimeReport("rtlights");
9735         }
9736
9737         // don't let sound skip if going slow
9738         if (r_refdef.scene.extraupdate)
9739                 S_ExtraUpdate ();
9740
9741         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9742         {
9743                 R_DrawModelShadows();
9744                 R_ResetViewRendering3D();
9745                 // don't let sound skip if going slow
9746                 if (r_refdef.scene.extraupdate)
9747                         S_ExtraUpdate ();
9748         }
9749
9750         if (cl.csqc_vidvars.drawworld)
9751         {
9752                 if (cl_decals_newsystem.integer)
9753                 {
9754                         R_DrawModelDecals();
9755                         if (r_timereport_active)
9756                                 R_TimeReport("modeldecals");
9757                 }
9758                 else
9759                 {
9760                         R_DrawDecals();
9761                         if (r_timereport_active)
9762                                 R_TimeReport("decals");
9763                 }
9764
9765                 R_DrawParticles();
9766                 if (r_timereport_active)
9767                         R_TimeReport("particles");
9768
9769                 R_DrawExplosions();
9770                 if (r_timereport_active)
9771                         R_TimeReport("explosions");
9772
9773                 R_DrawLightningBeams();
9774                 if (r_timereport_active)
9775                         R_TimeReport("lightning");
9776         }
9777
9778         VM_CL_AddPolygonsToMeshQueue();
9779
9780         if (r_refdef.view.showdebug)
9781         {
9782                 if (cl_locs_show.integer)
9783                 {
9784                         R_DrawLocs();
9785                         if (r_timereport_active)
9786                                 R_TimeReport("showlocs");
9787                 }
9788
9789                 if (r_drawportals.integer)
9790                 {
9791                         R_DrawPortals();
9792                         if (r_timereport_active)
9793                                 R_TimeReport("portals");
9794                 }
9795
9796                 if (r_showbboxes.value > 0)
9797                 {
9798                         R_DrawEntityBBoxes();
9799                         if (r_timereport_active)
9800                                 R_TimeReport("bboxes");
9801                 }
9802         }
9803
9804         R_MeshQueue_RenderTransparent();
9805         if (r_timereport_active)
9806                 R_TimeReport("drawtrans");
9807
9808         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))
9809         {
9810                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9811                 if (r_timereport_active)
9812                         R_TimeReport("worlddebug");
9813                 R_DrawModelsDebug();
9814                 if (r_timereport_active)
9815                         R_TimeReport("modeldebug");
9816         }
9817
9818         if (cl.csqc_vidvars.drawworld)
9819         {
9820                 R_Shadow_DrawCoronas();
9821                 if (r_timereport_active)
9822                         R_TimeReport("coronas");
9823         }
9824
9825 #if 0
9826         {
9827                 GL_DepthTest(false);
9828                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9829                 GL_Color(1, 1, 1, 1);
9830                 qglBegin(GL_POLYGON);
9831                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9832                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9833                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9834                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9835                 qglEnd();
9836                 qglBegin(GL_POLYGON);
9837                 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]);
9838                 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]);
9839                 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]);
9840                 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]);
9841                 qglEnd();
9842                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9843         }
9844 #endif
9845
9846         // don't let sound skip if going slow
9847         if (r_refdef.scene.extraupdate)
9848                 S_ExtraUpdate ();
9849
9850         R_ResetViewRendering2D();
9851 }
9852
9853 static const unsigned short bboxelements[36] =
9854 {
9855         5, 1, 3, 5, 3, 7,
9856         6, 2, 0, 6, 0, 4,
9857         7, 3, 2, 7, 2, 6,
9858         4, 0, 1, 4, 1, 5,
9859         4, 5, 7, 4, 7, 6,
9860         1, 0, 2, 1, 2, 3,
9861 };
9862
9863 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9864 {
9865         int i;
9866         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9867
9868         RSurf_ActiveWorldEntity();
9869
9870         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9871         GL_DepthMask(false);
9872         GL_DepthRange(0, 1);
9873         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9874         R_Mesh_ResetTextureState();
9875
9876         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9877         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9878         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9879         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9880         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9881         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9882         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9883         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9884         R_FillColors(color4f, 8, cr, cg, cb, ca);
9885         if (r_refdef.fogenabled)
9886         {
9887                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9888                 {
9889                         f1 = RSurf_FogVertex(v);
9890                         f2 = 1 - f1;
9891                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9892                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9893                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9894                 }
9895         }
9896         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9897         R_Mesh_ResetTextureState();
9898         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9899         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9900 }
9901
9902 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9903 {
9904         int i;
9905         float color[4];
9906         prvm_edict_t *edict;
9907         prvm_prog_t *prog_save = prog;
9908
9909         // this function draws bounding boxes of server entities
9910         if (!sv.active)
9911                 return;
9912
9913         GL_CullFace(GL_NONE);
9914         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9915
9916         prog = 0;
9917         SV_VM_Begin();
9918         for (i = 0;i < numsurfaces;i++)
9919         {
9920                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9921                 switch ((int)edict->fields.server->solid)
9922                 {
9923                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9924                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9925                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9926                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9927                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9928                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9929                 }
9930                 color[3] *= r_showbboxes.value;
9931                 color[3] = bound(0, color[3], 1);
9932                 GL_DepthTest(!r_showdisabledepthtest.integer);
9933                 GL_CullFace(r_refdef.view.cullface_front);
9934                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9935         }
9936         SV_VM_End();
9937         prog = prog_save;
9938 }
9939
9940 static void R_DrawEntityBBoxes(void)
9941 {
9942         int i;
9943         prvm_edict_t *edict;
9944         vec3_t center;
9945         prvm_prog_t *prog_save = prog;
9946
9947         // this function draws bounding boxes of server entities
9948         if (!sv.active)
9949                 return;
9950
9951         prog = 0;
9952         SV_VM_Begin();
9953         for (i = 0;i < prog->num_edicts;i++)
9954         {
9955                 edict = PRVM_EDICT_NUM(i);
9956                 if (edict->priv.server->free)
9957                         continue;
9958                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9959                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9960                         continue;
9961                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9962                         continue;
9963                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9964                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9965         }
9966         SV_VM_End();
9967         prog = prog_save;
9968 }
9969
9970 static const int nomodelelement3i[24] =
9971 {
9972         5, 2, 0,
9973         5, 1, 2,
9974         5, 0, 3,
9975         5, 3, 1,
9976         0, 2, 4,
9977         2, 1, 4,
9978         3, 0, 4,
9979         1, 3, 4
9980 };
9981
9982 static const unsigned short nomodelelement3s[24] =
9983 {
9984         5, 2, 0,
9985         5, 1, 2,
9986         5, 0, 3,
9987         5, 3, 1,
9988         0, 2, 4,
9989         2, 1, 4,
9990         3, 0, 4,
9991         1, 3, 4
9992 };
9993
9994 static const float nomodelvertex3f[6*3] =
9995 {
9996         -16,   0,   0,
9997          16,   0,   0,
9998           0, -16,   0,
9999           0,  16,   0,
10000           0,   0, -16,
10001           0,   0,  16
10002 };
10003
10004 static const float nomodelcolor4f[6*4] =
10005 {
10006         0.0f, 0.0f, 0.5f, 1.0f,
10007         0.0f, 0.0f, 0.5f, 1.0f,
10008         0.0f, 0.5f, 0.0f, 1.0f,
10009         0.0f, 0.5f, 0.0f, 1.0f,
10010         0.5f, 0.0f, 0.0f, 1.0f,
10011         0.5f, 0.0f, 0.0f, 1.0f
10012 };
10013
10014 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10015 {
10016         int i;
10017         float f1, f2, *c;
10018         float color4f[6*4];
10019
10020         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);
10021
10022         // this is only called once per entity so numsurfaces is always 1, and
10023         // surfacelist is always {0}, so this code does not handle batches
10024
10025         if (rsurface.ent_flags & RENDER_ADDITIVE)
10026         {
10027                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10028                 GL_DepthMask(false);
10029         }
10030         else if (rsurface.colormod[3] < 1)
10031         {
10032                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10033                 GL_DepthMask(false);
10034         }
10035         else
10036         {
10037                 GL_BlendFunc(GL_ONE, GL_ZERO);
10038                 GL_DepthMask(true);
10039         }
10040         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10041         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10042         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10043         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10044         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10045         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10046         for (i = 0, c = color4f;i < 6;i++, c += 4)
10047         {
10048                 c[0] *= rsurface.colormod[0];
10049                 c[1] *= rsurface.colormod[1];
10050                 c[2] *= rsurface.colormod[2];
10051                 c[3] *= rsurface.colormod[3];
10052         }
10053         if (r_refdef.fogenabled)
10054         {
10055                 for (i = 0, c = color4f;i < 6;i++, c += 4)
10056                 {
10057                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10058                         f2 = 1 - f1;
10059                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10060                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10061                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10062                 }
10063         }
10064         R_Mesh_ResetTextureState();
10065         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10066         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10067 }
10068
10069 void R_DrawNoModel(entity_render_t *ent)
10070 {
10071         vec3_t org;
10072         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10073         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10074                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10075         else
10076                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10077 }
10078
10079 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10080 {
10081         vec3_t right1, right2, diff, normal;
10082
10083         VectorSubtract (org2, org1, normal);
10084
10085         // calculate 'right' vector for start
10086         VectorSubtract (r_refdef.view.origin, org1, diff);
10087         CrossProduct (normal, diff, right1);
10088         VectorNormalize (right1);
10089
10090         // calculate 'right' vector for end
10091         VectorSubtract (r_refdef.view.origin, org2, diff);
10092         CrossProduct (normal, diff, right2);
10093         VectorNormalize (right2);
10094
10095         vert[ 0] = org1[0] + width * right1[0];
10096         vert[ 1] = org1[1] + width * right1[1];
10097         vert[ 2] = org1[2] + width * right1[2];
10098         vert[ 3] = org1[0] - width * right1[0];
10099         vert[ 4] = org1[1] - width * right1[1];
10100         vert[ 5] = org1[2] - width * right1[2];
10101         vert[ 6] = org2[0] - width * right2[0];
10102         vert[ 7] = org2[1] - width * right2[1];
10103         vert[ 8] = org2[2] - width * right2[2];
10104         vert[ 9] = org2[0] + width * right2[0];
10105         vert[10] = org2[1] + width * right2[1];
10106         vert[11] = org2[2] + width * right2[2];
10107 }
10108
10109 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)
10110 {
10111         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10112         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10113         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10114         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10115         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10116         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10117         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10118         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10119         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10120         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10121         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10122         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10123 }
10124
10125 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10126 {
10127         int i;
10128         float *vertex3f;
10129         float v[3];
10130         VectorSet(v, x, y, z);
10131         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10132                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10133                         break;
10134         if (i == mesh->numvertices)
10135         {
10136                 if (mesh->numvertices < mesh->maxvertices)
10137                 {
10138                         VectorCopy(v, vertex3f);
10139                         mesh->numvertices++;
10140                 }
10141                 return mesh->numvertices;
10142         }
10143         else
10144                 return i;
10145 }
10146
10147 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10148 {
10149         int i;
10150         int *e, element[3];
10151         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10152         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10153         e = mesh->element3i + mesh->numtriangles * 3;
10154         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10155         {
10156                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10157                 if (mesh->numtriangles < mesh->maxtriangles)
10158                 {
10159                         *e++ = element[0];
10160                         *e++ = element[1];
10161                         *e++ = element[2];
10162                         mesh->numtriangles++;
10163                 }
10164                 element[1] = element[2];
10165         }
10166 }
10167
10168 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10169 {
10170         int i;
10171         int *e, element[3];
10172         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10173         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10174         e = mesh->element3i + mesh->numtriangles * 3;
10175         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10176         {
10177                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10178                 if (mesh->numtriangles < mesh->maxtriangles)
10179                 {
10180                         *e++ = element[0];
10181                         *e++ = element[1];
10182                         *e++ = element[2];
10183                         mesh->numtriangles++;
10184                 }
10185                 element[1] = element[2];
10186         }
10187 }
10188
10189 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10190 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10191 {
10192         int planenum, planenum2;
10193         int w;
10194         int tempnumpoints;
10195         mplane_t *plane, *plane2;
10196         double maxdist;
10197         double temppoints[2][256*3];
10198         // figure out how large a bounding box we need to properly compute this brush
10199         maxdist = 0;
10200         for (w = 0;w < numplanes;w++)
10201                 maxdist = max(maxdist, fabs(planes[w].dist));
10202         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10203         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10204         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10205         {
10206                 w = 0;
10207                 tempnumpoints = 4;
10208                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10209                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10210                 {
10211                         if (planenum2 == planenum)
10212                                 continue;
10213                         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);
10214                         w = !w;
10215                 }
10216                 if (tempnumpoints < 3)
10217                         continue;
10218                 // generate elements forming a triangle fan for this polygon
10219                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10220         }
10221 }
10222
10223 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)
10224 {
10225         texturelayer_t *layer;
10226         layer = t->currentlayers + t->currentnumlayers++;
10227         layer->type = type;
10228         layer->depthmask = depthmask;
10229         layer->blendfunc1 = blendfunc1;
10230         layer->blendfunc2 = blendfunc2;
10231         layer->texture = texture;
10232         layer->texmatrix = *matrix;
10233         layer->color[0] = r;
10234         layer->color[1] = g;
10235         layer->color[2] = b;
10236         layer->color[3] = a;
10237 }
10238
10239 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10240 {
10241         if(parms[0] == 0 && parms[1] == 0)
10242                 return false;
10243         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10244                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10245                         return false;
10246         return true;
10247 }
10248
10249 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10250 {
10251         double index, f;
10252         index = parms[2] + r_refdef.scene.time * parms[3];
10253         index -= floor(index);
10254         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10255         {
10256         default:
10257         case Q3WAVEFUNC_NONE:
10258         case Q3WAVEFUNC_NOISE:
10259         case Q3WAVEFUNC_COUNT:
10260                 f = 0;
10261                 break;
10262         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10263         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10264         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10265         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10266         case Q3WAVEFUNC_TRIANGLE:
10267                 index *= 4;
10268                 f = index - floor(index);
10269                 if (index < 1)
10270                         f = f;
10271                 else if (index < 2)
10272                         f = 1 - f;
10273                 else if (index < 3)
10274                         f = -f;
10275                 else
10276                         f = -(1 - f);
10277                 break;
10278         }
10279         f = parms[0] + parms[1] * f;
10280         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10281                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10282         return (float) f;
10283 }
10284
10285 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10286 {
10287         int w, h, idx;
10288         float f;
10289         float tcmat[12];
10290         matrix4x4_t matrix, temp;
10291         switch(tcmod->tcmod)
10292         {
10293                 case Q3TCMOD_COUNT:
10294                 case Q3TCMOD_NONE:
10295                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10296                                 matrix = r_waterscrollmatrix;
10297                         else
10298                                 matrix = identitymatrix;
10299                         break;
10300                 case Q3TCMOD_ENTITYTRANSLATE:
10301                         // this is used in Q3 to allow the gamecode to control texcoord
10302                         // scrolling on the entity, which is not supported in darkplaces yet.
