]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix a nasty bug in refraction/water renders. It is evil that GL20TU_FIRST must be...
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 #ifdef SUPPORTD3D
32 #include <d3d9.h>
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
34 #endif
35
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
38
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
40
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
43 qboolean r_loadfog;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
46
47 //
48 // screen size info
49 //
50 r_refdef_t r_refdef;
51
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
60
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
66
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
108 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
114
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
123
124 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
125 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
126
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
132
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
136
137 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
143 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
144 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
145 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
146
147 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
152
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
157
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
165
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
170
171 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
172
173 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
174
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
176
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
184
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
186
187 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
188
189 extern cvar_t v_glslgamma;
190
191 extern qboolean v_flipped_state;
192
193 static struct r_bloomstate_s
194 {
195         qboolean enabled;
196         qboolean hdr;
197
198         int bloomwidth, bloomheight;
199
200         int screentexturewidth, screentextureheight;
201         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
202
203         int bloomtexturewidth, bloomtextureheight;
204         rtexture_t *texture_bloom;
205
206         // arrays for rendering the screen passes
207         float screentexcoord2f[8];
208         float bloomtexcoord2f[8];
209         float offsettexcoord2f[8];
210
211         r_viewport_t viewport;
212 }
213 r_bloomstate;
214
215 r_waterstate_t r_waterstate;
216
217 /// shadow volume bsp struct with automatically growing nodes buffer
218 svbsp_t r_svbsp;
219
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
233
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
236 {
237         char basename[64];
238         rtexture_t *texture;
239 }
240 cubemapinfo_t;
241
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
244
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
248
249 typedef struct r_qwskincache_s
250 {
251         char name[MAX_QPATH];
252         skinframe_t *skinframe;
253 }
254 r_qwskincache_t;
255
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
258
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
263 {
264         0, 0, 0,
265         1, 0, 0,
266         1, 1, 0,
267         0, 1, 0
268 };
269 const float r_d3dscreenvertex3f[12] =
270 {
271         0, 1, 0,
272         1, 1, 0,
273         1, 0, 0,
274         0, 0, 0
275 };
276
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
278 {
279         int i;
280         for (i = 0;i < verts;i++)
281         {
282                 out[0] = in[0] * r;
283                 out[1] = in[1] * g;
284                 out[2] = in[2] * b;
285                 out[3] = in[3];
286                 in += 4;
287                 out += 4;
288         }
289 }
290
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
292 {
293         int i;
294         for (i = 0;i < verts;i++)
295         {
296                 out[0] = r;
297                 out[1] = g;
298                 out[2] = b;
299                 out[3] = a;
300                 out += 4;
301         }
302 }
303
304 // FIXME: move this to client?
305 void FOG_clear(void)
306 {
307         if (gamemode == GAME_NEHAHRA)
308         {
309                 Cvar_Set("gl_fogenable", "0");
310                 Cvar_Set("gl_fogdensity", "0.2");
311                 Cvar_Set("gl_fogred", "0.3");
312                 Cvar_Set("gl_foggreen", "0.3");
313                 Cvar_Set("gl_fogblue", "0.3");
314         }
315         r_refdef.fog_density = 0;
316         r_refdef.fog_red = 0;
317         r_refdef.fog_green = 0;
318         r_refdef.fog_blue = 0;
319         r_refdef.fog_alpha = 1;
320         r_refdef.fog_start = 0;
321         r_refdef.fog_end = 16384;
322         r_refdef.fog_height = 1<<30;
323         r_refdef.fog_fadedepth = 128;
324         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
325 }
326
327 static void R_BuildBlankTextures(void)
328 {
329         unsigned char data[4];
330         data[2] = 128; // normal X
331         data[1] = 128; // normal Y
332         data[0] = 255; // normal Z
333         data[3] = 128; // height
334         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
335         data[0] = 255;
336         data[1] = 255;
337         data[2] = 255;
338         data[3] = 255;
339         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
340         data[0] = 128;
341         data[1] = 128;
342         data[2] = 128;
343         data[3] = 255;
344         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345         data[0] = 0;
346         data[1] = 0;
347         data[2] = 0;
348         data[3] = 255;
349         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 }
351
352 static void R_BuildNoTexture(void)
353 {
354         int x, y;
355         unsigned char pix[16][16][4];
356         // this makes a light grey/dark grey checkerboard texture
357         for (y = 0;y < 16;y++)
358         {
359                 for (x = 0;x < 16;x++)
360                 {
361                         if ((y < 8) ^ (x < 8))
362                         {
363                                 pix[y][x][0] = 128;
364                                 pix[y][x][1] = 128;
365                                 pix[y][x][2] = 128;
366                                 pix[y][x][3] = 255;
367                         }
368                         else
369                         {
370                                 pix[y][x][0] = 64;
371                                 pix[y][x][1] = 64;
372                                 pix[y][x][2] = 64;
373                                 pix[y][x][3] = 255;
374                         }
375                 }
376         }
377         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
378 }
379
380 static void R_BuildWhiteCube(void)
381 {
382         unsigned char data[6*1*1*4];
383         memset(data, 255, sizeof(data));
384         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
385 }
386
387 static void R_BuildNormalizationCube(void)
388 {
389         int x, y, side;
390         vec3_t v;
391         vec_t s, t, intensity;
392 #define NORMSIZE 64
393         unsigned char *data;
394         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395         for (side = 0;side < 6;side++)
396         {
397                 for (y = 0;y < NORMSIZE;y++)
398                 {
399                         for (x = 0;x < NORMSIZE;x++)
400                         {
401                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
403                                 switch(side)
404                                 {
405                                 default:
406                                 case 0:
407                                         v[0] = 1;
408                                         v[1] = -t;
409                                         v[2] = -s;
410                                         break;
411                                 case 1:
412                                         v[0] = -1;
413                                         v[1] = -t;
414                                         v[2] = s;
415                                         break;
416                                 case 2:
417                                         v[0] = s;
418                                         v[1] = 1;
419                                         v[2] = t;
420                                         break;
421                                 case 3:
422                                         v[0] = s;
423                                         v[1] = -1;
424                                         v[2] = -t;
425                                         break;
426                                 case 4:
427                                         v[0] = s;
428                                         v[1] = -t;
429                                         v[2] = 1;
430                                         break;
431                                 case 5:
432                                         v[0] = -s;
433                                         v[1] = -t;
434                                         v[2] = -1;
435                                         break;
436                                 }
437                                 intensity = 127.0f / sqrt(DotProduct(v, v));
438                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441                                 data[((side*64+y)*64+x)*4+3] = 255;
442                         }
443                 }
444         }
445         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
446         Mem_Free(data);
447 }
448
449 static void R_BuildFogTexture(void)
450 {
451         int x, b;
452 #define FOGWIDTH 256
453         unsigned char data1[FOGWIDTH][4];
454         //unsigned char data2[FOGWIDTH][4];
455         double d, r, alpha;
456
457         r_refdef.fogmasktable_start = r_refdef.fog_start;
458         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459         r_refdef.fogmasktable_range = r_refdef.fogrange;
460         r_refdef.fogmasktable_density = r_refdef.fog_density;
461
462         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
464         {
465                 d = (x * r - r_refdef.fogmasktable_start);
466                 if(developer_extra.integer)
467                         Con_DPrintf("%f ", d);
468                 d = max(0, d);
469                 if (r_fog_exp2.integer)
470                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
471                 else
472                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473                 if(developer_extra.integer)
474                         Con_DPrintf(" : %f ", alpha);
475                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476                 if(developer_extra.integer)
477                         Con_DPrintf(" = %f\n", alpha);
478                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
479         }
480
481         for (x = 0;x < FOGWIDTH;x++)
482         {
483                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
484                 data1[x][0] = b;
485                 data1[x][1] = b;
486                 data1[x][2] = b;
487                 data1[x][3] = 255;
488                 //data2[x][0] = 255 - b;
489                 //data2[x][1] = 255 - b;
490                 //data2[x][2] = 255 - b;
491                 //data2[x][3] = 255;
492         }
493         if (r_texture_fogattenuation)
494         {
495                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
497         }
498         else
499         {
500                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
501                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
502         }
503 }
504
505 static void R_BuildFogHeightTexture(void)
506 {
507         unsigned char *inpixels;
508         int size;
509         int x;
510         int y;
511         int j;
512         float c[4];
513         float f;
514         inpixels = NULL;
515         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516         if (r_refdef.fogheighttexturename[0])
517                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
518         if (!inpixels)
519         {
520                 r_refdef.fog_height_tablesize = 0;
521                 if (r_texture_fogheighttexture)
522                         R_FreeTexture(r_texture_fogheighttexture);
523                 r_texture_fogheighttexture = NULL;
524                 if (r_refdef.fog_height_table2d)
525                         Mem_Free(r_refdef.fog_height_table2d);
526                 r_refdef.fog_height_table2d = NULL;
527                 if (r_refdef.fog_height_table1d)
528                         Mem_Free(r_refdef.fog_height_table1d);
529                 r_refdef.fog_height_table1d = NULL;
530                 return;
531         }
532         size = image_width;
533         r_refdef.fog_height_tablesize = size;
534         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
537         Mem_Free(inpixels);
538         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
539         // average fog color table accounting for every fog layer between a point
540         // and the camera.  (Note: attenuation is handled separately!)
541         for (y = 0;y < size;y++)
542         {
543                 for (x = 0;x < size;x++)
544                 {
545                         Vector4Clear(c);
546                         f = 0;
547                         if (x < y)
548                         {
549                                 for (j = x;j <= y;j++)
550                                 {
551                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
552                                         f++;
553                                 }
554                         }
555                         else
556                         {
557                                 for (j = x;j >= y;j--)
558                                 {
559                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
560                                         f++;
561                                 }
562                         }
563                         f = 1.0f / f;
564                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
568                 }
569         }
570         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
571 }
572
573 //=======================================================================================================================================================
574
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
579 "\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
581 "# define USEFOG\n"
582 "#endif\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
585 "#endif\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
588 "#endif\n"
589 "\n"
590 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
591 "# extension GL_ARB_texture_rectangle : enable\n"
592 "#endif\n"
593 "\n"
594 "#ifdef USESHADOWMAP2D\n"
595 "# ifdef GL_EXT_gpu_shader4\n"
596 "#   extension GL_EXT_gpu_shader4 : enable\n"
597 "# endif\n"
598 "# ifdef GL_ARB_texture_gather\n"
599 "#   extension GL_ARB_texture_gather : enable\n"
600 "# else\n"
601 "#   ifdef GL_AMD_texture_texture4\n"
602 "#     extension GL_AMD_texture_texture4 : enable\n"
603 "#   endif\n"
604 "# endif\n"
605 "#endif\n"
606 "\n"
607 "#ifdef USESHADOWMAPCUBE\n"
608 "# extension GL_EXT_gpu_shader4 : enable\n"
609 "#endif\n"