10303                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10304                         break;
10305                 case Q3TCMOD_ROTATE:
10306                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10307                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10308                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10309                         break;
10310                 case Q3TCMOD_SCALE:
10311                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10312                         break;
10313                 case Q3TCMOD_SCROLL:
10314                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10315                         break;
10316                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10317                         w = (int) tcmod->parms[0];
10318                         h = (int) tcmod->parms[1];
10319                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10320                         f = f - floor(f);
10321                         idx = (int) floor(f * w * h);
10322                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10323                         break;
10324                 case Q3TCMOD_STRETCH:
10325                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10326                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10327                         break;
10328                 case Q3TCMOD_TRANSFORM:
10329                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10330                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10331                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10332                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10333                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10334                         break;
10335                 case Q3TCMOD_TURBULENT:
10336                         // this is handled in the RSurf_PrepareVertices function
10337                         matrix = identitymatrix;
10338                         break;
10339         }
10340         temp = *texmatrix;
10341         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10342 }
10343
10344 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10345 {
10346         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10347         char name[MAX_QPATH];
10348         skinframe_t *skinframe;
10349         unsigned char pixels[296*194];
10350         strlcpy(cache->name, skinname, sizeof(cache->name));
10351         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10352         if (developer_loading.integer)
10353                 Con_Printf("loading %s\n", name);
10354         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10355         if (!skinframe || !skinframe->base)
10356         {
10357                 unsigned char *f;
10358                 fs_offset_t filesize;
10359                 skinframe = NULL;
10360                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10361                 if (f)
10362                 {
10363                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10364                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10365                         Mem_Free(f);
10366                 }
10367         }
10368         cache->skinframe = skinframe;
10369 }
10370
10371 texture_t *R_GetCurrentTexture(texture_t *t)
10372 {
10373         int i;
10374         const entity_render_t *ent = rsurface.entity;
10375         dp_model_t *model = ent->model;
10376         q3shaderinfo_layer_tcmod_t *tcmod;
10377
10378         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10379                 return t->currentframe;
10380         t->update_lastrenderframe = r_textureframe;
10381         t->update_lastrenderentity = (void *)ent;
10382
10383         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10384                 t->camera_entity = ent->entitynumber;
10385         else
10386                 t->camera_entity = 0;
10387
10388         // switch to an alternate material if this is a q1bsp animated material
10389         {
10390                 texture_t *texture = t;
10391                 int s = rsurface.ent_skinnum;
10392                 if ((unsigned int)s >= (unsigned int)model->numskins)
10393                         s = 0;
10394                 if (model->skinscenes)
10395                 {
10396                         if (model->skinscenes[s].framecount > 1)
10397                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10398                         else
10399                                 s = model->skinscenes[s].firstframe;
10400                 }
10401                 if (s > 0)
10402                         t = t + s * model->num_surfaces;
10403                 if (t->animated)
10404                 {
10405                         // use an alternate animation if the entity's frame is not 0,
10406                         // and only if the texture has an alternate animation
10407                         if (rsurface.ent_alttextures && t->anim_total[1])
10408                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10409                         else
10410                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10411                 }
10412                 texture->currentframe = t;
10413         }
10414
10415         // update currentskinframe to be a qw skin or animation frame
10416         if (rsurface.ent_qwskin >= 0)
10417         {
10418                 i = rsurface.ent_qwskin;
10419                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10420                 {
10421                         r_qwskincache_size = cl.maxclients;
10422                         if (r_qwskincache)
10423                                 Mem_Free(r_qwskincache);
10424                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10425                 }
10426                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10427                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10428                 t->currentskinframe = r_qwskincache[i].skinframe;
10429                 if (t->currentskinframe == NULL)
10430                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10431         }
10432         else if (t->numskinframes >= 2)
10433                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10434         if (t->backgroundnumskinframes >= 2)
10435                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10436
10437         t->currentmaterialflags = t->basematerialflags;
10438         t->currentalpha = rsurface.colormod[3];
10439         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10440                 t->currentalpha *= r_wateralpha.value;
10441         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10442                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10443         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10444                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10445         if (!(rsurface.ent_flags & RENDER_LIGHT))
10446                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10447         else if (FAKELIGHT_ENABLED)
10448         {
10449                         // no modellight if using fakelight for the map
10450         }
10451         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10452         {
10453                 // pick a model lighting mode
10454                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10455                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10456                 else
10457                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10458         }
10459         if (rsurface.ent_flags & RENDER_ADDITIVE)
10460                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10461         else if (t->currentalpha < 1)
10462                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10463         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10464                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10465         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10466                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10467         if (t->backgroundnumskinframes)
10468                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10469         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10470         {
10471                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10472                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10473         }
10474         else
10475                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10476         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10477                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10478
10479         // there is no tcmod
10480         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10481         {
10482                 t->currenttexmatrix = r_waterscrollmatrix;
10483                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10484         }
10485         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10486         {
10487                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10488                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10489         }
10490
10491         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10492                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10493         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10494                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10495
10496         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10497         if (t->currentskinframe->qpixels)
10498                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10499         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10500         if (!t->basetexture)
10501                 t->basetexture = r_texture_notexture;
10502         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10503         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10504         t->nmaptexture = t->currentskinframe->nmap;
10505         if (!t->nmaptexture)
10506                 t->nmaptexture = r_texture_blanknormalmap;
10507         t->glosstexture = r_texture_black;
10508         t->glowtexture = t->currentskinframe->glow;
10509         t->fogtexture = t->currentskinframe->fog;
10510         t->reflectmasktexture = t->currentskinframe->reflect;
10511         if (t->backgroundnumskinframes)
10512         {
10513                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10514                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10515                 t->backgroundglosstexture = r_texture_black;
10516                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10517                 if (!t->backgroundnmaptexture)
10518                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10519         }
10520         else
10521         {
10522                 t->backgroundbasetexture = r_texture_white;
10523                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10524                 t->backgroundglosstexture = r_texture_black;
10525                 t->backgroundglowtexture = NULL;
10526         }
10527         t->specularpower = r_shadow_glossexponent.value;
10528         // TODO: store reference values for these in the texture?
10529         t->specularscale = 0;
10530         if (r_shadow_gloss.integer > 0)
10531         {
10532                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10533                 {
10534                         if (r_shadow_glossintensity.value > 0)
10535                         {
10536                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10537                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10538                                 t->specularscale = r_shadow_glossintensity.value;
10539                         }
10540                 }
10541                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10542                 {
10543                         t->glosstexture = r_texture_white;
10544                         t->backgroundglosstexture = r_texture_white;
10545                         t->specularscale = r_shadow_gloss2intensity.value;
10546                         t->specularpower = r_shadow_gloss2exponent.value;
10547                 }
10548         }
10549         t->specularscale *= t->specularscalemod;
10550         t->specularpower *= t->specularpowermod;
10551
10552         // lightmaps mode looks bad with dlights using actual texturing, so turn
10553         // off the colormap and glossmap, but leave the normalmap on as it still
10554         // accurately represents the shading involved
10555         if (gl_lightmaps.integer)
10556         {
10557                 t->basetexture = r_texture_grey128;
10558                 t->pantstexture = r_texture_black;
10559                 t->shirttexture = r_texture_black;
10560                 t->nmaptexture = r_texture_blanknormalmap;
10561                 t->glosstexture = r_texture_black;
10562                 t->glowtexture = NULL;
10563                 t->fogtexture = NULL;
10564                 t->reflectmasktexture = NULL;
10565                 t->backgroundbasetexture = NULL;
10566                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10567                 t->backgroundglosstexture = r_texture_black;
10568                 t->backgroundglowtexture = NULL;
10569                 t->specularscale = 0;
10570                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10571         }
10572
10573         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10574         VectorClear(t->dlightcolor);
10575         t->currentnumlayers = 0;
10576         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10577         {
10578                 int blendfunc1, blendfunc2;
10579                 qboolean depthmask;
10580                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10581                 {
10582                         blendfunc1 = GL_SRC_ALPHA;
10583                         blendfunc2 = GL_ONE;
10584                 }
10585                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10586                 {
10587                         blendfunc1 = GL_SRC_ALPHA;
10588                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10589                 }
10590                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10591                 {
10592                         blendfunc1 = t->customblendfunc[0];
10593                         blendfunc2 = t->customblendfunc[1];
10594                 }
10595                 else
10596                 {
10597                         blendfunc1 = GL_ONE;
10598                         blendfunc2 = GL_ZERO;
10599                 }
10600                 // don't colormod evilblend textures
10601                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10602                         VectorSet(t->lightmapcolor, 1, 1, 1);
10603                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10604                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10605                 {
10606                         // fullbright is not affected by r_refdef.lightmapintensity
10607                         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]);
10608                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10609                                 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]);
10610                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10611                                 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]);
10612                 }
10613                 else
10614                 {
10615                         vec3_t ambientcolor;
10616                         float colorscale;
10617                         // set the color tint used for lights affecting this surface
10618                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10619                         colorscale = 2;
10620                         // q3bsp has no lightmap updates, so the lightstylevalue that
10621                         // would normally be baked into the lightmap must be
10622                         // applied to the color
10623                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10624                         if (model->type == mod_brushq3)
10625                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10626                         colorscale *= r_refdef.lightmapintensity;
10627                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10628                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10629                         // basic lit geometry
10630                         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]);
10631                         // add pants/shirt if needed
10632                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10633                                 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]);
10634                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10635                                 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]);
10636                         // now add ambient passes if needed
10637                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10638                         {
10639                                 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]);
10640                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10641                                         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]);
10642                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10643                                         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]);
10644                         }
10645                 }
10646                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10647                         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]);
10648                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10649                 {
10650                         // if this is opaque use alpha blend which will darken the earlier
10651                         // passes cheaply.
10652                         //
10653                         // if this is an alpha blended material, all the earlier passes
10654                         // were darkened by fog already, so we only need to add the fog
10655                         // color ontop through the fog mask texture
10656                         //
10657                         // if this is an additive blended material, all the earlier passes
10658                         // were darkened by fog already, and we should not add fog color
10659                         // (because the background was not darkened, there is no fog color
10660                         // that was lost behind it).
10661                         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]);
10662                 }
10663         }
10664
10665         return t->currentframe;
10666 }
10667
10668 rsurfacestate_t rsurface;
10669
10670 void R_Mesh_ResizeArrays(int newvertices)
10671 {
10672         unsigned char *base;
10673         size_t size;
10674         if (rsurface.array_size >= newvertices)
10675                 return;
10676         if (rsurface.array_base)
10677                 Mem_Free(rsurface.array_base);
10678         rsurface.array_size = (newvertices + 1023) & ~1023;
10679         size = 0;
10680         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10681         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10682         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10683         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10684         size += rsurface.array_size * sizeof(float[3]);
10685         size += rsurface.array_size * sizeof(float[3]);
10686         size += rsurface.array_size * sizeof(float[3]);
10687         size += rsurface.array_size * sizeof(float[3]);
10688         size += rsurface.array_size * sizeof(float[3]);
10689         size += rsurface.array_size * sizeof(float[3]);
10690         size += rsurface.array_size * sizeof(float[3]);
10691         size += rsurface.array_size * sizeof(float[3]);
10692         size += rsurface.array_size * sizeof(float[4]);
10693         size += rsurface.array_size * sizeof(float[2]);
10694         size += rsurface.array_size * sizeof(float[2]);
10695         size += rsurface.array_size * sizeof(float[4]);
10696         size += rsurface.array_size * sizeof(int[3]);
10697         size += rsurface.array_size * sizeof(unsigned short[3]);
10698         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10699         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10700         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10701         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10702         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10703         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10704         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10705         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10706         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10707         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10708         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10709         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10710         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10711         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10712         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10713         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10714         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10715         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10716         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10717 }
10718
10719 void RSurf_ActiveWorldEntity(void)
10720 {
10721         dp_model_t *model = r_refdef.scene.worldmodel;
10722         //if (rsurface.entity == r_refdef.scene.worldentity)
10723         //      return;
10724         rsurface.entity = r_refdef.scene.worldentity;
10725         rsurface.skeleton = NULL;
10726         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10727         rsurface.ent_skinnum = 0;
10728         rsurface.ent_qwskin = -1;
10729         rsurface.ent_shadertime = 0;
10730         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10731         if (rsurface.array_size < model->surfmesh.num_vertices)
10732                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10733         rsurface.matrix = identitymatrix;
10734         rsurface.inversematrix = identitymatrix;
10735         rsurface.matrixscale = 1;
10736         rsurface.inversematrixscale = 1;
10737         R_EntityMatrix(&identitymatrix);
10738         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10739         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10740         rsurface.fograngerecip = r_refdef.fograngerecip;
10741         rsurface.fogheightfade = r_refdef.fogheightfade;
10742         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10743         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10744         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10745         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10746         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10747         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10748         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10749         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10750         rsurface.colormod[3] = 1;
10751         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);
10752         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10753         rsurface.frameblend[0].lerp = 1;
10754         rsurface.ent_alttextures = false;
10755         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10756         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10757         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10758         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10759         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10760         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10761         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10762         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10763         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10764         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10765         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10766         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10767         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10768         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10769         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10770         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10771         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10772         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10773         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10774         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10775         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10776         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10777         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10778         rsurface.modelelement3i = model->surfmesh.data_element3i;
10779         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10780         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10781         rsurface.modelelement3s = model->surfmesh.data_element3s;
10782         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10783         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10784         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10785         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10786         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10787         rsurface.modelsurfaces = model->data_surfaces;
10788         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10789         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10790         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10791         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10792         rsurface.modelgeneratedvertex = false;
10793         rsurface.batchgeneratedvertex = false;
10794         rsurface.batchfirstvertex = 0;
10795         rsurface.batchnumvertices = 0;
10796         rsurface.batchfirsttriangle = 0;
10797         rsurface.batchnumtriangles = 0;
10798         rsurface.batchvertex3f  = NULL;
10799         rsurface.batchvertex3f_vertexbuffer = NULL;
10800         rsurface.batchvertex3f_bufferoffset = 0;
10801         rsurface.batchsvector3f = NULL;
10802         rsurface.batchsvector3f_vertexbuffer = NULL;
10803         rsurface.batchsvector3f_bufferoffset = 0;
10804         rsurface.batchtvector3f = NULL;
10805         rsurface.batchtvector3f_vertexbuffer = NULL;
10806         rsurface.batchtvector3f_bufferoffset = 0;
10807         rsurface.batchnormal3f  = NULL;
10808         rsurface.batchnormal3f_vertexbuffer = NULL;
10809         rsurface.batchnormal3f_bufferoffset = 0;
10810         rsurface.batchlightmapcolor4f = NULL;
10811         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10812         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10813         rsurface.batchtexcoordtexture2f = NULL;
10814         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10815         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10816         rsurface.batchtexcoordlightmap2f = NULL;
10817         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10818         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10819         rsurface.batchvertexmesh = NULL;
10820         rsurface.batchvertexmeshbuffer = NULL;
10821         rsurface.batchvertexposition = NULL;
10822         rsurface.batchvertexpositionbuffer = NULL;
10823         rsurface.batchelement3i = NULL;
10824         rsurface.batchelement3i_indexbuffer = NULL;
10825         rsurface.batchelement3i_bufferoffset = 0;
10826         rsurface.batchelement3s = NULL;
10827         rsurface.batchelement3s_indexbuffer = NULL;
10828         rsurface.batchelement3s_bufferoffset = 0;
10829         rsurface.passcolor4f = NULL;
10830         rsurface.passcolor4f_vertexbuffer = NULL;
10831         rsurface.passcolor4f_bufferoffset = 0;
10832 }
10833
10834 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10835 {
10836         dp_model_t *model = ent->model;
10837         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10838         //      return;
10839         rsurface.entity = (entity_render_t *)ent;
10840         rsurface.skeleton = ent->skeleton;
10841         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10842         rsurface.ent_skinnum = ent->skinnum;
10843         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;
10844         rsurface.ent_shadertime = ent->shadertime;
10845         rsurface.ent_flags = ent->flags;
10846         if (rsurface.array_size < model->surfmesh.num_vertices)
10847                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10848         rsurface.matrix = ent->matrix;
10849         rsurface.inversematrix = ent->inversematrix;
10850         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10851         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10852         R_EntityMatrix(&rsurface.matrix);
10853         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10854         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10855         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10856         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10857         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10858         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10859         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10860         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10861         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10862         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10863         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10864         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10865         rsurface.colormod[3] = ent->alpha;