610 "\n"
611 "//#ifdef USESHADOWSAMPLER\n"
612 "//# extension GL_ARB_shadow : enable\n"
613 "//#endif\n"
614 "\n"
615 "//#ifdef __GLSL_CG_DATA_TYPES\n"
616 "//# define myhalf half\n"
617 "//# define myhalf2 half2\n"
618 "//# define myhalf3 half3\n"
619 "//# define myhalf4 half4\n"
620 "//#else\n"
621 "# define myhalf float\n"
622 "# define myhalf2 vec2\n"
623 "# define myhalf3 vec3\n"
624 "# define myhalf4 vec4\n"
625 "//#endif\n"
626 "\n"
627 "#ifdef VERTEX_SHADER\n"
628 "uniform mat4 ModelViewProjectionMatrix;\n"
629 "#endif\n"
630 "\n"
631 "#ifdef MODE_DEPTH_OR_SHADOW\n"
632 "#ifdef VERTEX_SHADER\n"
633 "void main(void)\n"
634 "{\n"
635 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
636 "}\n"
637 "#endif\n"
638 "#else // !MODE_DEPTH_ORSHADOW\n"
639 "\n"
640 "\n"
641 "\n"
642 "\n"
643 "#ifdef MODE_SHOWDEPTH\n"
644 "#ifdef VERTEX_SHADER\n"
645 "void main(void)\n"
646 "{\n"
647 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
648 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
649 "}\n"
650 "#endif\n"
651 "\n"
652 "#ifdef FRAGMENT_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FragColor = gl_Color;\n"
656 "}\n"
657 "#endif\n"
658 "#else // !MODE_SHOWDEPTH\n"
659 "\n"
660 "\n"
661 "\n"
662 "\n"
663 "#ifdef MODE_POSTPROCESS\n"
664 "varying vec2 TexCoord1;\n"
665 "varying vec2 TexCoord2;\n"
666 "\n"
667 "#ifdef VERTEX_SHADER\n"
668 "void main(void)\n"
669 "{\n"
670 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
672 "#ifdef USEBLOOM\n"
673 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
674 "#endif\n"
675 "}\n"
676 "#endif\n"
677 "\n"
678 "#ifdef FRAGMENT_SHADER\n"
679 "uniform sampler2D Texture_First;\n"
680 "#ifdef USEBLOOM\n"
681 "uniform sampler2D Texture_Second;\n"
682 "uniform vec4 BloomColorSubtract;\n"
683 "#endif\n"
684 "#ifdef USEGAMMARAMPS\n"
685 "uniform sampler2D Texture_GammaRamps;\n"
686 "#endif\n"
687 "#ifdef USESATURATION\n"
688 "uniform float Saturation;\n"
689 "#endif\n"
690 "#ifdef USEVIEWTINT\n"
691 "uniform vec4 ViewTintColor;\n"
692 "#endif\n"
693 "//uncomment these if you want to use them:\n"
694 "uniform vec4 UserVec1;\n"
695 "uniform vec4 UserVec2;\n"
696 "// uniform vec4 UserVec3;\n"
697 "// uniform vec4 UserVec4;\n"
698 "// uniform float ClientTime;\n"
699 "uniform vec2 PixelSize;\n"
700 "void main(void)\n"
701 "{\n"
702 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
703 "#ifdef USEBLOOM\n"
704 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
705 "#endif\n"
706 "#ifdef USEVIEWTINT\n"
707 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
708 "#endif\n"
709 "\n"
710 "#ifdef USEPOSTPROCESSING\n"
711 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
712 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
713 "       float sobel = 1.0;\n"
714 "       // vec2 ts = textureSize(Texture_First, 0);\n"
715 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
716 "       vec2 px = PixelSize;\n"
717 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
718 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
719 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
720 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
721 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
722 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
724 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
725 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
726 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
727 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
728 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
729 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
730 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
731 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
732 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
733 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
734 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
735 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
736 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
737 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
738 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
739 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
740 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
741 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
742 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
743 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
744 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
745 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
746 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
747 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
748 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
749 "#endif\n"
750 "\n"
751 "#ifdef USESATURATION\n"
752 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
753 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
754 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
755 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
756 "#endif\n"
757 "\n"
758 "#ifdef USEGAMMARAMPS\n"
759 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
760 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
761 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
762 "#endif\n"
763 "}\n"
764 "#endif\n"
765 "#else // !MODE_POSTPROCESS\n"
766 "\n"
767 "\n"
768 "\n"
769 "\n"
770 "#ifdef MODE_GENERIC\n"
771 "#ifdef USEDIFFUSE\n"
772 "varying vec2 TexCoord1;\n"
773 "#endif\n"
774 "#ifdef USESPECULAR\n"
775 "varying vec2 TexCoord2;\n"
776 "#endif\n"
777 "#ifdef VERTEX_SHADER\n"
778 "void main(void)\n"
779 "{\n"
780 "       gl_FrontColor = gl_Color;\n"
781 "#ifdef USEDIFFUSE\n"
782 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
783 "#endif\n"
784 "#ifdef USESPECULAR\n"
785 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
786 "#endif\n"
787 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
788 "}\n"
789 "#endif\n"
790 "\n"
791 "#ifdef FRAGMENT_SHADER\n"
792 "#ifdef USEDIFFUSE\n"
793 "uniform sampler2D Texture_First;\n"
794 "#endif\n"
795 "#ifdef USESPECULAR\n"
796 "uniform sampler2D Texture_Second;\n"
797 "#endif\n"
798 "\n"
799 "void main(void)\n"
800 "{\n"
801 "       gl_FragColor = gl_Color;\n"
802 "#ifdef USEDIFFUSE\n"
803 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
804 "#endif\n"
805 "\n"
806 "#ifdef USESPECULAR\n"
807 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
808 "# ifdef USECOLORMAPPING\n"
809 "       gl_FragColor *= tex2;\n"
810 "# endif\n"
811 "# ifdef USEGLOW\n"
812 "       gl_FragColor += tex2;\n"
813 "# endif\n"
814 "# ifdef USEVERTEXTEXTUREBLEND\n"
815 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
816 "# endif\n"
817 "#endif\n"
818 "}\n"
819 "#endif\n"
820 "#else // !MODE_GENERIC\n"
821 "\n"
822 "\n"
823 "\n"
824 "\n"
825 "#ifdef MODE_BLOOMBLUR\n"
826 "varying TexCoord;\n"
827 "#ifdef VERTEX_SHADER\n"
828 "void main(void)\n"
829 "{\n"
830 "       gl_FrontColor = gl_Color;\n"
831 "       TexCoord = gl_MultiTexCoord0.xy;\n"
832 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
833 "}\n"
834 "#endif\n"
835 "\n"
836 "#ifdef FRAGMENT_SHADER\n"
837 "uniform sampler2D Texture_First;\n"
838 "uniform vec4 BloomBlur_Parameters;\n"
839 "\n"
840 "void main(void)\n"
841 "{\n"
842 "       int i;\n"
843 "       vec2 tc = TexCoord;\n"
844 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
845 "       tc += BloomBlur_Parameters.xy;\n"
846 "       for (i = 1;i < SAMPLES;i++)\n"
847 "       {\n"
848 "               color += texture2D(Texture_First, tc).rgb;\n"
849 "               tc += BloomBlur_Parameters.xy;\n"
850 "       }\n"
851 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
852 "}\n"
853 "#endif\n"
854 "#else // !MODE_BLOOMBLUR\n"
855 "#ifdef MODE_REFRACTION\n"
856 "varying vec2 TexCoord;\n"
857 "varying vec4 ModelViewProjectionPosition;\n"
858 "uniform mat4 TexMatrix;\n"
859 "#ifdef VERTEX_SHADER\n"
860 "\n"
861 "void main(void)\n"
862 "{\n"
863 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
864 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
865 "       ModelViewProjectionPosition = gl_Position;\n"
866 "}\n"
867 "#endif\n"
868 "\n"
869 "#ifdef FRAGMENT_SHADER\n"
870 "uniform sampler2D Texture_Normal;\n"
871 "uniform sampler2D Texture_Refraction;\n"
872 "uniform sampler2D Texture_Reflection;\n"
873 "\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform vec4 RefractColor;\n"
878 "uniform vec4 ReflectColor;\n"
879 "uniform float ReflectFactor;\n"
880 "uniform float ReflectOffset;\n"
881 "\n"
882 "void main(void)\n"
883 "{\n"
884 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
885 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
886 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
887 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
888 "       // FIXME temporary hack to detect the case that the reflection\n"
889 "       // gets blackened at edges due to leaving the area that contains actual\n"
890 "       // content.\n"
891 "       // Remove this 'ack once we have a better way to stop this thing from\n"
892 "       // 'appening.\n"
893 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
894 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
895 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
896 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
897 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
898 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
899 "}\n"
900 "#endif\n"
901 "#else // !MODE_REFRACTION\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "#ifdef MODE_WATER\n"
907 "varying vec2 TexCoord;\n"
908 "varying vec3 EyeVector;\n"
909 "varying vec4 ModelViewProjectionPosition;\n"
910 "#ifdef VERTEX_SHADER\n"
911 "uniform vec3 EyePosition;\n"
912 "uniform mat4 TexMatrix;\n"
913 "\n"
914 "void main(void)\n"
915 "{\n"
916 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
917 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
918 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
919 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
920 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
921 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
922 "       ModelViewProjectionPosition = gl_Position;\n"
923 "}\n"
924 "#endif\n"
925 "\n"
926 "#ifdef FRAGMENT_SHADER\n"
927 "uniform sampler2D Texture_Normal;\n"
928 "uniform sampler2D Texture_Refraction;\n"
929 "uniform sampler2D Texture_Reflection;\n"
930 "\n"
931 "uniform vec4 DistortScaleRefractReflect;\n"
932 "uniform vec4 ScreenScaleRefractReflect;\n"
933 "uniform vec4 ScreenCenterRefractReflect;\n"
934 "uniform vec4 RefractColor;\n"
935 "uniform vec4 ReflectColor;\n"
936 "uniform float ReflectFactor;\n"
937 "uniform float ReflectOffset;\n"
938 "\n"
939 "void main(void)\n"
940 "{\n"
941 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
942 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
943 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
944 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
945 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
946 "       // FIXME temporary hack to detect the case that the reflection\n"
947 "       // gets blackened at edges due to leaving the area that contains actual\n"
948 "       // content.\n"
949 "       // Remove this 'ack once we have a better way to stop this thing from\n"
950 "       // 'appening.\n"
951 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
952 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
953 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
954 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
955 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
956 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
957 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
958 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
959 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
960 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
961 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
962 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
963 "}\n"
964 "#endif\n"
965 "#else // !MODE_WATER\n"
966 "\n"
967 "\n"
968 "\n"
969 "\n"
970 "// common definitions between vertex shader and fragment shader:\n"
971 "\n"
972 "varying vec2 TexCoord;\n"
973 "#ifdef USEVERTEXTEXTUREBLEND\n"
974 "varying vec2 TexCoord2;\n"
975 "#endif\n"
976 "#ifdef USELIGHTMAP\n"
977 "varying vec2 TexCoordLightmap;\n"
978 "#endif\n"
979 "\n"
980 "#ifdef MODE_LIGHTSOURCE\n"
981 "varying vec3 CubeVector;\n"
982 "#endif\n"
983 "\n"
984 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
985 "varying vec3 LightVector;\n"
986 "#endif\n"
987 "\n"
988 "#ifdef USEEYEVECTOR\n"
989 "varying vec3 EyeVector;\n"
990 "#endif\n"
991 "#ifdef USEFOG\n"
992 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
993 "#endif\n"
994 "\n"
995 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
996 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
997 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
998 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
999 "#endif\n"
1000 "\n"
1001 "#ifdef USEREFLECTION\n"
1002 "varying vec4 ModelViewProjectionPosition;\n"
1003 "#endif\n"
1004 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1005 "uniform vec3 LightPosition;\n"
1006 "varying vec4 ModelViewPosition;\n"
1007 "#endif\n"
1008 "\n"
1009 "#ifdef MODE_LIGHTSOURCE\n"
1010 "uniform vec3 LightPosition;\n"
1011 "#endif\n"
1012 "uniform vec3 EyePosition;\n"
1013 "#ifdef MODE_LIGHTDIRECTION\n"
1014 "uniform vec3 LightDir;\n"
1015 "#endif\n"
1016 "uniform vec4 FogPlane;\n"
1017 "\n"
1018 "#ifdef USESHADOWMAPORTHO\n"
1019 "varying vec3 ShadowMapTC;\n"
1020 "#endif\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "\n"
1025 "\n"
1026 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1027 "\n"
1028 "// fragment shader specific:\n"
1029 "#ifdef FRAGMENT_SHADER\n"
1030 "\n"
1031 "uniform sampler2D Texture_Normal;\n"
1032 "uniform sampler2D Texture_Color;\n"
1033 "uniform sampler2D Texture_Gloss;\n"
1034 "#ifdef USEGLOW\n"
1035 "uniform sampler2D Texture_Glow;\n"
1036 "#endif\n"
1037 "#ifdef USEVERTEXTEXTUREBLEND\n"
1038 "uniform sampler2D Texture_SecondaryNormal;\n"
1039 "uniform sampler2D Texture_SecondaryColor;\n"
1040 "uniform sampler2D Texture_SecondaryGloss;\n"
1041 "#ifdef USEGLOW\n"
1042 "uniform sampler2D Texture_SecondaryGlow;\n"
1043 "#endif\n"
1044 "#endif\n"
1045 "#ifdef USECOLORMAPPING\n"
1046 "uniform sampler2D Texture_Pants;\n"
1047 "uniform sampler2D Texture_Shirt;\n"
1048 "#endif\n"
1049 "#ifdef USEFOG\n"
1050 "#ifdef USEFOGHEIGHTTEXTURE\n"
1051 "uniform sampler2D Texture_FogHeightTexture;\n"
1052 "#endif\n"
1053 "uniform sampler2D Texture_FogMask;\n"
1054 "#endif\n"
1055 "#ifdef USELIGHTMAP\n"
1056 "uniform sampler2D Texture_Lightmap;\n"
1057 "#endif\n"
1058 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1059 "uniform sampler2D Texture_Deluxemap;\n"
1060 "#endif\n"
1061 "#ifdef USEREFLECTION\n"
1062 "uniform sampler2D Texture_Reflection;\n"
1063 "#endif\n"
1064 "\n"
1065 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1066 "uniform sampler2D Texture_ScreenDepth;\n"
1067 "uniform sampler2D Texture_ScreenNormalMap;\n"
1068 "#endif\n"
1069 "#ifdef USEDEFERREDLIGHTMAP\n"
1070 "uniform sampler2D Texture_ScreenDiffuse;\n"
1071 "uniform sampler2D Texture_ScreenSpecular;\n"
1072 "#endif\n"
1073 "\n"
1074 "uniform myhalf3 Color_Pants;\n"
1075 "uniform myhalf3 Color_Shirt;\n"
1076 "uniform myhalf3 FogColor;\n"
1077 "\n"
1078 "#ifdef USEFOG\n"
1079 "uniform float FogRangeRecip;\n"
1080 "uniform float FogPlaneViewDist;\n"
1081 "uniform float FogHeightFade;\n"
1082 "vec3 FogVertex(vec3 surfacecolor)\n"
1083 "{\n"
1084 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1085 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1086 "       float fogfrac;\n"