10866         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10867         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10868         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10869         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10870         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10871         if (ent->model->brush.submodel && !prepass)
10872         {
10873                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10874                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10875         }
10876         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10877         {
10878                 if (ent->animcache_vertex3f && !r_framedata_failed)
10879                 {
10880                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10881                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10882                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10883                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10884                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10885                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10886                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10887                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10888                 }
10889                 else if (wanttangents)
10890                 {
10891                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10892                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10893                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10894                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10895                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10896                         rsurface.modelvertexmesh = NULL;
10897                         rsurface.modelvertexmeshbuffer = NULL;
10898                         rsurface.modelvertexposition = NULL;
10899                         rsurface.modelvertexpositionbuffer = NULL;
10900                 }
10901                 else if (wantnormals)
10902                 {
10903                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10904                         rsurface.modelsvector3f = NULL;
10905                         rsurface.modeltvector3f = NULL;
10906                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10907                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10908                         rsurface.modelvertexmesh = NULL;
10909                         rsurface.modelvertexmeshbuffer = NULL;
10910                         rsurface.modelvertexposition = NULL;
10911                         rsurface.modelvertexpositionbuffer = NULL;
10912                 }
10913                 else
10914                 {
10915                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10916                         rsurface.modelsvector3f = NULL;
10917                         rsurface.modeltvector3f = NULL;
10918                         rsurface.modelnormal3f = NULL;
10919                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10920                         rsurface.modelvertexmesh = NULL;
10921                         rsurface.modelvertexmeshbuffer = NULL;
10922                         rsurface.modelvertexposition = NULL;
10923                         rsurface.modelvertexpositionbuffer = NULL;
10924                 }
10925                 rsurface.modelvertex3f_vertexbuffer = 0;
10926                 rsurface.modelvertex3f_bufferoffset = 0;
10927                 rsurface.modelsvector3f_vertexbuffer = 0;
10928                 rsurface.modelsvector3f_bufferoffset = 0;
10929                 rsurface.modeltvector3f_vertexbuffer = 0;
10930                 rsurface.modeltvector3f_bufferoffset = 0;
10931                 rsurface.modelnormal3f_vertexbuffer = 0;
10932                 rsurface.modelnormal3f_bufferoffset = 0;
10933                 rsurface.modelgeneratedvertex = true;
10934         }
10935         else
10936         {
10937                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10938                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10939                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10940                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10941                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10942                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10943                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10944                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10945                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10946                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10947                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10948                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10949                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10950                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10951                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10952                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10953                 rsurface.modelgeneratedvertex = false;
10954         }
10955         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10956         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10957         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10958         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10959         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10960         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10961         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10962         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10963         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10964         rsurface.modelelement3i = model->surfmesh.data_element3i;
10965         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10966         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10967         rsurface.modelelement3s = model->surfmesh.data_element3s;
10968         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10969         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10970         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10971         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10972         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10973         rsurface.modelsurfaces = model->data_surfaces;
10974         rsurface.batchgeneratedvertex = false;
10975         rsurface.batchfirstvertex = 0;
10976         rsurface.batchnumvertices = 0;
10977         rsurface.batchfirsttriangle = 0;
10978         rsurface.batchnumtriangles = 0;
10979         rsurface.batchvertex3f  = NULL;
10980         rsurface.batchvertex3f_vertexbuffer = NULL;
10981         rsurface.batchvertex3f_bufferoffset = 0;
10982         rsurface.batchsvector3f = NULL;
10983         rsurface.batchsvector3f_vertexbuffer = NULL;
10984         rsurface.batchsvector3f_bufferoffset = 0;
10985         rsurface.batchtvector3f = NULL;
10986         rsurface.batchtvector3f_vertexbuffer = NULL;
10987         rsurface.batchtvector3f_bufferoffset = 0;
10988         rsurface.batchnormal3f  = NULL;
10989         rsurface.batchnormal3f_vertexbuffer = NULL;
10990         rsurface.batchnormal3f_bufferoffset = 0;
10991         rsurface.batchlightmapcolor4f = NULL;
10992         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10993         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10994         rsurface.batchtexcoordtexture2f = NULL;
10995         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10996         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10997         rsurface.batchtexcoordlightmap2f = NULL;
10998         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10999         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11000         rsurface.batchvertexmesh = NULL;
11001         rsurface.batchvertexmeshbuffer = NULL;
11002         rsurface.batchvertexposition = NULL;
11003         rsurface.batchvertexpositionbuffer = NULL;
11004         rsurface.batchelement3i = NULL;
11005         rsurface.batchelement3i_indexbuffer = NULL;
11006         rsurface.batchelement3i_bufferoffset = 0;
11007         rsurface.batchelement3s = NULL;
11008         rsurface.batchelement3s_indexbuffer = NULL;
11009         rsurface.batchelement3s_bufferoffset = 0;
11010         rsurface.passcolor4f = NULL;
11011         rsurface.passcolor4f_vertexbuffer = NULL;
11012         rsurface.passcolor4f_bufferoffset = 0;
11013 }
11014
11015 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)
11016 {
11017         int i;
11018
11019         rsurface.entity = r_refdef.scene.worldentity;
11020         rsurface.skeleton = NULL;
11021         rsurface.ent_skinnum = 0;
11022         rsurface.ent_qwskin = -1;
11023         rsurface.ent_shadertime = shadertime;
11024         rsurface.ent_flags = entflags;
11025         rsurface.modelnumvertices = numvertices;
11026         rsurface.modelnumtriangles = numtriangles;
11027         if (rsurface.array_size < rsurface.modelnumvertices)
11028                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11029         rsurface.matrix = *matrix;
11030         rsurface.inversematrix = *inversematrix;
11031         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11032         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11033         R_EntityMatrix(&rsurface.matrix);
11034         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11035         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11036         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11037         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11038         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11039         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11040         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11041         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11042         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11043         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11044         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11045         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11046         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);
11047         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11048         rsurface.frameblend[0].lerp = 1;
11049         rsurface.ent_alttextures = false;
11050         rsurface.basepolygonfactor = r_refdef.polygonfactor;
11051         rsurface.basepolygonoffset = r_refdef.polygonoffset;
11052         if (wanttangents)
11053         {
11054                 rsurface.modelvertex3f = vertex3f;
11055                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11056                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11057                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11058         }
11059         else if (wantnormals)
11060         {
11061                 rsurface.modelvertex3f = vertex3f;
11062                 rsurface.modelsvector3f = NULL;
11063                 rsurface.modeltvector3f = NULL;
11064                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11065         }
11066         else
11067         {
11068                 rsurface.modelvertex3f = vertex3f;
11069                 rsurface.modelsvector3f = NULL;
11070                 rsurface.modeltvector3f = NULL;
11071                 rsurface.modelnormal3f = NULL;
11072         }
11073         rsurface.modelvertexmesh = NULL;
11074         rsurface.modelvertexmeshbuffer = NULL;
11075         rsurface.modelvertexposition = NULL;
11076         rsurface.modelvertexpositionbuffer = NULL;
11077         rsurface.modelvertex3f_vertexbuffer = 0;
11078         rsurface.modelvertex3f_bufferoffset = 0;
11079         rsurface.modelsvector3f_vertexbuffer = 0;
11080         rsurface.modelsvector3f_bufferoffset = 0;
11081         rsurface.modeltvector3f_vertexbuffer = 0;
11082         rsurface.modeltvector3f_bufferoffset = 0;
11083         rsurface.modelnormal3f_vertexbuffer = 0;
11084         rsurface.modelnormal3f_bufferoffset = 0;
11085         rsurface.modelgeneratedvertex = true;
11086         rsurface.modellightmapcolor4f  = color4f;
11087         rsurface.modellightmapcolor4f_vertexbuffer = 0;
11088         rsurface.modellightmapcolor4f_bufferoffset = 0;
11089         rsurface.modeltexcoordtexture2f  = texcoord2f;
11090         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11091         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11092         rsurface.modeltexcoordlightmap2f  = NULL;
11093         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11094         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11095         rsurface.modelelement3i = element3i;
11096         rsurface.modelelement3i_indexbuffer = NULL;
11097         rsurface.modelelement3i_bufferoffset = 0;
11098         rsurface.modelelement3s = element3s;
11099         rsurface.modelelement3s_indexbuffer = NULL;
11100         rsurface.modelelement3s_bufferoffset = 0;
11101         rsurface.modellightmapoffsets = NULL;
11102         rsurface.modelsurfaces = NULL;
11103         rsurface.batchgeneratedvertex = false;
11104         rsurface.batchfirstvertex = 0;
11105         rsurface.batchnumvertices = 0;
11106         rsurface.batchfirsttriangle = 0;
11107         rsurface.batchnumtriangles = 0;
11108         rsurface.batchvertex3f  = NULL;
11109         rsurface.batchvertex3f_vertexbuffer = NULL;
11110         rsurface.batchvertex3f_bufferoffset = 0;
11111         rsurface.batchsvector3f = NULL;
11112         rsurface.batchsvector3f_vertexbuffer = NULL;
11113         rsurface.batchsvector3f_bufferoffset = 0;
11114         rsurface.batchtvector3f = NULL;
11115         rsurface.batchtvector3f_vertexbuffer = NULL;
11116         rsurface.batchtvector3f_bufferoffset = 0;
11117         rsurface.batchnormal3f  = NULL;
11118         rsurface.batchnormal3f_vertexbuffer = NULL;
11119         rsurface.batchnormal3f_bufferoffset = 0;
11120         rsurface.batchlightmapcolor4f = NULL;
11121         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11122         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11123         rsurface.batchtexcoordtexture2f = NULL;
11124         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11125         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11126         rsurface.batchtexcoordlightmap2f = NULL;
11127         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11128         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11129         rsurface.batchvertexmesh = NULL;
11130         rsurface.batchvertexmeshbuffer = NULL;
11131         rsurface.batchvertexposition = NULL;
11132         rsurface.batchvertexpositionbuffer = NULL;
11133         rsurface.batchelement3i = NULL;
11134         rsurface.batchelement3i_indexbuffer = NULL;
11135         rsurface.batchelement3i_bufferoffset = 0;
11136         rsurface.batchelement3s = NULL;
11137         rsurface.batchelement3s_indexbuffer = NULL;
11138         rsurface.batchelement3s_bufferoffset = 0;
11139         rsurface.passcolor4f = NULL;
11140         rsurface.passcolor4f_vertexbuffer = NULL;
11141         rsurface.passcolor4f_bufferoffset = 0;
11142
11143         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11144         {
11145                 if ((wantnormals || wanttangents) && !normal3f)
11146                 {
11147                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11148                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11149                 }
11150                 if (wanttangents && !svector3f)
11151                 {
11152                         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);
11153                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11154                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11155                 }
11156         }
11157
11158         // now convert arrays into vertexmesh structs
11159         for (i = 0;i < numvertices;i++)
11160         {
11161                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11162                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11163                 if (rsurface.modelsvector3f)
11164                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11165                 if (rsurface.modeltvector3f)
11166                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11167                 if (rsurface.modelnormal3f)
11168                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11169                 if (rsurface.modellightmapcolor4f)
11170                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11171                 if (rsurface.modeltexcoordtexture2f)
11172                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11173                 if (rsurface.modeltexcoordlightmap2f)
11174                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11175         }
11176 }
11177
11178 float RSurf_FogPoint(const float *v)
11179 {
11180         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11181         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11182         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11183         float FogHeightFade = r_refdef.fogheightfade;
11184         float fogfrac;
11185         unsigned int fogmasktableindex;
11186         if (r_refdef.fogplaneviewabove)
11187                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11188         else
11189                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11190         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11191         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11192 }
11193
11194 float RSurf_FogVertex(const float *v)
11195 {
11196         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11197         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11198         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11199         float FogHeightFade = rsurface.fogheightfade;
11200         float fogfrac;
11201         unsigned int fogmasktableindex;
11202         if (r_refdef.fogplaneviewabove)
11203                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11204         else
11205                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11206         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11207         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11208 }
11209
11210 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11211 {
11212         int i;
11213         for (i = 0;i < numelements;i++)
11214                 outelement3i[i] = inelement3i[i] + adjust;
11215 }
11216
11217 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11218 extern cvar_t gl_vbo;
11219 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11220 {
11221         int deformindex;
11222         int firsttriangle;
11223         int numtriangles;
11224         int firstvertex;
11225         int endvertex;
11226         int numvertices;
11227         int surfacefirsttriangle;
11228         int surfacenumtriangles;
11229         int surfacefirstvertex;
11230         int surfaceendvertex;
11231         int surfacenumvertices;
11232         int needsupdate;
11233         int i, j;
11234         qboolean gaps;
11235         qboolean dynamicvertex;
11236         float amplitude;
11237         float animpos;
11238         float scale;
11239         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11240         float waveparms[4];
11241         q3shaderinfo_deform_t *deform;
11242         const msurface_t *surface, *firstsurface;
11243         r_vertexposition_t *vertexposition;
11244         r_vertexmesh_t *vertexmesh;
11245         if (!texturenumsurfaces)
11246                 return;
11247         // find vertex range of this surface batch
11248         gaps = false;
11249         firstsurface = texturesurfacelist[0];
11250         firsttriangle = firstsurface->num_firsttriangle;
11251         numtriangles = 0;
11252         firstvertex = endvertex = firstsurface->num_firstvertex;
11253         for (i = 0;i < texturenumsurfaces;i++)
11254         {
11255                 surface = texturesurfacelist[i];
11256                 if (surface != firstsurface + i)
11257                         gaps = true;
11258                 surfacefirstvertex = surface->num_firstvertex;
11259                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11260                 surfacenumtriangles = surface->num_triangles;
11261                 if (firstvertex > surfacefirstvertex)
11262                         firstvertex = surfacefirstvertex;
11263                 if (endvertex < surfaceendvertex)
11264                         endvertex = surfaceendvertex;
11265                 numtriangles += surfacenumtriangles;
11266         }
11267         if (!numtriangles)
11268                 return;
11269
11270         // we now know the vertex range used, and if there are any gaps in it
11271         rsurface.batchfirstvertex = firstvertex;
11272         rsurface.batchnumvertices = endvertex - firstvertex;
11273         rsurface.batchfirsttriangle = firsttriangle;
11274         rsurface.batchnumtriangles = numtriangles;
11275
11276         // this variable holds flags for which properties have been updated that
11277         // may require regenerating vertexmesh or vertexposition arrays...
11278         needsupdate = 0;
11279
11280         // check if any dynamic vertex processing must occur
11281         dynamicvertex = false;
11282
11283         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11284                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11285         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11286         {
11287                 switch (deform->deform)
11288                 {
11289                 default:
11290                 case Q3DEFORM_PROJECTIONSHADOW:
11291                 case Q3DEFORM_TEXT0:
11292                 case Q3DEFORM_TEXT1:
11293                 case Q3DEFORM_TEXT2:
11294                 case Q3DEFORM_TEXT3:
11295                 case Q3DEFORM_TEXT4:
11296                 case Q3DEFORM_TEXT5:
11297                 case Q3DEFORM_TEXT6:
11298                 case Q3DEFORM_TEXT7:
11299                 case Q3DEFORM_NONE:
11300                         break;
11301                 case Q3DEFORM_AUTOSPRITE:
11302                         dynamicvertex = true;
11303                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11304                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11305                         break;
11306                 case Q3DEFORM_AUTOSPRITE2:
11307                         dynamicvertex = true;
11308                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11309                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11310                         break;
11311                 case Q3DEFORM_NORMAL:
11312                         dynamicvertex = true;
11313                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11314                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11315                         break;
11316                 case Q3DEFORM_WAVE:
11317                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11318                                 break; // if wavefunc is a nop, ignore this transform
11319                         dynamicvertex = true;
11320                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11321                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11322                         break;
11323                 case Q3DEFORM_BULGE:
11324                         dynamicvertex = true;
11325                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11326                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11327                         break;
11328                 case Q3DEFORM_MOVE:
11329                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11330                                 break; // if wavefunc is a nop, ignore this transform
11331                         dynamicvertex = true;
11332                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11333                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11334                         break;
11335                 }
11336         }
11337         switch(rsurface.texture->tcgen.tcgen)
11338         {
11339         default:
11340         case Q3TCGEN_TEXTURE:
11341                 break;
11342         case Q3TCGEN_LIGHTMAP:
11343                 dynamicvertex = true;
11344                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11345                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11346                 break;
11347         case Q3TCGEN_VECTOR:
11348                 dynamicvertex = true;
11349                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11350                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11351                 break;
11352         case Q3TCGEN_ENVIRONMENT:
11353                 dynamicvertex = true;
11354                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11355                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11356                 break;
11357         }
11358         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11359         {
11360                 dynamicvertex = true;
11361                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11362                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11363         }
11364
11365         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11366         {
11367                 dynamicvertex = true;
11368                 batchneed |= BATCHNEED_NOGAPS;
11369                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11370         }
11371
11372         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11373         {
11374                 dynamicvertex = true;
11375                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11376                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11377         }
11378
11379         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11380         {
11381                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11382                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11383                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11384                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11385                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11386                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11387                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11388         }
11389
11390         // when the model data has no vertex buffer (dynamic mesh), we need to
11391         // eliminate gaps
11392         if (!rsurface.modelvertexmeshbuffer)
11393                 batchneed |= BATCHNEED_NOGAPS;
11394
11395         // if needsupdate, we have to do a dynamic vertex batch for sure
11396         if (needsupdate & batchneed)
11397                 dynamicvertex = true;
11398
11399         // see if we need to build vertexmesh from arrays
11400         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11401                 dynamicvertex = true;
11402
11403         // see if we need to build vertexposition from arrays
11404         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11405                 dynamicvertex = true;
11406
11407         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11408         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11409                 dynamicvertex = true;
11410
11411         // if there is a chance of animated vertex colors, it's a dynamic batch
11412         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11413                 dynamicvertex = true;
11414
11415         rsurface.batchvertex3f = rsurface.modelvertex3f;
11416         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11417         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11418         rsurface.batchsvector3f = rsurface.modelsvector3f;
11419         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11420         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11421         rsurface.batchtvector3f = rsurface.modeltvector3f;
11422         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11423         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11424         rsurface.batchnormal3f = rsurface.modelnormal3f;
11425         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11426         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11427         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11428         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11429         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11430         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11431         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11432         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11433         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11434         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11435         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11436         rsurface.batchvertexposition = rsurface.modelvertexposition;
11437         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11438         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11439         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11440         rsurface.batchelement3i = rsurface.modelelement3i;
11441         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11442         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11443         rsurface.batchelement3s = rsurface.modelelement3s;
11444         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11445         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11446
11447         // if any dynamic vertex processing has to occur in software, we copy the
11448         // entire surface list together before processing to rebase the vertices
11449         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11450         //
11451         // if any gaps exist and we do not have a static vertex buffer, we have to
11452         // copy the surface list together to avoid wasting upload bandwidth on the
11453         // vertices in the gaps.