1087 "#ifdef USEFOGHEIGHTTEXTURE\n"
1088 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1089 "       fogfrac = fogheightpixel.a;\n"
1090 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1091 "#else\n"
1092 "# ifdef USEFOGOUTSIDE\n"
1093 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1094 "# else\n"
1095 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1096 "# endif\n"
1097 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1098 "#endif\n"
1099 "}\n"
1100 "#endif\n"
1101 "\n"
1102 "#ifdef USEOFFSETMAPPING\n"
1103 "uniform float OffsetMapping_Scale;\n"
1104 "vec2 OffsetMapping(vec2 TexCoord)\n"
1105 "{\n"
1106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1107 "       // 14 sample relief mapping: linear search and then binary search\n"
1108 "       // this basically steps forward a small amount repeatedly until it finds\n"
1109 "       // itself inside solid, then jitters forward and back using decreasing\n"
1110 "       // amounts to find the impact\n"
1111 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1112 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1113 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1114 "       vec3 RT = vec3(TexCoord, 1);\n"
1115 "       OffsetVector *= 0.1;\n"
1116 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1124 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1125 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1126 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1127 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1128 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1129 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1130 "       return RT.xy;\n"
1131 "#else\n"
1132 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1133 "       // this basically moves forward the full distance, and then backs up based\n"
1134 "       // on height of samples\n"
1135 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1136 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1137 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1138 "       TexCoord += OffsetVector;\n"
1139 "       OffsetVector *= 0.333;\n"
1140 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1142 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1143 "       return TexCoord;\n"
1144 "#endif\n"
1145 "}\n"
1146 "#endif // USEOFFSETMAPPING\n"
1147 "\n"
1148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1149 "uniform sampler2D Texture_Attenuation;\n"
1150 "uniform samplerCube Texture_Cube;\n"
1151 "#endif\n"
1152 "\n"
1153 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1154 "\n"
1155 "#ifdef USESHADOWMAPRECT\n"
1156 "# ifdef USESHADOWSAMPLER\n"
1157 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1158 "# else\n"
1159 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1160 "# endif\n"
1161 "#endif\n"
1162 "\n"
1163 "#ifdef USESHADOWMAP2D\n"
1164 "# ifdef USESHADOWSAMPLER\n"
1165 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1166 "# else\n"
1167 "uniform sampler2D Texture_ShadowMap2D;\n"
1168 "# endif\n"
1169 "#endif\n"
1170 "\n"
1171 "#ifdef USESHADOWMAPVSDCT\n"
1172 "uniform samplerCube Texture_CubeProjection;\n"
1173 "#endif\n"
1174 "\n"
1175 "#ifdef USESHADOWMAPCUBE\n"
1176 "# ifdef USESHADOWSAMPLER\n"
1177 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1178 "# else\n"
1179 "uniform samplerCube Texture_ShadowMapCube;\n"
1180 "# endif\n"
1181 "#endif\n"
1182 "\n"
1183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1184 "uniform vec2 ShadowMap_TextureScale;\n"
1185 "uniform vec4 ShadowMap_Parameters;\n"
1186 "#endif\n"
1187 "\n"
1188 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1189 "# ifdef USESHADOWMAPORTHO\n"
1190 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1191 "# else\n"
1192 "#  ifdef USESHADOWMAPVSDCT\n"
1193 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1194 "{\n"
1195 "       vec3 adir = abs(dir);\n"
1196 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1197 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1198 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1199 "}\n"
1200 "#  else\n"
1201 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1202 "{\n"
1203 "       vec3 adir = abs(dir);\n"
1204 "       float ma = adir.z;\n"
1205 "       vec4 proj = vec4(dir, 2.5);\n"
1206 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1207 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1208 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1209 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1210 "}\n"
1211 "#  endif\n"
1212 "# endif\n"
1213 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1214 "\n"
1215 "#ifdef USESHADOWMAPCUBE\n"
1216 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1217 "{\n"
1218 "       vec3 adir = abs(dir);\n"
1219 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1220 "}\n"
1221 "#endif\n"
1222 "\n"
1223 "# ifdef USESHADOWMAPRECT\n"
1224 "float ShadowMapCompare(vec3 dir)\n"
1225 "{\n"
1226 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1227 "       float f;\n"
1228 "#  ifdef USESHADOWSAMPLER\n"
1229 "\n"
1230 "#    ifdef USESHADOWMAPPCF\n"
1231 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1232 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1233 "#    else\n"
1234 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1235 "#    endif\n"
1236 "\n"
1237 "#  else\n"
1238 "\n"
1239 "#    ifdef USESHADOWMAPPCF\n"
1240 "#      if USESHADOWMAPPCF > 1\n"
1241 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1242 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1243 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1244 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1245 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1246 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1247 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1248 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1249 "#      else\n"
1250 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1251 "       vec2 offset = fract(shadowmaptc.xy);\n"
1252 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1253 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1254 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1255 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1256 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1257 "#      endif\n"
1258 "#    else\n"
1259 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1260 "#    endif\n"
1261 "\n"
1262 "#  endif\n"
1263 "#  ifdef USESHADOWMAPORTHO\n"
1264 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1265 "#  else\n"
1266 "       return f;\n"
1267 "#  endif\n"
1268 "}\n"
1269 "# endif\n"
1270 "\n"
1271 "# ifdef USESHADOWMAP2D\n"
1272 "float ShadowMapCompare(vec3 dir)\n"
1273 "{\n"
1274 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1275 "       float f;\n"
1276 "\n"
1277 "#  ifdef USESHADOWSAMPLER\n"
1278 "#    ifdef USESHADOWMAPPCF\n"
1279 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1280 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1281 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1282 "#    else\n"
1283 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1284 "#    endif\n"
1285 "#  else\n"
1286 "#    ifdef USESHADOWMAPPCF\n"
1287 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1288 "#      ifdef GL_ARB_texture_gather\n"
1289 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1290 "#      else\n"
1291 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1292 "#      endif\n"
1293 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1294 "#      if USESHADOWMAPPCF > 1\n"
1295 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1296 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1297 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1298 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1299 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1300 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1301 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1302 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1303 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1304 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1305 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1306 "       locols.yz += group2.ab;\n"
1307 "       hicols.yz += group8.rg;\n"
1308 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1309 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1310 "                               mix(locols, hicols, offset.y);\n"
1311 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1312 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1313 "       f = dot(cols, vec4(1.0/25.0));\n"
1314 "#      else\n"
1315 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1316 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1317 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1318 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1319 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1320 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1321 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1322 "#      endif\n"
1323 "#     else\n"
1324 "#      ifdef GL_EXT_gpu_shader4\n"
1325 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1326 "#      else\n"
1327 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1328 "#      endif\n"
1329 "#      if USESHADOWMAPPCF > 1\n"
1330 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1331 "       center *= ShadowMap_TextureScale;\n"
1332 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1333 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1334 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1335 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1336 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1337 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1338 "#      else\n"
1339 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1340 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1341 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1342 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1343 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1344 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1345 "#      endif\n"
1346 "#     endif\n"
1347 "#    else\n"
1348 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1349 "#    endif\n"
1350 "#  endif\n"
1351 "#  ifdef USESHADOWMAPORTHO\n"
1352 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1353 "#  else\n"
1354 "       return f;\n"
1355 "#  endif\n"
1356 "}\n"
1357 "# endif\n"
1358 "\n"
1359 "# ifdef USESHADOWMAPCUBE\n"
1360 "float ShadowMapCompare(vec3 dir)\n"
1361 "{\n"
1362 "       // apply depth texture cubemap as light filter\n"
1363 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1364 "       float f;\n"
1365 "#  ifdef USESHADOWSAMPLER\n"
1366 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1367 "#  else\n"
1368 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1369 "#  endif\n"
1370 "       return f;\n"
1371 "}\n"
1372 "# endif\n"
1373 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1374 "#endif // FRAGMENT_SHADER\n"
1375 "\n"
1376 "\n"
1377 "\n"
1378 "\n"
1379 "#ifdef MODE_DEFERREDGEOMETRY\n"
1380 "#ifdef VERTEX_SHADER\n"
1381 "uniform mat4 TexMatrix;\n"
1382 "#ifdef USEVERTEXTEXTUREBLEND\n"
1383 "uniform mat4 BackgroundTexMatrix;\n"
1384 "#endif\n"
1385 "uniform mat4 ModelViewMatrix;\n"
1386 "void main(void)\n"
1387 "{\n"
1388 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "       gl_FrontColor = gl_Color;\n"
1391 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1392 "#endif\n"
1393 "\n"
1394 "       // transform unnormalized eye direction into tangent space\n"
1395 "#ifdef USEOFFSETMAPPING\n"
1396 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1397 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1398 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1399 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1400 "#endif\n"
1401 "\n"
1402 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1403 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1404 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1405 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1406 "}\n"
1407 "#endif // VERTEX_SHADER\n"
1408 "\n"
1409 "#ifdef FRAGMENT_SHADER\n"
1410 "void main(void)\n"
1411 "{\n"
1412 "#ifdef USEOFFSETMAPPING\n"
1413 "       // apply offsetmapping\n"
1414 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1415 "#define TexCoord TexCoordOffset\n"
1416 "#endif\n"
1417 "\n"
1418 "#ifdef USEALPHAKILL\n"
1419 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1420 "               discard;\n"
1421 "#endif\n"
1422 "\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1425 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1426 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1427 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1428 "#endif\n"
1429 "\n"
1430 "#ifdef USEVERTEXTEXTUREBLEND\n"
1431 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1432 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1433 "#else\n"
1434 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1435 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1436 "#endif\n"
1437 "\n"
1438 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1439 "}\n"
1440 "#endif // FRAGMENT_SHADER\n"
1441 "#else // !MODE_DEFERREDGEOMETRY\n"
1442 "\n"
1443 "\n"
1444 "\n"
1445 "\n"
1446 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1447 "#ifdef VERTEX_SHADER\n"
1448 "uniform mat4 ModelViewMatrix;\n"
1449 "void main(void)\n"
1450 "{\n"
1451 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1452 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1453 "}\n"
1454 "#endif // VERTEX_SHADER\n"
1455 "\n"
1456 "#ifdef FRAGMENT_SHADER\n"
1457 "uniform mat4 ViewToLight;\n"
1458 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1459 "uniform vec2 ScreenToDepth;\n"
1460 "uniform myhalf3 DeferredColor_Ambient;\n"
1461 "uniform myhalf3 DeferredColor_Diffuse;\n"
1462 "#ifdef USESPECULAR\n"
1463 "uniform myhalf3 DeferredColor_Specular;\n"
1464 "uniform myhalf SpecularPower;\n"
1465 "#endif\n"
1466 "uniform myhalf2 PixelToScreenTexCoord;\n"
1467 "void main(void)\n"
1468 "{\n"
1469 "       // calculate viewspace pixel position\n"
1470 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1471 "       vec3 position;\n"
1472 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1473 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1474 "       // decode viewspace pixel normal\n"
1475 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1476 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1477 "       // surfacenormal = pixel normal in viewspace\n"
1478 "       // LightVector = pixel to light in viewspace\n"
1479 "       // CubeVector = position in lightspace\n"
1480 "       // eyevector = pixel to view in viewspace\n"
1481 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1482 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1483 "#ifdef USEDIFFUSE\n"
1484 "       // calculate diffuse shading\n"
1485 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1486 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1487 "#endif\n"
1488 "#ifdef USESPECULAR\n"
1489 "       // calculate directional shading\n"
1490 "       vec3 eyevector = position * -1.0;\n"
1491 "#  ifdef USEEXACTSPECULARMATH\n"
1492 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1493 "#  else\n"
1494 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1495 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1496 "#  endif\n"
1497 "#endif\n"
1498 "\n"