11454         //
11455         // if gaps exist and we have a static vertex buffer, we still have to
11456         // combine the index buffer ranges into one dynamic index buffer.
11457         //
11458         // in all cases we end up with data that can be drawn in one call.
11459
11460         if (!dynamicvertex)
11461         {
11462                 // static vertex data, just set pointers...
11463                 rsurface.batchgeneratedvertex = false;
11464                 // if there are gaps, we want to build a combined index buffer,
11465                 // otherwise use the original static buffer with an appropriate offset
11466                 if (gaps)
11467                 {
11468                         firsttriangle = 0;
11469                         numtriangles = 0;
11470                         for (i = 0;i < texturenumsurfaces;i++)
11471                         {
11472                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11473                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11474                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11475                                 numtriangles += surfacenumtriangles;
11476                         }
11477                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11478                         rsurface.batchelement3i_indexbuffer = NULL;
11479                         rsurface.batchelement3i_bufferoffset = 0;
11480                         rsurface.batchelement3s = NULL;
11481                         rsurface.batchelement3s_indexbuffer = NULL;
11482                         rsurface.batchelement3s_bufferoffset = 0;
11483                         if (endvertex <= 65536)
11484                         {
11485                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11486                                 for (i = 0;i < numtriangles*3;i++)
11487                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11488                         }
11489                         rsurface.batchfirsttriangle = firsttriangle;
11490                         rsurface.batchnumtriangles = numtriangles;
11491                 }
11492                 return;
11493         }
11494
11495         // something needs software processing, do it for real...
11496         // we only directly handle interleaved array data in this case...
11497         rsurface.batchgeneratedvertex = true;
11498
11499         // now copy the vertex data into a combined array and make an index array
11500         // (this is what Quake3 does all the time)
11501         //if (gaps || rsurface.batchfirstvertex)
11502         {
11503                 rsurface.batchvertexposition = NULL;
11504                 rsurface.batchvertexpositionbuffer = NULL;
11505                 rsurface.batchvertexmesh = NULL;
11506                 rsurface.batchvertexmeshbuffer = NULL;
11507                 rsurface.batchvertex3f = NULL;
11508                 rsurface.batchvertex3f_vertexbuffer = NULL;
11509                 rsurface.batchvertex3f_bufferoffset = 0;
11510                 rsurface.batchsvector3f = NULL;
11511                 rsurface.batchsvector3f_vertexbuffer = NULL;
11512                 rsurface.batchsvector3f_bufferoffset = 0;
11513                 rsurface.batchtvector3f = NULL;
11514                 rsurface.batchtvector3f_vertexbuffer = NULL;
11515                 rsurface.batchtvector3f_bufferoffset = 0;
11516                 rsurface.batchnormal3f = NULL;
11517                 rsurface.batchnormal3f_vertexbuffer = NULL;
11518                 rsurface.batchnormal3f_bufferoffset = 0;
11519                 rsurface.batchlightmapcolor4f = NULL;
11520                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11521                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11522                 rsurface.batchtexcoordtexture2f = NULL;
11523                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11524                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11525                 rsurface.batchtexcoordlightmap2f = NULL;
11526                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11527                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11528                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11529                 rsurface.batchelement3i_indexbuffer = NULL;
11530                 rsurface.batchelement3i_bufferoffset = 0;
11531                 rsurface.batchelement3s = NULL;
11532                 rsurface.batchelement3s_indexbuffer = NULL;
11533                 rsurface.batchelement3s_bufferoffset = 0;
11534                 // we'll only be setting up certain arrays as needed
11535                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11536                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11537                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11538                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11539                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11540                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11541                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11542                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11543                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11544                 {
11545                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11546                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11547                 }
11548                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11549                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11550                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11551                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11552                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11553                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11554                 numvertices = 0;
11555                 numtriangles = 0;
11556                 for (i = 0;i < texturenumsurfaces;i++)
11557                 {
11558                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11559                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11560                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11561                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11562                         // copy only the data requested
11563                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11564                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11565                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11566                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11567                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11568                         {
11569                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11570                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11571                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11572                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11573                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11574                                 {
11575                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11576                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11577                                 }
11578                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11579                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11580                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11581                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11582                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11583                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11584                         }
11585                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11586                         numvertices += surfacenumvertices;
11587                         numtriangles += surfacenumtriangles;
11588                 }
11589
11590                 // generate a 16bit index array as well if possible
11591                 // (in general, dynamic batches fit)
11592                 if (numvertices <= 65536)
11593                 {
11594                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11595                         for (i = 0;i < numtriangles*3;i++)
11596                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11597                 }
11598
11599                 // since we've copied everything, the batch now starts at 0
11600                 rsurface.batchfirstvertex = 0;
11601                 rsurface.batchnumvertices = numvertices;
11602                 rsurface.batchfirsttriangle = 0;
11603                 rsurface.batchnumtriangles = numtriangles;
11604         }
11605
11606         // q1bsp surfaces rendered in vertex color mode have to have colors
11607         // calculated based on lightstyles
11608         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11609         {
11610                 // generate color arrays for the surfaces in this list
11611                 int c[4];
11612                 int scale;
11613                 int size3;
11614                 const int *offsets;
11615                 const unsigned char *lm;
11616                 numvertices = 0;
11617                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11618                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11619                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11620                 for (i = 0;i < texturenumsurfaces;i++)
11621                 {
11622                         surface = texturesurfacelist[i];
11623                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11624                         surfacenumvertices = surface->num_vertices;
11625                         if (surface->lightmapinfo->samples)
11626                         {
11627                                 for (j = 0;j < surfacenumvertices;j++)
11628                                 {
11629                                         lm = surface->lightmapinfo->samples + offsets[j];
11630                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11631                                         VectorScale(lm, scale, c);
11632                                         if (surface->lightmapinfo->styles[1] != 255)
11633                                         {
11634                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11635                                                 lm += size3;
11636                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11637                                                 VectorMA(c, scale, lm, c);
11638                                                 if (surface->lightmapinfo->styles[2] != 255)
11639                                                 {
11640                                                         lm += size3;
11641                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11642                                                         VectorMA(c, scale, lm, c);
11643                                                         if (surface->lightmapinfo->styles[3] != 255)
11644                                                         {
11645                                                                 lm += size3;
11646                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11647                                                                 VectorMA(c, scale, lm, c);
11648                                                         }
11649                                                 }
11650                                         }
11651                                         c[0] >>= 15;
11652                                         c[1] >>= 15;
11653                                         c[2] >>= 15;
11654                                         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);
11655                                         numvertices++;
11656                                 }
11657                         }
11658                         else
11659                         {
11660                                 for (j = 0;j < surfacenumvertices;j++)
11661                                 {
11662                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11663                                         numvertices++;
11664                                 }
11665                         }
11666                 }
11667         }
11668
11669         // if vertices are deformed (sprite flares and things in maps, possibly
11670         // water waves, bulges and other deformations), modify the copied vertices
11671         // in place
11672         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11673         {
11674                 switch (deform->deform)
11675                 {
11676                 default:
11677                 case Q3DEFORM_PROJECTIONSHADOW:
11678                 case Q3DEFORM_TEXT0:
11679                 case Q3DEFORM_TEXT1:
11680                 case Q3DEFORM_TEXT2:
11681                 case Q3DEFORM_TEXT3:
11682                 case Q3DEFORM_TEXT4:
11683                 case Q3DEFORM_TEXT5:
11684                 case Q3DEFORM_TEXT6:
11685                 case Q3DEFORM_TEXT7:
11686                 case Q3DEFORM_NONE:
11687                         break;
11688                 case Q3DEFORM_AUTOSPRITE:
11689                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11690                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11691                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11692                         VectorNormalize(newforward);
11693                         VectorNormalize(newright);
11694                         VectorNormalize(newup);
11695                         // a single autosprite surface can contain multiple sprites...
11696                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11697                         {
11698                                 VectorClear(center);
11699                                 for (i = 0;i < 4;i++)
11700                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11701                                 VectorScale(center, 0.25f, center);
11702                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11703                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11704                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11705                                 for (i = 0;i < 4;i++)
11706                                 {
11707                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11708                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11709                                 }
11710                         }
11711                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11712                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11713                         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);
11714                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11715                         rsurface.batchvertex3f_vertexbuffer = NULL;
11716                         rsurface.batchvertex3f_bufferoffset = 0;
11717                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11718                         rsurface.batchsvector3f_vertexbuffer = NULL;
11719                         rsurface.batchsvector3f_bufferoffset = 0;
11720                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11721                         rsurface.batchtvector3f_vertexbuffer = NULL;
11722                         rsurface.batchtvector3f_bufferoffset = 0;
11723                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11724                         rsurface.batchnormal3f_vertexbuffer = NULL;
11725                         rsurface.batchnormal3f_bufferoffset = 0;
11726                         break;
11727                 case Q3DEFORM_AUTOSPRITE2:
11728                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11729                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11730                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11731                         VectorNormalize(newforward);
11732                         VectorNormalize(newright);
11733                         VectorNormalize(newup);
11734                         {
11735                                 const float *v1, *v2;
11736                                 vec3_t start, end;
11737                                 float f, l;
11738                                 struct
11739                                 {
11740                                         float length2;
11741                                         const float *v1;
11742                                         const float *v2;
11743                                 }
11744                                 shortest[2];
11745                                 memset(shortest, 0, sizeof(shortest));
11746                                 // a single autosprite surface can contain multiple sprites...
11747                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11748                                 {
11749                                         VectorClear(center);
11750                                         for (i = 0;i < 4;i++)
11751                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11752                                         VectorScale(center, 0.25f, center);
11753                                         // find the two shortest edges, then use them to define the
11754                                         // axis vectors for rotating around the central axis
11755                                         for (i = 0;i < 6;i++)
11756                                         {
11757                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11758                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11759                                                 l = VectorDistance2(v1, v2);
11760                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11761                                                 if (v1[2] != v2[2])
11762                                                         l += (1.0f / 1024.0f);
11763                                                 if (shortest[0].length2 > l || i == 0)
11764                                                 {
11765                                                         shortest[1] = shortest[0];
11766                                                         shortest[0].length2 = l;
11767                                                         shortest[0].v1 = v1;
11768                                                         shortest[0].v2 = v2;
11769                                                 }
11770                                                 else if (shortest[1].length2 > l || i == 1)
11771                                                 {
11772                                                         shortest[1].length2 = l;
11773                                                         shortest[1].v1 = v1;
11774                                                         shortest[1].v2 = v2;
11775                                                 }
11776                                         }
11777                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11778                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11779                                         // this calculates the right vector from the shortest edge
11780                                         // and the up vector from the edge midpoints
11781                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11782                                         VectorNormalize(right);
11783                                         VectorSubtract(end, start, up);
11784                                         VectorNormalize(up);
11785                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11786                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11787                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11788                                         VectorNegate(forward, forward);
11789                                         VectorReflect(forward, 0, up, forward);
11790                                         VectorNormalize(forward);
11791                                         CrossProduct(up, forward, newright);
11792                                         VectorNormalize(newright);
11793                                         // rotate the quad around the up axis vector, this is made
11794                                         // especially easy by the fact we know the quad is flat,
11795                                         // so we only have to subtract the center position and
11796                                         // measure distance along the right vector, and then
11797                                         // multiply that by the newright vector and add back the
11798                                         // center position
11799                                         // we also need to subtract the old position to undo the
11800                                         // displacement from the center, which we do with a
11801                                         // DotProduct, the subtraction/addition of center is also
11802                                         // optimized into DotProducts here
11803                                         l = DotProduct(right, center);
11804                                         for (i = 0;i < 4;i++)
11805                                         {
11806                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11807                                                 f = DotProduct(right, v1) - l;
11808                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11809                                         }
11810                                 }
11811                         }
11812                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11813                         rsurface.batchvertex3f_vertexbuffer = NULL;
11814                         rsurface.batchvertex3f_bufferoffset = 0;
11815                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11816                         {
11817                                 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11818                                 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11819                                 rsurface.batchnormal3f_vertexbuffer = NULL;
11820                                 rsurface.batchnormal3f_bufferoffset = 0;
11821                         }
11822                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11823                         {
11824                                 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);
11825                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11826                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11827                                 rsurface.batchsvector3f_bufferoffset = 0;
11828                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11829                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11830                                 rsurface.batchtvector3f_bufferoffset = 0;
11831                         }
11832                         break;
11833                 case Q3DEFORM_NORMAL:
11834                         // deform the normals to make reflections wavey
11835                         for (j = 0;j < rsurface.batchnumvertices;j++)
11836                         {
11837                                 float vertex[3];
11838                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11839                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11840                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11841                                 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]);
11842                                 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]);
11843                                 VectorNormalize(normal);
11844                         }
11845                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11846                         rsurface.batchnormal3f_vertexbuffer = NULL;
11847                         rsurface.batchnormal3f_bufferoffset = 0;
11848                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11849                         {
11850                                 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);
11851                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11852                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11853                                 rsurface.batchsvector3f_bufferoffset = 0;
11854                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11855                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11856                                 rsurface.batchtvector3f_bufferoffset = 0;
11857                         }
11858                         break;
11859                 case Q3DEFORM_WAVE:
11860                         // deform vertex array to make wavey water and flags and such
11861                         waveparms[0] = deform->waveparms[0];
11862                         waveparms[1] = deform->waveparms[1];
11863                         waveparms[2] = deform->waveparms[2];
11864                         waveparms[3] = deform->waveparms[3];
11865                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11866                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11867                         // this is how a divisor of vertex influence on deformation
11868                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11869                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11870                         for (j = 0;j < rsurface.batchnumvertices;j++)
11871                         {
11872                                 // if the wavefunc depends on time, evaluate it per-vertex
11873                                 if (waveparms[3])
11874                                 {
11875                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11876                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11877                                 }
11878                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11879                         }
11880                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11881                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11882                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11883                         rsurface.batchvertex3f_vertexbuffer = NULL;
11884                         rsurface.batchvertex3f_bufferoffset = 0;
11885                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11886                         rsurface.batchnormal3f_vertexbuffer = NULL;
11887                         rsurface.batchnormal3f_bufferoffset = 0;
11888                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11889                         {
11890                                 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);
11891                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11892                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11893                                 rsurface.batchsvector3f_bufferoffset = 0;
11894                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11895                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11896                                 rsurface.batchtvector3f_bufferoffset = 0;
11897                         }
11898                         break;
11899                 case Q3DEFORM_BULGE:
11900                         // deform vertex array to make the surface have moving bulges
11901                         for (j = 0;j < rsurface.batchnumvertices;j++)
11902                         {
11903                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11904                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11905                         }
11906                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11907                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11908                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11909                         rsurface.batchvertex3f_vertexbuffer = NULL;
11910                         rsurface.batchvertex3f_bufferoffset = 0;
11911                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11912                         rsurface.batchnormal3f_vertexbuffer = NULL;
11913                         rsurface.batchnormal3f_bufferoffset = 0;
11914                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11915                         {
11916                                 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);
11917                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11918                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11919                                 rsurface.batchsvector3f_bufferoffset = 0;
11920                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11921                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11922                                 rsurface.batchtvector3f_bufferoffset = 0;
11923                         }
11924                         break;
11925                 case Q3DEFORM_MOVE:
11926                         // deform vertex array
11927                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11928                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11929                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11930                         VectorScale(deform->parms, scale, waveparms);
11931                         for (j = 0;j < rsurface.batchnumvertices;j++)
11932                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11933                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11934                         rsurface.batchvertex3f_vertexbuffer = NULL;
11935                         rsurface.batchvertex3f_bufferoffset = 0;
11936                         break;
11937                 }
11938         }
11939
11940         // generate texcoords based on the chosen texcoord source
11941         switch(rsurface.texture->tcgen.tcgen)
11942         {
11943         default:
11944         case Q3TCGEN_TEXTURE:
11945                 break;
11946         case Q3TCGEN_LIGHTMAP:
11947                 if (rsurface.batchtexcoordlightmap2f)
11948                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11949                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11950                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11951                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11952                 break;
11953         case Q3TCGEN_VECTOR:
11954                 for (j = 0;j < rsurface.batchnumvertices;j++)
11955                 {
11956                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11957                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11958                 }
11959                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11960                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11961                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11962                 break;
11963         case Q3TCGEN_ENVIRONMENT:
11964                 // make environment reflections using a spheremap
11965                 for (j = 0;j < rsurface.batchnumvertices;j++)
11966                 {
11967                         // identical to Q3A's method, but executed in worldspace so
11968                         // carried models can be shiny too
11969
11970                         float viewer[3], d, reflected[3], worldreflected[3];
11971
11972                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11973                         // VectorNormalize(viewer);
11974
11975                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11976
11977                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11978                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11979                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11980                         // note: this is proportinal to viewer, so we can normalize later
11981
11982                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11983                         VectorNormalize(worldreflected);
11984
11985                         // note: this sphere map only uses world x and z!