1499 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1500 "       fade *= ShadowMapCompare(CubeVector);\n"
1501 "#endif\n"
1502 "\n"
1503 "#ifdef USEDIFFUSE\n"
1504 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1505 "#else\n"
1506 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1507 "#endif\n"
1508 "#ifdef USESPECULAR\n"
1509 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1510 "#else\n"
1511 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1512 "#endif\n"
1513 "\n"
1514 "# ifdef USECUBEFILTER\n"
1515 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1516 "       gl_FragData[0].rgb *= cubecolor;\n"
1517 "       gl_FragData[1].rgb *= cubecolor;\n"
1518 "# endif\n"
1519 "}\n"
1520 "#endif // FRAGMENT_SHADER\n"
1521 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1522 "\n"
1523 "\n"
1524 "\n"
1525 "\n"
1526 "#ifdef VERTEX_SHADER\n"
1527 "uniform mat4 TexMatrix;\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "uniform mat4 BackgroundTexMatrix;\n"
1530 "#endif\n"
1531 "#ifdef MODE_LIGHTSOURCE\n"
1532 "uniform mat4 ModelToLight;\n"
1533 "#endif\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 "uniform mat4 ShadowMapMatrix;\n"
1536 "#endif\n"
1537 "void main(void)\n"
1538 "{\n"
1539 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1540 "       gl_FrontColor = gl_Color;\n"
1541 "#endif\n"
1542 "       // copy the surface texcoord\n"
1543 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1544 "#ifdef USEVERTEXTEXTUREBLEND\n"
1545 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1546 "#endif\n"
1547 "#ifdef USELIGHTMAP\n"
1548 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1549 "#endif\n"
1550 "\n"
1551 "#ifdef MODE_LIGHTSOURCE\n"
1552 "       // transform vertex position into light attenuation/cubemap space\n"
1553 "       // (-1 to +1 across the light box)\n"
1554 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1555 "\n"
1556 "# ifdef USEDIFFUSE\n"
1557 "       // transform unnormalized light direction into tangent space\n"
1558 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1559 "       //  normalize it per pixel)\n"
1560 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1561 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1562 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1563 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1564 "# endif\n"
1565 "#endif\n"
1566 "\n"
1567 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1568 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1569 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1570 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1571 "#endif\n"
1572 "\n"
1573 "       // transform unnormalized eye direction into tangent space\n"
1574 "#ifdef USEEYEVECTOR\n"
1575 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1576 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1577 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1578 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1579 "#endif\n"
1580 "\n"
1581 "#ifdef USEFOG\n"
1582 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1583 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1584 "#endif\n"
1585 "\n"
1586 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1587 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1588 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1589 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1590 "#endif\n"
1591 "\n"
1592 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1593 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1594 "\n"
1595 "#ifdef USESHADOWMAPORTHO\n"
1596 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1597 "#endif\n"
1598 "\n"
1599 "#ifdef USEREFLECTION\n"
1600 "       ModelViewProjectionPosition = gl_Position;\n"
1601 "#endif\n"
1602 "}\n"
1603 "#endif // VERTEX_SHADER\n"
1604 "\n"
1605 "\n"
1606 "\n"
1607 "\n"
1608 "#ifdef FRAGMENT_SHADER\n"
1609 "#ifdef USEDEFERREDLIGHTMAP\n"
1610 "uniform myhalf2 PixelToScreenTexCoord;\n"
1611 "uniform myhalf3 DeferredMod_Diffuse;\n"
1612 "uniform myhalf3 DeferredMod_Specular;\n"
1613 "#endif\n"
1614 "uniform myhalf3 Color_Ambient;\n"
1615 "uniform myhalf3 Color_Diffuse;\n"
1616 "uniform myhalf3 Color_Specular;\n"
1617 "uniform myhalf SpecularPower;\n"
1618 "#ifdef USEGLOW\n"
1619 "uniform myhalf3 Color_Glow;\n"
1620 "#endif\n"
1621 "uniform myhalf Alpha;\n"
1622 "#ifdef USEREFLECTION\n"
1623 "uniform vec4 DistortScaleRefractReflect;\n"
1624 "uniform vec4 ScreenScaleRefractReflect;\n"
1625 "uniform vec4 ScreenCenterRefractReflect;\n"
1626 "uniform myhalf4 ReflectColor;\n"
1627 "#endif\n"
1628 "#ifdef USEREFLECTCUBE\n"
1629 "uniform mat4 ModelToReflectCube;\n"
1630 "uniform sampler2D Texture_ReflectMask;\n"
1631 "uniform samplerCube Texture_ReflectCube;\n"
1632 "#endif\n"
1633 "#ifdef MODE_LIGHTDIRECTION\n"
1634 "uniform myhalf3 LightColor;\n"
1635 "#endif\n"
1636 "#ifdef MODE_LIGHTSOURCE\n"
1637 "uniform myhalf3 LightColor;\n"
1638 "#endif\n"
1639 "void main(void)\n"
1640 "{\n"
1641 "#ifdef USEOFFSETMAPPING\n"
1642 "       // apply offsetmapping\n"
1643 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1644 "#define TexCoord TexCoordOffset\n"
1645 "#endif\n"
1646 "\n"
1647 "       // combine the diffuse textures (base, pants, shirt)\n"
1648 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1649 "#ifdef USEALPHAKILL\n"
1650 "       if (color.a < 0.5)\n"
1651 "               discard;\n"
1652 "#endif\n"
1653 "       color.a *= Alpha;\n"
1654 "#ifdef USECOLORMAPPING\n"
1655 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1656 "#endif\n"
1657 "#ifdef USEVERTEXTEXTUREBLEND\n"
1658 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1659 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1660 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1661 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1662 "       color.a = 1.0;\n"
1663 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1664 "#endif\n"
1665 "\n"
1666 "       // get the surface normal\n"
1667 "#ifdef USEVERTEXTEXTUREBLEND\n"
1668 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1669 "#else\n"
1670 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1671 "#endif\n"
1672 "\n"
1673 "       // get the material colors\n"
1674 "       myhalf3 diffusetex = color.rgb;\n"
1675 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1676 "# ifdef USEVERTEXTEXTUREBLEND\n"
1677 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1678 "# else\n"
1679 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1680 "# endif\n"
1681 "#endif\n"
1682 "\n"
1683 "#ifdef USEREFLECTCUBE\n"
1684 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1685 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1686 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1687 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1688 "#endif\n"
1689 "\n"
1690 "\n"
1691 "\n"
1692 "\n"
1693 "#ifdef MODE_LIGHTSOURCE\n"
1694 "       // light source\n"
1695 "#ifdef USEDIFFUSE\n"
1696 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1697 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1699 "#ifdef USESPECULAR\n"
1700 "#ifdef USEEXACTSPECULARMATH\n"
1701 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1702 "#else\n"
1703 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1704 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1705 "#endif\n"
1706 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1707 "#endif\n"
1708 "#else\n"
1709 "       color.rgb = diffusetex * Color_Ambient;\n"
1710 "#endif\n"
1711 "       color.rgb *= LightColor;\n"
1712 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1713 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1714 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1715 "#endif\n"
1716 "# ifdef USECUBEFILTER\n"
1717 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1718 "# endif\n"
1719 "#endif // MODE_LIGHTSOURCE\n"