11986                         // so positive and negative y will LOOK THE SAME.
11987                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11988                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11989                 }
11990                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11991                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11992                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11993                 break;
11994         }
11995         // the only tcmod that needs software vertex processing is turbulent, so
11996         // check for it here and apply the changes if needed
11997         // and we only support that as the first one
11998         // (handling a mixture of turbulent and other tcmods would be problematic
11999         //  without punting it entirely to a software path)
12000         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12001         {
12002                 amplitude = rsurface.texture->tcmods[0].parms[1];
12003                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12004                 for (j = 0;j < rsurface.batchnumvertices;j++)
12005                 {
12006                         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);
12007                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12008                 }
12009                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12010                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12011                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12012         }
12013
12014         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12015         {
12016                 // convert the modified arrays to vertex structs
12017                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12018                 rsurface.batchvertexmeshbuffer = NULL;
12019                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12020                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12021                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12022                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12023                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12024                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12025                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12026                 {
12027                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12028                         {
12029                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12030                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12031                         }
12032                 }
12033                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12034                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12035                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12036                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12037                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12038                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12039                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12040                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12041                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12042         }
12043
12044         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12045         {
12046                 // convert the modified arrays to vertex structs
12047                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12048                 rsurface.batchvertexpositionbuffer = NULL;
12049                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12050                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12051                 else
12052                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12053                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12054         }
12055 }
12056
12057 void RSurf_DrawBatch(void)
12058 {
12059         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);
12060 }
12061
12062 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12063 {
12064         // pick the closest matching water plane
12065         int planeindex, vertexindex, bestplaneindex = -1;
12066         float d, bestd;
12067         vec3_t vert;
12068         const float *v;
12069         r_waterstate_waterplane_t *p;
12070         bestd = 0;
12071         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12072         {
12073                 if(p->camera_entity != rsurface.texture->camera_entity)
12074                         continue;
12075                 d = 0;
12076                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12077                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12078                 {
12079                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
12080                         d += fabs(PlaneDiff(vert, &p->plane));
12081                 }
12082                 if (bestd > d || bestplaneindex < 0)
12083                 {
12084                         bestd = d;
12085                         bestplaneindex = planeindex;
12086                 }
12087         }
12088         return bestplaneindex;
12089 }
12090
12091 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12092 {
12093         int i;
12094         for (i = 0;i < rsurface.batchnumvertices;i++)
12095                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12096         rsurface.passcolor4f = rsurface.array_passcolor4f;
12097         rsurface.passcolor4f_vertexbuffer = 0;
12098         rsurface.passcolor4f_bufferoffset = 0;
12099 }
12100
12101 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12102 {
12103         int i;
12104         float f;
12105         const float *v;
12106         const float *c;
12107         float *c2;
12108         if (rsurface.passcolor4f)
12109         {
12110                 // generate color arrays
12111                 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)
12112                 {
12113                         f = RSurf_FogVertex(v);
12114                         c2[0] = c[0] * f;
12115                         c2[1] = c[1] * f;
12116                         c2[2] = c[2] * f;
12117                         c2[3] = c[3];
12118                 }
12119         }
12120         else
12121         {
12122                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12123                 {
12124                         f = RSurf_FogVertex(v);
12125                         c2[0] = f;
12126                         c2[1] = f;
12127                         c2[2] = f;
12128                         c2[3] = 1;
12129                 }
12130         }
12131         rsurface.passcolor4f = rsurface.array_passcolor4f;
12132         rsurface.passcolor4f_vertexbuffer = 0;
12133         rsurface.passcolor4f_bufferoffset = 0;
12134 }
12135
12136 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12137 {
12138         int i;
12139         float f;
12140         const float *v;
12141         const float *c;
12142         float *c2;
12143         if (!rsurface.passcolor4f)
12144                 return;
12145         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)
12146         {
12147                 f = RSurf_FogVertex(v);
12148                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12149                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12150                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12151                 c2[3] = c[3];
12152         }
12153         rsurface.passcolor4f = rsurface.array_passcolor4f;
12154         rsurface.passcolor4f_vertexbuffer = 0;
12155         rsurface.passcolor4f_bufferoffset = 0;
12156 }
12157
12158 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12159 {
12160         int i;
12161         const float *c;
12162         float *c2;
12163         if (!rsurface.passcolor4f)
12164                 return;
12165         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12166         {
12167                 c2[0] = c[0] * r;
12168                 c2[1] = c[1] * g;
12169                 c2[2] = c[2] * b;
12170                 c2[3] = c[3] * a;
12171         }
12172         rsurface.passcolor4f = rsurface.array_passcolor4f;
12173         rsurface.passcolor4f_vertexbuffer = 0;
12174         rsurface.passcolor4f_bufferoffset = 0;
12175 }
12176
12177 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12178 {
12179         int i;
12180         const float *c;
12181         float *c2;
12182         if (!rsurface.passcolor4f)
12183                 return;
12184         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12185         {
12186                 c2[0] = c[0] + r_refdef.scene.ambient;
12187                 c2[1] = c[1] + r_refdef.scene.ambient;
12188                 c2[2] = c[2] + r_refdef.scene.ambient;
12189                 c2[3] = c[3];
12190         }
12191         rsurface.passcolor4f = rsurface.array_passcolor4f;
12192         rsurface.passcolor4f_vertexbuffer = 0;
12193         rsurface.passcolor4f_bufferoffset = 0;
12194 }
12195
12196 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12197 {
12198         // TODO: optimize
12199         rsurface.passcolor4f = NULL;
12200         rsurface.passcolor4f_vertexbuffer = 0;
12201         rsurface.passcolor4f_bufferoffset = 0;
12202         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12203         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12204         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12205         GL_Color(r, g, b, a);
12206         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12207         RSurf_DrawBatch();
12208 }
12209
12210 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12211 {
12212         // TODO: optimize applyfog && applycolor case
12213         // just apply fog if necessary, and tint the fog color array if necessary
12214         rsurface.passcolor4f = NULL;
12215         rsurface.passcolor4f_vertexbuffer = 0;
12216         rsurface.passcolor4f_bufferoffset = 0;
12217         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12218         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12219         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12220         GL_Color(r, g, b, a);
12221         RSurf_DrawBatch();
12222 }
12223
12224 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12225 {
12226         // TODO: optimize
12227         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12228         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12229         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12230         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12231         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12232         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12233         GL_Color(r, g, b, a);
12234         RSurf_DrawBatch();
12235 }
12236
12237 static void RSurf_DrawBatch_GL11_ClampColor(void)
12238 {
12239         int i;
12240         const float *c1;
12241         float *c2;
12242         if (!rsurface.passcolor4f)
12243                 return;
12244         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12245         {
12246                 c2[0] = bound(0.0f, c1[0], 1.0f);
12247                 c2[1] = bound(0.0f, c1[1], 1.0f);
12248                 c2[2] = bound(0.0f, c1[2], 1.0f);
12249                 c2[3] = bound(0.0f, c1[3], 1.0f);
12250         }
12251 }
12252
12253 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12254 {
12255         int i;
12256         float f;
12257         const float *v;
12258         const float *n;
12259         float *c;
12260         //vec3_t eyedir;
12261
12262         // fake shading
12263         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)
12264         {
12265                 f = -DotProduct(r_refdef.view.forward, n);
12266                 f = max(0, f);
12267                 f = f * 0.85 + 0.15; // work around so stuff won't get black
12268                 f *= r_refdef.lightmapintensity;
12269                 Vector4Set(c, f, f, f, 1);
12270         }
12271
12272         rsurface.passcolor4f = rsurface.array_passcolor4f;
12273         rsurface.passcolor4f_vertexbuffer = 0;
12274         rsurface.passcolor4f_bufferoffset = 0;
12275 }
12276
12277 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12278 {
12279         RSurf_DrawBatch_GL11_ApplyFakeLight();
12280         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12281         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12282         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12283         GL_Color(r, g, b, a);
12284         RSurf_DrawBatch();
12285 }
12286
12287 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12288 {
12289         int i;
12290         float f;
12291         float alpha;
12292         const float *v;
12293         const float *n;
12294         float *c;
12295         vec3_t ambientcolor;
12296         vec3_t diffusecolor;
12297         vec3_t lightdir;
12298         // TODO: optimize
12299         // model lighting
12300         VectorCopy(rsurface.modellight_lightdir, lightdir);
12301         f = 0.5f * r_refdef.lightmapintensity;
12302         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12303         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12304         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12305         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12306         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12307         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12308         alpha = *a;
12309         if (VectorLength2(diffusecolor) > 0)
12310         {
12311                 // q3-style directional shading
12312                 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)
12313                 {
12314                         if ((f = DotProduct(n, lightdir)) > 0)
12315                                 VectorMA(ambientcolor, f, diffusecolor, c);
12316                         else
12317                                 VectorCopy(ambientcolor, c);
12318                         c[3] = alpha;
12319                 }
12320                 *r = 1;
12321                 *g = 1;
12322                 *b = 1;
12323                 *a = 1;
12324                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12325                 rsurface.passcolor4f_vertexbuffer = 0;
12326                 rsurface.passcolor4f_bufferoffset = 0;
12327                 *applycolor = false;
12328         }
12329         else
12330         {
12331                 *r = ambientcolor[0];
12332                 *g = ambientcolor[1];
12333                 *b = ambientcolor[2];
12334                 rsurface.passcolor4f = NULL;
12335                 rsurface.passcolor4f_vertexbuffer = 0;
12336                 rsurface.passcolor4f_bufferoffset = 0;
12337         }
12338 }
12339
12340 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12341 {
12342         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12343         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12344         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12345         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12346         GL_Color(r, g, b, a);
12347         RSurf_DrawBatch();
12348 }
12349
12350 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12351 {
12352         int i;
12353         float f;
12354         const float *v;
12355         float *c;
12356         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12357         {
12358                 f = 1 - RSurf_FogVertex(v);
12359                 c[0] = r;
12360                 c[1] = g;
12361                 c[2] = b;
12362                 c[3] = f * a;
12363         }
12364 }
12365
12366 void RSurf_SetupDepthAndCulling(void)
12367 {
12368         // submodels are biased to avoid z-fighting with world surfaces that they
12369         // may be exactly overlapping (avoids z-fighting artifacts on certain
12370         // doors and things in Quake maps)
12371         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12372         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12373         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12374         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12375 }
12376
12377 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12378 {
12379         // transparent sky would be ridiculous
12380         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12381                 return;
12382         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12383         skyrenderlater = true;
12384         RSurf_SetupDepthAndCulling();
12385         GL_DepthMask(true);
12386         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12387         // skymasking on them, and Quake3 never did sky masking (unlike
12388         // software Quake and software Quake2), so disable the sky masking
12389         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12390         // and skymasking also looks very bad when noclipping outside the
12391         // level, so don't use it then either.
12392         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12393         {
12394                 R_Mesh_ResetTextureState();
12395                 if (skyrendermasked)
12396                 {
12397                         R_SetupShader_DepthOrShadow();
12398                         // depth-only (masking)
12399                         GL_ColorMask(0,0,0,0);
12400                         // just to make sure that braindead drivers don't draw
12401                         // anything despite that colormask...
12402                         GL_BlendFunc(GL_ZERO, GL_ONE);
12403                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12404                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12405                 }
12406                 else
12407                 {
12408                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12409                         // fog sky
12410                         GL_BlendFunc(GL_ONE, GL_ZERO);
12411                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12412                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12413                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12414                 }
12415                 RSurf_DrawBatch();
12416                 if (skyrendermasked)
12417                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12418         }
12419         R_Mesh_ResetTextureState();
12420         GL_Color(1, 1, 1, 1);
12421 }
12422
12423 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12424 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12425 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12426 {
12427         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12428                 return;
12429         if (prepass)
12430         {
12431                 // render screenspace normalmap to texture
12432                 GL_DepthMask(true);
12433                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12434                 RSurf_DrawBatch();
12435                 return;
12436         }
12437
12438         // bind lightmap texture
12439
12440         // water/refraction/reflection/camera surfaces have to be handled specially
12441         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12442         {
12443                 int start, end, startplaneindex;
12444                 for (start = 0;start < texturenumsurfaces;start = end)
12445                 {
12446                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12447                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12448                                 ;
12449                         // now that we have a batch using the same planeindex, render it
12450                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12451                         {
12452                                 // render water or distortion background
12453                                 GL_DepthMask(true);
12454                                 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));
12455                                 RSurf_DrawBatch();
12456                                 // blend surface on top
12457                                 GL_DepthMask(false);
12458                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12459                                 RSurf_DrawBatch();
12460                         }
12461                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12462                         {
12463                                 // render surface with reflection texture as input
12464                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12465                                 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));
12466                                 RSurf_DrawBatch();
12467                         }
12468                 }
12469                 return;
12470         }
12471
12472         // render surface batch normally
12473         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12474         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12475         RSurf_DrawBatch();
12476 }
12477
12478 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12479 {
12480         // OpenGL 1.3 path - anything not completely ancient
12481         qboolean applycolor;
12482         qboolean applyfog;
12483         int layerindex;
12484         const texturelayer_t *layer;
12485         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);
12486         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12487
12488         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12489         {
12490                 vec4_t layercolor;
12491                 int layertexrgbscale;
12492                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12493                 {
12494                         if (layerindex == 0)
12495                                 GL_AlphaTest(true);
12496                         else
12497                         {
12498                                 GL_AlphaTest(false);
12499                                 GL_DepthFunc(GL_EQUAL);
12500                         }
12501                 }
12502                 GL_DepthMask(layer->depthmask && writedepth);
12503                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12504                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12505                 {
12506                         layertexrgbscale = 4;
12507                         VectorScale(layer->color, 0.25f, layercolor);
12508                 }
12509                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12510                 {
12511                         layertexrgbscale = 2;
12512                         VectorScale(layer->color, 0.5f, layercolor);
12513                 }
12514                 else
12515                 {
12516                         layertexrgbscale = 1;
12517                         VectorScale(layer->color, 1.0f, layercolor);
12518                 }
12519                 layercolor[3] = layer->color[3];
12520                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12521                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12522                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12523                 switch (layer->type)
12524                 {
12525                 case TEXTURELAYERTYPE_LITTEXTURE:
12526                         // single-pass lightmapped texture with 2x rgbscale
12527                         R_Mesh_TexBind(0, r_texture_white);
12528                         R_Mesh_TexMatrix(0, NULL);
12529                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12530                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12531                         R_Mesh_TexBind(1, layer->texture);
12532                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12533                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12534                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12535                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12536                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12537                         else if (FAKELIGHT_ENABLED)
12538                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12539                         else if (rsurface.uselightmaptexture)
12540                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12541                         else
12542                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12543                         break;
12544                 case TEXTURELAYERTYPE_TEXTURE:
12545                         // singletexture unlit texture with transparency support
12546                         R_Mesh_TexBind(0, layer->texture);
12547                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12548                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12549                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12550                         R_Mesh_TexBind(1, 0);
12551                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12552                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12553                         break;
12554                 case TEXTURELAYERTYPE_FOG:
12555                         // singletexture fogging
12556                         if (layer->texture)
12557                         {
12558                                 R_Mesh_TexBind(0, layer->texture);
12559                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12560                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12561                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12562                         }
12563                         else
12564                         {
12565                                 R_Mesh_TexBind(0, 0);
12566                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12567                         }
12568                         R_Mesh_TexBind(1, 0);
12569                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12570                         // generate a color array for the fog pass
12571                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12572                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12573                         RSurf_DrawBatch();
12574                         break;
12575                 default:
12576                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12577                 }
12578         }
12579         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12580         {
12581                 GL_DepthFunc(GL_LEQUAL);
12582                 GL_AlphaTest(false);
12583         }
12584 }
12585
12586 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12587 {
12588         // OpenGL 1.1 - crusty old voodoo path
12589         qboolean applyfog;
12590         int layerindex;
12591         const texturelayer_t *layer;
12592         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);
12593         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12594
12595         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12596         {
12597                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12598                 {
12599                         if (layerindex == 0)
12600                                 GL_AlphaTest(true);
12601                         else
12602                         {
12603                                 GL_AlphaTest(false);
12604                                 GL_DepthFunc(GL_EQUAL);
12605                         }
12606                 }
12607                 GL_DepthMask(layer->depthmask && writedepth);
12608                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12609                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12610                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12611                 switch (layer->type)
12612                 {
12613                 case TEXTURELAYERTYPE_LITTEXTURE:
12614                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12615                         {
12616                                 // two-pass lit texture with 2x rgbscale
12617                                 // first the lightmap pass
12618                                 R_Mesh_TexBind(0, r_texture_white);
12619                                 R_Mesh_TexMatrix(0, NULL);
12620                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12621                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12622                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12623                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12624                                 else if (FAKELIGHT_ENABLED)
12625                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12626                                 else if (rsurface.uselightmaptexture)
12627                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12628                                 else
12629                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12630                                 // then apply the texture to it
12631                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12632                                 R_Mesh_TexBind(0, layer->texture);
12633                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12634                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12635                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12636                                 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);
12637                         }
12638                         else
12639                         {
12640                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12641                                 R_Mesh_TexBind(0, layer->texture);
12642                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12643                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12644                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12645                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12646                                         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);
12647                                 else
12648                                         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);
12649                         }
12650                         break;
12651                 case TEXTURELAYERTYPE_TEXTURE:
12652                         // singletexture unlit texture with transparency support
12653                         R_Mesh_TexBind(0, layer->texture);
12654                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12655                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12656                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12657                         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);
12658                         break;
12659                 case TEXTURELAYERTYPE_FOG:
12660                         // singletexture fogging
12661                         if (layer->texture)
12662                         {
12663                                 R_Mesh_TexBind(0, layer->texture);
12664                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12665                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12666                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12667                         }
12668                         else
12669                         {
12670                                 R_Mesh_TexBind(0, 0);
12671                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12672                         }
12673                         // generate a color array for the fog pass
12674                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12675                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12676                         RSurf_DrawBatch();
12677                         break;
12678                 default:
12679                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12680                 }
12681         }
12682         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12683         {
12684                 GL_DepthFunc(GL_LEQUAL);
12685                 GL_AlphaTest(false);
12686         }
12687 }
12688
12689 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12690 {
12691         int vi;
12692         int j;
12693         r_vertexgeneric_t *batchvertex;
12694         float c[4];
12695
12696         GL_AlphaTest(false);
12697         R_Mesh_ResetTextureState();
12698         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12699
12700         if(rsurface.texture && rsurface.texture->currentskinframe)
12701         {
12702                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12703                 c[3] *= rsurface.texture->currentalpha;
12704         }
12705         else
12706         {
12707                 c[0] = 1;
12708                 c[1] = 0;
12709                 c[2] = 1;
12710                 c[3] = 1;
12711         }
12712
12713         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12714         {
12715                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12716                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12717                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12718         }
12719
12720         // brighten it up (as texture value 127 means "unlit")
12721         c[0] *= 2 * r_refdef.view.colorscale;
12722         c[1] *= 2 * r_refdef.view.colorscale;
12723         c[2] *= 2 * r_refdef.view.colorscale;
12724
12725         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12726                 c[3] *= r_wateralpha.value;
12727
12728         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12729         {
12730                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12731                 GL_DepthMask(false);
12732         }
12733         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12734         {
12735                 GL_BlendFunc(GL_ONE, GL_ONE);
12736                 GL_DepthMask(false);
12737         }
12738         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12739         {
12740                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12741                 GL_DepthMask(false);
12742         }
12743         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12744         {
12745                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12746                 GL_DepthMask(false);
12747         }
12748         else
12749         {
12750                 GL_BlendFunc(GL_ONE, GL_ZERO);
12751                 GL_DepthMask(writedepth);
12752         }
12753
12754         if (r_showsurfaces.integer == 3)
12755         {
12756                 rsurface.passcolor4f = NULL;
12757
12758                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12759                 {
12760                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12761
12762                         rsurface.passcolor4f = NULL;
12763                         rsurface.passcolor4f_vertexbuffer = 0;
12764                         rsurface.passcolor4f_bufferoffset = 0;
12765                 }
12766                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12767                 {
12768                         qboolean applycolor = true;
12769                         float one = 1.0;
12770
12771                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12772
12773                         r_refdef.lightmapintensity = 1;
12774                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12775                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12776                 }
12777                 else if (FAKELIGHT_ENABLED)
12778                 {
12779                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12780
12781                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
12782                         RSurf_DrawBatch_GL11_ApplyFakeLight();
12783                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12784                 }
12785                 else
12786                 {
12787                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12788
12789                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12790                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12791                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12792                 }
12793
12794                 if(!rsurface.passcolor4f)
12795                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12796
12797                 RSurf_DrawBatch_GL11_ApplyAmbient();
12798                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12799                 if(r_refdef.fogenabled)
12800                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12801                 RSurf_DrawBatch_GL11_ClampColor();
12802
12803                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12804                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12805                 RSurf_DrawBatch();
12806         }
12807         else if (!r_refdef.view.showdebug)
12808         {
12809                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12810                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12811                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12812                 {
12813                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12814                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12815                 }
12816                 R_Mesh_PrepareVertices_Generic_Unlock();
12817                 RSurf_DrawBatch();
12818         }
12819         else if (r_showsurfaces.integer == 4)
12820         {
12821                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12822                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12823                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12824                 {
12825                         unsigned char c = vi << 3;
12826                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12827                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12828                 }
12829                 R_Mesh_PrepareVertices_Generic_Unlock();
12830                 RSurf_DrawBatch();
12831         }
12832         else if (r_showsurfaces.integer == 2)
12833         {
12834                 const int *e;
12835                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12836                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12837                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12838                 {
12839                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12840                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12841                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12842                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12843                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12844                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12845                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12846                 }
12847                 R_Mesh_PrepareVertices_Generic_Unlock();
12848                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12849         }
12850         else
12851         {
12852                 int texturesurfaceindex;
12853                 int k;
12854                 const msurface_t *surface;
12855                 unsigned char surfacecolor4ub[4];
12856                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12857                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12858                 vi = 0;
12859                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12860                 {
12861                         surface = texturesurfacelist[texturesurfaceindex];
12862                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12863                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12864                         for (j = 0;j < surface->num_vertices;j++)
12865                         {
12866                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12867                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12868                                 vi++;
12869                         }
12870                 }
12871                 R_Mesh_PrepareVertices_Generic_Unlock();
12872                 RSurf_DrawBatch();
12873         }
12874 }
12875
12876 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12877 {
12878         CHECKGLERROR
12879         RSurf_SetupDepthAndCulling();
12880         if (r_showsurfaces.integer)
12881         {
12882                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12883                 return;
12884         }
12885         switch (vid.renderpath)
12886         {
12887         case RENDERPATH_GL20:
12888         case RENDERPATH_CGGL:
12889         case RENDERPATH_D3D9:
12890         case RENDERPATH_D3D10:
12891         case RENDERPATH_D3D11:
12892                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12893                 break;
12894         case RENDERPATH_GL13:
12895                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12896                 break;
12897         case RENDERPATH_GL11:
12898                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12899                 break;
12900         }
12901         CHECKGLERROR
12902 }
12903
12904 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12905 {
12906         CHECKGLERROR
12907         RSurf_SetupDepthAndCulling();
12908         if (r_showsurfaces.integer)
12909         {
12910                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12911                 return;
12912         }
12913         switch (vid.renderpath)
12914         {
12915         case RENDERPATH_GL20:
12916         case RENDERPATH_CGGL:
12917         case RENDERPATH_D3D9:
12918         case RENDERPATH_D3D10:
12919         case RENDERPATH_D3D11:
12920                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12921                 break;
12922         case RENDERPATH_GL13:
12923                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12924                 break;
12925         case RENDERPATH_GL11:
12926                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12927                 break;
12928         }
12929         CHECKGLERROR
12930 }
12931
12932 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12933 {
12934         int i, j;
12935         int texturenumsurfaces, endsurface;
12936         texture_t *texture;
12937         const msurface_t *surface;
12938 #define MAXBATCH_TRANSPARENTSURFACES 256
12939         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12940
12941         // if the model is static it doesn't matter what value we give for
12942         // wantnormals and wanttangents, so this logic uses only rules applicable
12943         // to a model, knowing that they are meaningless otherwise
12944         if (ent == r_refdef.scene.worldentity)
12945                 RSurf_ActiveWorldEntity();
12946         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12947                 RSurf_ActiveModelEntity(ent, false, false, false);
12948         else
12949         {
12950                 switch (vid.renderpath)
12951                 {
12952                 case RENDERPATH_GL20:
12953                 case RENDERPATH_CGGL:
12954                 case RENDERPATH_D3D9:
12955                 case RENDERPATH_D3D10:
12956                 case RENDERPATH_D3D11:
12957                         RSurf_ActiveModelEntity(ent, true, true, false);
12958                         break;
12959                 case RENDERPATH_GL13:
12960                 case RENDERPATH_GL11:
12961                         RSurf_ActiveModelEntity(ent, true, false, false);
12962                         break;
12963                 }
12964         }
12965
12966         if (r_transparentdepthmasking.integer)
12967         {
12968                 qboolean setup = false;
12969                 for (i = 0;i < numsurfaces;i = j)
12970                 {
12971                         j = i + 1;
12972                         surface = rsurface.modelsurfaces + surfacelist[i];
12973                         texture = surface->texture;
12974                         rsurface.texture = R_GetCurrentTexture(texture);
12975                         rsurface.lightmaptexture = NULL;
12976                         rsurface.deluxemaptexture = NULL;
12977                         rsurface.uselightmaptexture = false;
12978                         // scan ahead until we find a different texture
12979                         endsurface = min(i + 1024, numsurfaces);
12980                         texturenumsurfaces = 0;
12981                         texturesurfacelist[texturenumsurfaces++] = surface;
12982                         for (;j < endsurface;j++)
12983                         {
12984                                 surface = rsurface.modelsurfaces + surfacelist[j];
12985                                 if (texture != surface->texture)
12986                                         break;
12987                                 texturesurfacelist[texturenumsurfaces++] = surface;
12988                         }
12989                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12990                                 continue;
12991                         // render the range of surfaces as depth
12992                         if (!setup)
12993                         {
12994                                 setup = true;
12995                                 GL_ColorMask(0,0,0,0);
12996                                 GL_Color(1,1,1,1);
12997                                 GL_DepthTest(true);
12998                                 GL_BlendFunc(GL_ONE, GL_ZERO);
12999                                 GL_DepthMask(true);
13000                                 GL_AlphaTest(false);
13001                                 R_Mesh_ResetTextureState();
13002                                 R_SetupShader_DepthOrShadow();
13003                         }
13004                         RSurf_SetupDepthAndCulling();
13005                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13006                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13007                         RSurf_DrawBatch();
13008                 }
13009                 if (setup)
13010                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13011         }
13012
13013         for (i = 0;i < numsurfaces;i = j)
13014         {
13015                 j = i + 1;
13016                 surface = rsurface.modelsurfaces + surfacelist[i];
13017                 texture = surface->texture;
13018                 rsurface.texture = R_GetCurrentTexture(texture);
13019                 // scan ahead until we find a different texture
13020                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13021                 texturenumsurfaces = 0;
13022                 texturesurfacelist[texturenumsurfaces++] = surface;
13023                 if(FAKELIGHT_ENABLED)
13024                 {
13025                         rsurface.lightmaptexture = NULL;
13026                         rsurface.deluxemaptexture = NULL;
13027                         rsurface.uselightmaptexture = false;
13028                         for (;j < endsurface;j++)
13029                         {
13030                                 surface = rsurface.modelsurfaces + surfacelist[j];
13031                                 if (texture != surface->texture)
13032                                         break;
13033                                 texturesurfacelist[texturenumsurfaces++] = surface;
13034                         }
13035                 }
13036                 else
13037                 {
13038                         rsurface.lightmaptexture = surface->lightmaptexture;
13039                         rsurface.deluxemaptexture = surface->deluxemaptexture;
13040                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13041                         for (;j < endsurface;j++)
13042                         {
13043                                 surface = rsurface.modelsurfaces + surfacelist[j];
13044                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13045                                         break;
13046                                 texturesurfacelist[texturenumsurfaces++] = surface;
13047                         }
13048                 }
13049                 // render the range of surfaces
13050                 if (ent == r_refdef.scene.worldentity)
13051                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13052                 else
13053                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13054         }
13055         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13056         GL_AlphaTest(false);
13057 }
13058
13059 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13060 {
13061         // transparent surfaces get pushed off into the transparent queue
13062         int surfacelistindex;
13063         const msurface_t *surface;
13064         vec3_t tempcenter, center;
13065         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13066         {
13067                 surface = texturesurfacelist[surfacelistindex];
13068                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13069                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13070                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13071                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13072                 if (queueentity->transparent_offset) // transparent offset
13073                 {
13074                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13075                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13076                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13077                 }
13078                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13079         }
13080 }
13081
13082 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13083 {
13084         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13085                 return;
13086         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13087                 return;
13088         RSurf_SetupDepthAndCulling();
13089         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13090         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13091         RSurf_DrawBatch();
13092 }
13093
13094 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13095 {
13096         const entity_render_t *queueentity = r_refdef.scene.worldentity;
13097         CHECKGLERROR
13098         if (depthonly)
13099                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13100         else if (prepass)
13101         {
13102                 if (!rsurface.texture->currentnumlayers)
13103                         return;
13104                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13105                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13106                 else
13107                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13108         }
13109         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13110                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13111         else if (!rsurface.texture->currentnumlayers)
13112                 return;
13113         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13114         {
13115                 // in the deferred case, transparent surfaces were queued during prepass
13116                 if (!r_shadow_usingdeferredprepass)
13117                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13118         }
13119         else
13120         {
13121                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13122                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13123         }
13124         CHECKGLERROR
13125 }
13126
13127 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13128 {
13129         int i, j;
13130         texture_t *texture;
13131         // break the surface list down into batches by texture and use of lightmapping
13132         for (i = 0;i < numsurfaces;i = j)
13133         {
13134                 j = i + 1;
13135                 // texture is the base texture pointer, rsurface.texture is the
13136                 // current frame/skin the texture is directing us to use (for example
13137                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13138                 // use skin 1 instead)
13139                 texture = surfacelist[i]->texture;
13140                 rsurface.texture = R_GetCurrentTexture(texture);
13141                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13142                 {
13143                         // if this texture is not the kind we want, skip ahead to the next one
13144                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13145                                 ;
13146                         continue;
13147                 }
13148                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13149                 {
13150                         rsurface.lightmaptexture = NULL;
13151                         rsurface.deluxemaptexture = NULL;
13152                         rsurface.uselightmaptexture = false;
13153                         // simply scan ahead until we find a different texture or lightmap state
13154                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13155                                 ;
13156                 }
13157                 else
13158                 {
13159                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13160                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13161                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13162                         // simply scan ahead until we find a different texture or lightmap state
13163                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13164                                 ;
13165                 }
13166                 // render the range of surfaces
13167                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13168         }
13169 }
13170
13171 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13172 {
13173         CHECKGLERROR
13174         if (depthonly)
13175                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13176         else if (prepass)
13177         {
13178                 if (!rsurface.texture->currentnumlayers)
13179                         return;
13180                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13181                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13182                 else
13183                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13184         }
13185         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13186                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13187         else if (!rsurface.texture->currentnumlayers)
13188                 return;
13189         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13190         {
13191                 // in the deferred case, transparent surfaces were queued during prepass
13192                 if (!r_shadow_usingdeferredprepass)
13193                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13194         }
13195         else
13196         {
13197                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13198                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13199         }
13200         CHECKGLERROR
13201 }
13202
13203 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13204 {
13205         int i, j;
13206         texture_t *texture;
13207         // break the surface list down into batches by texture and use of lightmapping
13208         for (i = 0;i < numsurfaces;i = j)
13209         {
13210                 j = i + 1;
13211                 // texture is the base texture pointer, rsurface.texture is the
13212                 // current frame/skin the texture is directing us to use (for example
13213                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13214                 // use skin 1 instead)
13215                 texture = surfacelist[i]->texture;
13216                 rsurface.texture = R_GetCurrentTexture(texture);
13217                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13218                 {
13219                         // if this texture is not the kind we want, skip ahead to the next one
13220                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13221                                 ;
13222                         continue;
13223                 }
13224                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13225                 {
13226                         rsurface.lightmaptexture = NULL;
13227                         rsurface.deluxemaptexture = NULL;
13228                         rsurface.uselightmaptexture = false;
13229                         // simply scan ahead until we find a different texture or lightmap state
13230                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13231                                 ;
13232                 }
13233                 else
13234                 {
13235                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13236                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13237                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13238                         // simply scan ahead until we find a different texture or lightmap state
13239                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13240                                 ;
13241                 }
13242                 // render the range of surfaces
13243                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13244         }
13245 }
13246
13247 float locboxvertex3f[6*4*3] =
13248 {
13249         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13250         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13251         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13252         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13253         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13254         1,0,0, 0,0,0, 0,1,0, 1,1,0
13255 };
13256
13257 unsigned short locboxelements[6*2*3] =
13258 {
13259          0, 1, 2, 0, 2, 3,
13260          4, 5, 6, 4, 6, 7,
13261          8, 9,10, 8,10,11,
13262         12,13,14, 12,14,15,
13263         16,17,18, 16,18,19,
13264         20,21,22, 20,22,23
13265 };
13266
13267 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13268 {
13269         int i, j;
13270         cl_locnode_t *loc = (cl_locnode_t *)ent;
13271         vec3_t mins, size;
13272         float vertex3f[6*4*3];
13273         CHECKGLERROR
13274         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13275         GL_DepthMask(false);
13276         GL_DepthRange(0, 1);
13277         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13278         GL_DepthTest(true);
13279         GL_CullFace(GL_NONE);
13280         R_EntityMatrix(&identitymatrix);
13281
13282         R_Mesh_ResetTextureState();
13283
13284         i = surfacelist[0];
13285         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13286                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13287                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13288                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13289
13290         if (VectorCompare(loc->mins, loc->maxs))
13291         {
13292                 VectorSet(size, 2, 2, 2);
13293                 VectorMA(loc->mins, -0.5f, size, mins);
13294         }
13295         else
13296         {
13297                 VectorCopy(loc->mins, mins);
13298                 VectorSubtract(loc->maxs, loc->mins, size);
13299         }
13300
13301         for (i = 0;i < 6*4*3;)
13302                 for (j = 0;j < 3;j++, i++)
13303                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13304
13305         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13306         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13307         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13308 }
13309
13310 void R_DrawLocs(void)
13311 {
13312         int index;
13313         cl_locnode_t *loc, *nearestloc;
13314         vec3_t center;
13315         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13316         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13317         {
13318                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13319                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13320         }
13321 }
13322
13323 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13324 {
13325         if (decalsystem->decals)
13326                 Mem_Free(decalsystem->decals);
13327         memset(decalsystem, 0, sizeof(*decalsystem));
13328 }
13329
13330 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)
13331 {
13332         tridecal_t *decal;
13333         tridecal_t *decals;
13334         int i;
13335
13336         // expand or initialize the system
13337         if (decalsystem->maxdecals <= decalsystem->numdecals)
13338         {
13339                 decalsystem_t old = *decalsystem;
13340                 qboolean useshortelements;
13341                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13342                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13343                 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)));
13344                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13345                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13346                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13347                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13348                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13349                 if (decalsystem->numdecals)
13350                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13351                 if (old.decals)
13352                         Mem_Free(old.decals);
13353                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13354                         decalsystem->element3i[i] = i;
13355                 if (useshortelements)
13356                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13357                                 decalsystem->element3s[i] = i;
13358         }
13359
13360         // grab a decal and search for another free slot for the next one
13361         decals = decalsystem->decals;
13362         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13363         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13364                 ;
13365         decalsystem->freedecal = i;
13366         if (decalsystem->numdecals <= i)
13367                 decalsystem->numdecals = i + 1;
13368
13369         // initialize the decal
13370         decal->lived = 0;
13371         decal->triangleindex = triangleindex;
13372         decal->surfaceindex = surfaceindex;
13373         decal->decalsequence = decalsequence;
13374         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13375         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13376         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13377         decal->color4ub[0][3] = 255;
13378         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13379         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13380         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13381         decal->color4ub[1][3] = 255;
13382         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13383         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13384         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13385         decal->color4ub[2][3] = 255;
13386         decal->vertex3f[0][0] = v0[0];
13387         decal->vertex3f[0][1] = v0[1];
13388         decal->vertex3f[0][2] = v0[2];
13389         decal->vertex3f[1][0] = v1[0];
13390         decal->vertex3f[1][1] = v1[1];
13391         decal->vertex3f[1][2] = v1[2];
13392         decal->vertex3f[2][0] = v2[0];
13393         decal->vertex3f[2][1] = v2[1];
13394         decal->vertex3f[2][2] = v2[2];
13395         decal->texcoord2f[0][0] = t0[0];
13396         decal->texcoord2f[0][1] = t0[1];
13397         decal->texcoord2f[1][0] = t1[0];
13398         decal->texcoord2f[1][1] = t1[1];
13399         decal->texcoord2f[2][0] = t2[0];
13400         decal->texcoord2f[2][1] = t2[1];
13401 }
13402
13403 extern cvar_t cl_decals_bias;
13404 extern cvar_t cl_decals_models;
13405 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13406 // baseparms, parms, temps
13407 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)
13408 {
13409         int cornerindex;
13410         int index;
13411         float v[9][3];
13412         const float *vertex3f;
13413         int numpoints;
13414         float points[2][9][3];
13415         float temp[3];
13416         float tc[9][2];
13417         float f;
13418         float c[9][4];
13419         const int *e;
13420
13421         e = rsurface.modelelement3i + 3*triangleindex;
13422
13423         vertex3f = rsurface.modelvertex3f;
13424
13425         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13426         {
13427                 index = 3*e[cornerindex];
13428                 VectorCopy(vertex3f + index, v[cornerindex]);
13429         }
13430         // cull backfaces
13431         //TriangleNormal(v[0], v[1], v[2], normal);
13432         //if (DotProduct(normal, localnormal) < 0.0f)
13433         //      continue;
13434         // clip by each of the box planes formed from the projection matrix
13435         // if anything survives, we emit the decal
13436         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]);
13437         if (numpoints < 3)
13438                 return;
13439         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]);
13440         if (numpoints < 3)
13441                 return;
13442         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]);
13443         if (numpoints < 3)
13444                 return;
13445         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]);
13446         if (numpoints < 3)
13447                 return;
13448         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]);
13449         if (numpoints < 3)
13450                 return;
13451         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]);
13452         if (numpoints < 3)
13453                 return;
13454         // some part of the triangle survived, so we have to accept it...
13455         if (dynamic)
13456         {
13457                 // dynamic always uses the original triangle
13458                 numpoints = 3;
13459                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13460                 {
13461                         index = 3*e[cornerindex];
13462                         VectorCopy(vertex3f + index, v[cornerindex]);
13463                 }
13464         }
13465         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13466         {
13467                 // convert vertex positions to texcoords
13468                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13469                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13470                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13471                 // calculate distance fade from the projection origin
13472                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13473                 f = bound(0.0f, f, 1.0f);
13474                 c[cornerindex][0] = r * f;
13475                 c[cornerindex][1] = g * f;
13476                 c[cornerindex][2] = b * f;
13477                 c[cornerindex][3] = 1.0f;
13478                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13479         }
13480         if (dynamic)
13481                 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);
13482         else
13483                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13484                         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);
13485 }
13486 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)
13487 {
13488         matrix4x4_t projection;
13489         decalsystem_t *decalsystem;
13490         qboolean dynamic;
13491         dp_model_t *model;
13492         const msurface_t *surface;
13493         const msurface_t *surfaces;
13494         const int *surfacelist;
13495         const texture_t *texture;
13496         int numtriangles;
13497         int numsurfacelist;
13498         int surfacelistindex;
13499         int surfaceindex;
13500         int triangleindex;
13501         float localorigin[3];
13502         float localnormal[3];
13503         float localmins[3];
13504         float localmaxs[3];
13505         float localsize;
13506         //float normal[3];
13507         float planes[6][4];
13508         float angles[3];
13509         bih_t *bih;
13510         int bih_triangles_count;
13511         int bih_triangles[256];
13512         int bih_surfaces[256];
13513
13514         decalsystem = &ent->decalsystem;
13515         model = ent->model;
13516         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13517         {
13518                 R_DecalSystem_Reset(&ent->decalsystem);
13519                 return;
13520         }
13521
13522         if (!model->brush.data_leafs && !cl_decals_models.integer)
13523         {
13524                 if (decalsystem->model)
13525                         R_DecalSystem_Reset(decalsystem);
13526                 return;
13527         }
13528
13529         if (decalsystem->model != model)
13530                 R_DecalSystem_Reset(decalsystem);
13531         decalsystem->model = model;
13532
13533         RSurf_ActiveModelEntity(ent, false, false, false);
13534
13535         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13536         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13537         VectorNormalize(localnormal);
13538         localsize = worldsize*rsurface.inversematrixscale;
13539         localmins[0] = localorigin[0] - localsize;
13540         localmins[1] = localorigin[1] - localsize;
13541         localmins[2] = localorigin[2] - localsize;
13542         localmaxs[0] = localorigin[0] + localsize;
13543         localmaxs[1] = localorigin[1] + localsize;
13544         localmaxs[2] = localorigin[2] + localsize;
13545
13546         //VectorCopy(localnormal, planes[4]);
13547         //VectorVectors(planes[4], planes[2], planes[0]);
13548         AnglesFromVectors(angles, localnormal, NULL, false);
13549         AngleVectors(angles, planes[0], planes[2], planes[4]);
13550         VectorNegate(planes[0], planes[1]);
13551         VectorNegate(planes[2], planes[3]);
13552         VectorNegate(planes[4], planes[5]);
13553         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13554         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13555         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13556         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13557         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13558         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13559
13560 #if 1
13561 // works
13562 {
13563         matrix4x4_t forwardprojection;
13564         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13565         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13566 }
13567 #else
13568 // broken
13569 {
13570         float projectionvector[4][3];
13571         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13572         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13573         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13574         projectionvector[0][0] = planes[0][0] * ilocalsize;
13575         projectionvector[0][1] = planes[1][0] * ilocalsize;
13576         projectionvector[0][2] = planes[2][0] * ilocalsize;
13577         projectionvector[1][0] = planes[0][1] * ilocalsize;
13578         projectionvector[1][1] = planes[1][1] * ilocalsize;
13579         projectionvector[1][2] = planes[2][1] * ilocalsize;
13580         projectionvector[2][0] = planes[0][2] * ilocalsize;
13581         projectionvector[2][1] = planes[1][2] * ilocalsize;
13582         projectionvector[2][2] = planes[2][2] * ilocalsize;
13583         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13584         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13585         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13586         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13587 }
13588 #endif
13589
13590         dynamic = model->surfmesh.isanimated;
13591         numsurfacelist = model->nummodelsurfaces;
13592         surfacelist = model->sortedmodelsurfaces;
13593         surfaces = model->data_surfaces;
13594
13595         bih = NULL;
13596         bih_triangles_count = -1;
13597         if(!dynamic)
13598         {
13599                 if(model->render_bih.numleafs)
13600                         bih = &model->render_bih;
13601                 else if(model->collision_bih.numleafs)
13602                         bih = &model->collision_bih;
13603         }
13604         if(bih)
13605                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13606         if(bih_triangles_count == 0)
13607                 return;
13608         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13609                 return;
13610         if(bih_triangles_count > 0)
13611         {
13612                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13613                 {
13614                         surfaceindex = bih_surfaces[triangleindex];
13615                         surface = surfaces + surfaceindex;
13616                         texture = surface->texture;
13617                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13618                                 continue;
13619                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13620                                 continue;
13621                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13622                 }
13623         }
13624         else
13625         {
13626                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13627                 {
13628                         surfaceindex = surfacelist[surfacelistindex];
13629                         surface = surfaces + surfaceindex;
13630                         // check cull box first because it rejects more than any other check
13631                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13632                                 continue;
13633                         // skip transparent surfaces
13634                         texture = surface->texture;
13635                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13636                                 continue;
13637                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13638                                 continue;
13639                         numtriangles = surface->num_triangles;
13640                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13641                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13642                 }
13643         }
13644 }
13645
13646 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13647 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)
13648 {
13649         int renderentityindex;
13650         float worldmins[3];
13651         float worldmaxs[3];
13652         entity_render_t *ent;
13653
13654         if (!cl_decals_newsystem.integer)
13655                 return;
13656
13657         worldmins[0] = worldorigin[0] - worldsize;
13658         worldmins[1] = worldorigin[1] - worldsize;
13659         worldmins[2] = worldorigin[2] - worldsize;
13660         worldmaxs[0] = worldorigin[0] + worldsize;
13661         worldmaxs[1] = worldorigin[1] + worldsize;
13662         worldmaxs[2] = worldorigin[2] + worldsize;
13663
13664         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13665
13666         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13667         {
13668                 ent = r_refdef.scene.entities[renderentityindex];
13669                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13670                         continue;
13671
13672                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13673         }
13674 }
13675
13676 typedef struct r_decalsystem_splatqueue_s
13677 {
13678         vec3_t worldorigin;
13679         vec3_t worldnormal;
13680         float color[4];
13681         float tcrange[4];
13682         float worldsize;
13683         int decalsequence;
13684 }
13685 r_decalsystem_splatqueue_t;
13686
13687 int r_decalsystem_numqueued = 0;
13688 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13689
13690 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)
13691 {
13692         r_decalsystem_splatqueue_t *queue;
13693
13694         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13695                 return;
13696
13697         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13698         VectorCopy(worldorigin, queue->worldorigin);
13699         VectorCopy(worldnormal, queue->worldnormal);
13700         Vector4Set(queue->color, r, g, b, a);
13701         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13702         queue->worldsize = worldsize;
13703         queue->decalsequence = cl.decalsequence++;
13704 }
13705
13706 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13707 {
13708         int i;
13709         r_decalsystem_splatqueue_t *queue;
13710
13711         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13712                 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);
13713         r_decalsystem_numqueued = 0;
13714 }
13715
13716 extern cvar_t cl_decals_max;
13717 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13718 {
13719         int i;
13720         decalsystem_t *decalsystem = &ent->decalsystem;
13721         int numdecals;
13722         int killsequence;
13723         tridecal_t *decal;
13724         float frametime;
13725         float lifetime;
13726
13727         if (!decalsystem->numdecals)
13728                 return;
13729
13730         if (r_showsurfaces.integer)
13731                 return;
13732
13733         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13734         {
13735                 R_DecalSystem_Reset(decalsystem);
13736                 return;
13737         }
13738
13739         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13740         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13741
13742         if (decalsystem->lastupdatetime)
13743                 frametime = (cl.time - decalsystem->lastupdatetime);
13744         else
13745                 frametime = 0;
13746         decalsystem->lastupdatetime = cl.time;
13747         decal = decalsystem->decals;
13748         numdecals = decalsystem->numdecals;
13749
13750         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13751         {
13752                 if (decal->color4ub[0][3])
13753                 {
13754                         decal->lived += frametime;
13755                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13756                         {
13757                                 memset(decal, 0, sizeof(*decal));
13758                                 if (decalsystem->freedecal > i)
13759                                         decalsystem->freedecal = i;
13760                         }
13761                 }
13762         }
13763         decal = decalsystem->decals;
13764         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13765                 numdecals--;
13766
13767         // collapse the array by shuffling the tail decals into the gaps
13768         for (;;)
13769         {
13770                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13771                         decalsystem->freedecal++;
13772                 if (decalsystem->freedecal == numdecals)
13773                         break;
13774                 decal[decalsystem->freedecal] = decal[--numdecals];
13775         }
13776
13777         decalsystem->numdecals = numdecals;
13778
13779         if (numdecals <= 0)
13780         {
13781                 // if there are no decals left, reset decalsystem
13782                 R_DecalSystem_Reset(decalsystem);
13783         }
13784 }
13785
13786 extern skinframe_t *decalskinframe;
13787 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13788 {
13789         int i;
13790         decalsystem_t *decalsystem = &ent->decalsystem;
13791         int numdecals;
13792         tridecal_t *decal;
13793         float faderate;
13794         float alpha;
13795         float *v3f;
13796         float *c4f;
13797         float *t2f;
13798         const int *e;
13799         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13800         int numtris = 0;
13801
13802         numdecals = decalsystem->numdecals;
13803         if (!numdecals)
13804                 return;
13805
13806         if (r_showsurfaces.integer)
13807                 return;
13808
13809         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13810         {
13811                 R_DecalSystem_Reset(decalsystem);
13812                 return;
13813         }
13814
13815         // if the model is static it doesn't matter what value we give for
13816         // wantnormals and wanttangents, so this logic uses only rules applicable
13817         // to a model, knowing that they are meaningless otherwise
13818         if (ent == r_refdef.scene.worldentity)
13819                 RSurf_ActiveWorldEntity();
13820         else
13821                 RSurf_ActiveModelEntity(ent, false, false, false);
13822
13823         decalsystem->lastupdatetime = cl.time;
13824         decal = decalsystem->decals;
13825
13826         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13827
13828         // update vertex positions for animated models
13829         v3f = decalsystem->vertex3f;
13830         c4f = decalsystem->color4f;
13831         t2f = decalsystem->texcoord2f;
13832         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13833         {
13834                 if (!decal->color4ub[0][3])
13835                         continue;
13836
13837                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13838                         continue;
13839
13840                 // update color values for fading decals
13841                 if (decal->lived >= cl_decals_time.value)
13842                 {
13843                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13844                         alpha *= (1.0f/255.0f);
13845                 }
13846                 else
13847                         alpha = 1.0f/255.0f;
13848
13849                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13850                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13851                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13852                 c4f[ 3] = 1;
13853                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13854                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13855                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13856                 c4f[ 7] = 1;
13857                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13858                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13859                 c4f[10] = decal->color4ub[2][2] * alpha;
13860                 c4f[11] = 1;
13861
13862                 t2f[0] = decal->texcoord2f[0][0];
13863                 t2f[1] = decal->texcoord2f[0][1];
13864                 t2f[2] = decal->texcoord2f[1][0];
13865                 t2f[3] = decal->texcoord2f[1][1];
13866                 t2f[4] = decal->texcoord2f[2][0];
13867                 t2f[5] = decal->texcoord2f[2][1];
13868
13869                 // update vertex positions for animated models
13870                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13871                 {
13872                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13873                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13874                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13875                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13876                 }
13877                 else
13878                 {
13879                         VectorCopy(decal->vertex3f[0], v3f);
13880                         VectorCopy(decal->vertex3f[1], v3f + 3);
13881                         VectorCopy(decal->vertex3f[2], v3f + 6);
13882                 }
13883
13884                 if (r_refdef.fogenabled)
13885                 {
13886                         alpha = RSurf_FogVertex(v3f);
13887                         VectorScale(c4f, alpha, c4f);
13888                         alpha = RSurf_FogVertex(v3f + 3);
13889                         VectorScale(c4f + 4, alpha, c4f + 4);
13890                         alpha = RSurf_FogVertex(v3f + 6);
13891                         VectorScale(c4f + 8, alpha, c4f + 8);
13892                 }
13893
13894                 v3f += 9;
13895                 c4f += 12;
13896                 t2f += 6;
13897                 numtris++;
13898         }
13899
13900         if (numtris > 0)
13901         {
13902                 r_refdef.stats.drawndecals += numtris;
13903
13904                 // now render the decals all at once
13905                 // (this assumes they all use one particle font texture!)
13906                 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);
13907                 R_Mesh_ResetTextureState();
13908                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13909                 GL_DepthMask(false);
13910                 GL_DepthRange(0, 1);
13911                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13912                 GL_DepthTest(true);
13913                 GL_CullFace(GL_NONE);
13914                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13915                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13916                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13917         }
13918 }
13919
13920 static void R_DrawModelDecals(void)
13921 {
13922         int i, numdecals;
13923
13924         // fade faster when there are too many decals
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_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13930         for (i = 0;i < r_refdef.scene.numentities;i++)
13931                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13932                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13933
13934         R_DecalSystem_ApplySplatEntitiesQueue();
13935
13936         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13937         for (i = 0;i < r_refdef.scene.numentities;i++)
13938                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13939
13940         r_refdef.stats.totaldecals += numdecals;
13941
13942         if (r_showsurfaces.integer)
13943                 return;
13944
13945         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13946
13947         for (i = 0;i < r_refdef.scene.numentities;i++)
13948         {
13949                 if (!r_refdef.viewcache.entityvisible[i])
13950                         continue;
13951                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13952                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13953         }
13954 }
13955
13956 extern cvar_t mod_collision_bih;
13957 void R_DrawDebugModel(void)
13958 {
13959         entity_render_t *ent = rsurface.entity;
13960         int i, j, k, l, flagsmask;
13961         const msurface_t *surface;
13962         dp_model_t *model = ent->model;
13963         vec3_t v;
13964
13965         switch(vid.renderpath)
13966         {
13967         case RENDERPATH_GL11:
13968         case RENDERPATH_GL13:
13969         case RENDERPATH_GL20:
13970         case RENDERPATH_CGGL:
13971                 break;
13972         case RENDERPATH_D3D9:
13973                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13974                 return;
13975         case RENDERPATH_D3D10:
13976                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13977                 return;
13978         case RENDERPATH_D3D11:
13979                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13980                 return;
13981         }
13982
13983         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13984
13985         R_Mesh_ResetTextureState();
13986         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13987         GL_DepthRange(0, 1);
13988         GL_DepthTest(!r_showdisabledepthtest.integer);
13989         GL_DepthMask(false);
13990         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13991
13992         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13993         {
13994                 int triangleindex;
13995                 int bihleafindex;
13996                 qboolean cullbox = ent == r_refdef.scene.worldentity;
13997                 const q3mbrush_t *brush;
13998                 const bih_t *bih = &model->collision_bih;
13999                 const bih_leaf_t *bihleaf;
14000                 float vertex3f[3][3];
14001                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14002                 cullbox = false;
14003                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14004                 {
14005                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14006                                 continue;
14007                         switch (bihleaf->type)
14008                         {
14009                         case BIH_BRUSH:
14010                                 brush = model->brush.data_brushes + bihleaf->itemindex;
14011                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
14012                                 {
14013                                         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);
14014                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14015                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14016                                 }
14017                                 break;
14018                         case BIH_COLLISIONTRIANGLE:
14019                                 triangleindex = bihleaf->itemindex;
14020                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14021                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14022                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14023                                 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);
14024                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14025                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14026                                 break;
14027                         case BIH_RENDERTRIANGLE:
14028                                 triangleindex = bihleaf->itemindex;
14029                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14030                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14031                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14032                                 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);
14033                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14034                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14035                                 break;
14036                         }
14037                 }
14038         }
14039
14040         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14041
14042         if (r_showtris.integer || r_shownormals.integer)
14043         {
14044                 if (r_showdisabledepthtest.integer)
14045                 {
14046                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14047                         GL_DepthMask(false);
14048                 }
14049                 else
14050                 {
14051                         GL_BlendFunc(GL_ONE, GL_ZERO);
14052                         GL_DepthMask(true);
14053                 }
14054                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14055                 {
14056                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14057                                 continue;
14058                         rsurface.texture = R_GetCurrentTexture(surface->texture);
14059                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14060                         {
14061                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14062                                 if (r_showtris.value > 0)
14063                                 {
14064                                         if (!rsurface.texture->currentlayers->depthmask)
14065                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14066                                         else if (ent == r_refdef.scene.worldentity)
14067                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14068                                         else
14069                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14070                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14071                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14072                                         RSurf_DrawBatch();
14073                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14074                                         CHECKGLERROR
14075                                 }
14076                                 if (r_shownormals.value < 0)
14077                                 {
14078                                         qglBegin(GL_LINES);
14079                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14080                                         {
14081                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14082                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14083                                                 qglVertex3f(v[0], v[1], v[2]);
14084                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14085                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14086                                                 qglVertex3f(v[0], v[1], v[2]);
14087                                         }
14088                                         qglEnd();
14089                                         CHECKGLERROR
14090                                 }
14091                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14092                                 {
14093                                         qglBegin(GL_LINES);
14094                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14095                                         {
14096                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14097                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14098                                                 qglVertex3f(v[0], v[1], v[2]);
14099                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14100                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14101                                                 qglVertex3f(v[0], v[1], v[2]);
14102                                         }
14103                                         qglEnd();
14104                                         CHECKGLERROR
14105                                         qglBegin(GL_LINES);
14106                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14107                                         {
14108                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14109                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14110                                                 qglVertex3f(v[0], v[1], v[2]);
14111                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14112                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14113                                                 qglVertex3f(v[0], v[1], v[2]);
14114                                         }
14115                                         qglEnd();
14116                                         CHECKGLERROR
14117                                         qglBegin(GL_LINES);
14118                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14119                                         {
14120                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14121                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14122                                                 qglVertex3f(v[0], v[1], v[2]);
14123                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14124                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14125                                                 qglVertex3f(v[0], v[1], v[2]);
14126                                         }
14127                                         qglEnd();
14128                                         CHECKGLERROR
14129                                 }
14130                         }
14131                 }
14132                 rsurface.texture = NULL;
14133         }
14134 }
14135
14136 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14137 int r_maxsurfacelist = 0;
14138 const msurface_t **r_surfacelist = NULL;
14139 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14140 {
14141         int i, j, endj, flagsmask;
14142         dp_model_t *model = r_refdef.scene.worldmodel;
14143         msurface_t *surfaces;
14144         unsigned char *update;
14145         int numsurfacelist = 0;
14146         if (model == NULL)
14147                 return;
14148
14149         if (r_maxsurfacelist < model->num_surfaces)
14150         {
14151                 r_maxsurfacelist = model->num_surfaces;
14152                 if (r_surfacelist)
14153                         Mem_Free((msurface_t**)r_surfacelist);
14154                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14155         }
14156
14157         RSurf_ActiveWorldEntity();
14158
14159         surfaces = model->data_surfaces;
14160         update = model->brushq1.lightmapupdateflags;
14161
14162         // update light styles on this submodel
14163         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14164         {
14165                 model_brush_lightstyleinfo_t *style;
14166                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14167                 {
14168                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14169                         {
14170                                 int *list = style->surfacelist;
14171                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14172                                 for (j = 0;j < style->numsurfaces;j++)
14173                                         update[list[j]] = true;
14174                         }
14175                 }
14176         }
14177
14178         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14179
14180         if (debug)
14181         {
14182                 R_DrawDebugModel();
14183                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14184                 return;
14185         }
14186
14187         rsurface.lightmaptexture = NULL;
14188         rsurface.deluxemaptexture = NULL;
14189         rsurface.uselightmaptexture = false;
14190         rsurface.texture = NULL;
14191         rsurface.rtlight = NULL;
14192         numsurfacelist = 0;
14193         // add visible surfaces to draw list
14194         for (i = 0;i < model->nummodelsurfaces;i++)
14195         {
14196                 j = model->sortedmodelsurfaces[i];
14197                 if (r_refdef.viewcache.world_surfacevisible[j])
14198                         r_surfacelist[numsurfacelist++] = surfaces + j;
14199         }
14200         // update lightmaps if needed
14201         if (model->brushq1.firstrender)
14202         {
14203                 model->brushq1.firstrender = false;
14204                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14205                         if (update[j])
14206                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14207         }
14208         else if (update)
14209         {
14210                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14211                         if (r_refdef.viewcache.world_surfacevisible[j])
14212                                 if (update[j])
14213                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14214         }
14215         // don't do anything if there were no surfaces
14216         if (!numsurfacelist)
14217         {
14218                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14219                 return;
14220         }
14221         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14222         GL_AlphaTest(false);
14223
14224         // add to stats if desired
14225         if (r_speeds.integer && !skysurfaces && !depthonly)
14226         {
14227                 r_refdef.stats.world_surfaces += numsurfacelist;
14228                 for (j = 0;j < numsurfacelist;j++)
14229                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14230         }
14231
14232         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14233 }
14234
14235 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14236 {
14237         int i, j, endj, flagsmask;
14238         dp_model_t *model = ent->model;
14239         msurface_t *surfaces;
14240         unsigned char *update;
14241         int numsurfacelist = 0;
14242         if (model == NULL)
14243                 return;
14244
14245         if (r_maxsurfacelist < model->num_surfaces)
14246         {
14247                 r_maxsurfacelist = model->num_surfaces;
14248                 if (r_surfacelist)
14249                         Mem_Free((msurface_t **)r_surfacelist);
14250                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14251         }
14252
14253         // if the model is static it doesn't matter what value we give for
14254         // wantnormals and wanttangents, so this logic uses only rules applicable
14255         // to a model, knowing that they are meaningless otherwise
14256         if (ent == r_refdef.scene.worldentity)
14257                 RSurf_ActiveWorldEntity();
14258         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14259                 RSurf_ActiveModelEntity(ent, false, false, false);
14260         else if (prepass)
14261                 RSurf_ActiveModelEntity(ent, true, true, true);
14262         else if (depthonly)
14263         {
14264                 switch (vid.renderpath)
14265                 {
14266                 case RENDERPATH_GL20:
14267                 case RENDERPATH_CGGL:
14268                 case RENDERPATH_D3D9:
14269                 case RENDERPATH_D3D10:
14270                 case RENDERPATH_D3D11:
14271                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14272                         break;
14273                 case RENDERPATH_GL13:
14274                 case RENDERPATH_GL11:
14275                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14276                         break;
14277                 }
14278         }
14279         else
14280         {
14281                 switch (vid.renderpath)
14282                 {
14283                 case RENDERPATH_GL20:
14284                 case RENDERPATH_CGGL:
14285                 case RENDERPATH_D3D9:
14286                 case RENDERPATH_D3D10:
14287                 case RENDERPATH_D3D11:
14288                         RSurf_ActiveModelEntity(ent, true, true, false);
14289                         break;
14290                 case RENDERPATH_GL13:
14291                 case RENDERPATH_GL11:
14292                         RSurf_ActiveModelEntity(ent, true, false, false);
14293                         break;
14294                 }
14295         }
14296
14297         surfaces = model->data_surfaces;
14298         update = model->brushq1.lightmapupdateflags;
14299
14300         // update light styles
14301         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14302         {
14303                 model_brush_lightstyleinfo_t *style;
14304                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14305                 {
14306                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14307                         {
14308                                 int *list = style->surfacelist;
14309                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14310                                 for (j = 0;j < style->numsurfaces;j++)
14311                                         update[list[j]] = true;
14312                         }
14313                 }
14314         }
14315
14316         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14317
14318         if (debug)
14319         {
14320                 R_DrawDebugModel();
14321                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14322                 return;
14323         }
14324
14325         rsurface.lightmaptexture = NULL;
14326         rsurface.deluxemaptexture = NULL;
14327         rsurface.uselightmaptexture = false;
14328         rsurface.texture = NULL;
14329         rsurface.rtlight = NULL;
14330         numsurfacelist = 0;
14331         // add visible surfaces to draw list
14332         for (i = 0;i < model->nummodelsurfaces;i++)
14333                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14334         // don't do anything if there were no surfaces
14335         if (!numsurfacelist)
14336         {
14337                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14338                 return;
14339         }
14340         // update lightmaps if needed
14341         if (update)
14342         {
14343                 int updated = 0;
14344                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14345                 {
14346                         if (update[j])
14347                         {
14348                                 updated++;
14349                                 R_BuildLightMap(ent, surfaces + j);
14350                         }
14351                 }
14352         }
14353         if (update)
14354                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14355                         if (update[j])
14356                                 R_BuildLightMap(ent, surfaces + j);
14357         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14358         GL_AlphaTest(false);
14359
14360         // add to stats if desired
14361         if (r_speeds.integer && !skysurfaces && !depthonly)
14362         {
14363                 r_refdef.stats.entities_surfaces += numsurfacelist;
14364                 for (j = 0;j < numsurfacelist;j++)
14365                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14366         }
14367
14368         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14369 }
14370
14371 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14372 {
14373         static texture_t texture;
14374         static msurface_t surface;
14375         const msurface_t *surfacelist = &surface;
14376
14377         // fake enough texture and surface state to render this geometry
14378
14379         texture.update_lastrenderframe = -1; // regenerate this texture
14380         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14381         texture.currentskinframe = skinframe;
14382         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14383         texture.offsetmapping = OFFSETMAPPING_OFF;
14384         texture.offsetscale = 1;
14385         texture.specularscalemod = 1;
14386         texture.specularpowermod = 1;
14387
14388         surface.texture = &texture;
14389         surface.num_triangles = numtriangles;
14390         surface.num_firsttriangle = firsttriangle;
14391         surface.num_vertices = numvertices;
14392         surface.num_firstvertex = firstvertex;
14393
14394         // now render it
14395         rsurface.texture = R_GetCurrentTexture(surface.texture);
14396         rsurface.lightmaptexture = NULL;
14397         rsurface.deluxemaptexture = NULL;
14398         rsurface.uselightmaptexture = false;
14399         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14400 }
14401
14402 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)
14403 {
14404         static msurface_t surface;
14405         const msurface_t *surfacelist = &surface;
14406
14407         // fake enough texture and surface state to render this geometry
14408
14409         surface.texture = texture;
14410         surface.num_triangles = numtriangles;
14411         surface.num_firsttriangle = firsttriangle;
14412         surface.num_vertices = numvertices;
14413         surface.num_firstvertex = firstvertex;
14414
14415         // now render it
14416         rsurface.texture = R_GetCurrentTexture(surface.texture);
14417         rsurface.lightmaptexture = NULL;
14418         rsurface.deluxemaptexture = NULL;
14419         rsurface.uselightmaptexture = false;
14420         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14421 }