1720 "\n"
1721 "\n"
1722 "\n"
1723 "\n"
1724 "#ifdef MODE_LIGHTDIRECTION\n"
1725 "#define SHADING\n"
1726 "#ifdef USEDIFFUSE\n"
1727 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1728 "#endif\n"
1729 "#define lightcolor LightColor\n"
1730 "#endif // MODE_LIGHTDIRECTION\n"
1731 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1732 "#define SHADING\n"
1733 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1734 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1735 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1736 "       // convert modelspace light vector to tangentspace\n"
1737 "       myhalf3 lightnormal;\n"
1738 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1739 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1740 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1741 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1742 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1743 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1744 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1745 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1746 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1747 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1748 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1749 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1750 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1751 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1752 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1753 "#define SHADING\n"
1754 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1755 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1756 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1757 "#endif\n"
1758 "\n"
1759 "\n"
1760 "\n"
1761 "\n"
1762 "#ifdef MODE_LIGHTMAP\n"
1763 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1764 "#endif // MODE_LIGHTMAP\n"
1765 "#ifdef MODE_VERTEXCOLOR\n"
1766 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1767 "#endif // MODE_VERTEXCOLOR\n"
1768 "#ifdef MODE_FLATCOLOR\n"
1769 "       color.rgb = diffusetex * Color_Ambient;\n"
1770 "#endif // MODE_FLATCOLOR\n"
1771 "\n"
1772 "\n"
1773 "\n"
1774 "\n"
1775 "#ifdef SHADING\n"
1776 "# ifdef USEDIFFUSE\n"
1777 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1778 "#  ifdef USESPECULAR\n"
1779 "#   ifdef USEEXACTSPECULARMATH\n"
1780 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1781 "#   else\n"
1782 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1783 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1784 "#   endif\n"
1785 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1786 "#  else\n"
1787 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1788 "#  endif\n"
1789 "# else\n"
1790 "       color.rgb = diffusetex * Color_Ambient;\n"
1791 "# endif\n"
1792 "#endif\n"
1793 "\n"
1794 "#ifdef USESHADOWMAPORTHO\n"
1795 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1796 "#endif\n"
1797 "\n"
1798 "#ifdef USEDEFERREDLIGHTMAP\n"
1799 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1800 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1801 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1802 "#endif\n"
1803 "\n"
1804 "#ifdef USEGLOW\n"
1805 "#ifdef USEVERTEXTEXTUREBLEND\n"
1806 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1807 "#else\n"
1808 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1809 "#endif\n"
1810 "#endif\n"
1811 "\n"
1812 "#ifdef USEFOG\n"
1813 "       color.rgb = FogVertex(color.rgb);\n"
1814 "#endif\n"
1815 "\n"
1816 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1817 "#ifdef USEREFLECTION\n"
1818 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1819 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1820 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1821 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1822 "       // FIXME temporary hack to detect the case that the reflection\n"
1823 "       // gets blackened at edges due to leaving the area that contains actual\n"
1824 "       // content.\n"
1825 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1826 "       // 'appening.\n"
1827 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1828 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1829 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1830 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1831 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1832 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1833 "#endif\n"
1834 "\n"
1835 "       gl_FragColor = vec4(color);\n"
1836 "}\n"
1837 "#endif // FRAGMENT_SHADER\n"
1838 "\n"
1839 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1840 "#endif // !MODE_DEFERREDGEOMETRY\n"
1841 "#endif // !MODE_WATER\n"
1842 "#endif // !MODE_REFRACTION\n"
1843 "#endif // !MODE_BLOOMBLUR\n"
1844 "#endif // !MODE_GENERIC\n"
1845 "#endif // !MODE_POSTPROCESS\n"
1846 "#endif // !MODE_SHOWDEPTH\n"
1847 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1848 ;
1849
1850 /*
1851 =========================================================================================================================================================
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1853
1854
1855 =========================================================================================================================================================
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1857
1858
1859 =========================================================================================================================================================
1860
1861
1862
1863 =========================================================================================================================================================
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1865
1866
1867 =========================================================================================================================================================
1868
1869
1870
1871 =========================================================================================================================================================
1872
1873
1874
1875 =========================================================================================================================================================
1876 */
1877
1878 const char *builtincgshaderstring =
1879 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1880 "// written by Forest 'LordHavoc' Hale\n"
1881 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1882 "\n"
1883 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1884 "#if defined(USEREFLECTION)\n"
1885 "#undef USESHADOWMAPORTHO\n"
1886 "#endif\n"
1887 "\n"
1888 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1889 "# define USEFOG\n"
1890 "#endif\n"
1891 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1892 "#define USELIGHTMAP\n"
1893 "#endif\n"
1894 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1895 "#define USEEYEVECTOR\n"
1896 "#endif\n"
1897 "\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1899 "#ifdef HLSL\n"
1900 "//#undef USESHADOWMAPPCF\n"
1901 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1902 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1903 "#else\n"
1904 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1905 "#endif\n"
1906 "#endif\n"
1907 "\n"
1908 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1909 "#ifdef VERTEX_SHADER\n"
1910 "void main\n"
1911 "(\n"
1912 "float4 gl_Vertex : POSITION,\n"
1913 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1914 "out float4 gl_Position : POSITION,\n"
1915 "out float Depth : TEXCOORD0\n"
1916 ")\n"
1917 "{\n"
1918 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1919 "       Depth = gl_Position.z;\n"
1920 "}\n"
1921 "#endif\n"
1922 "\n"
1923 "#ifdef FRAGMENT_SHADER\n"
1924 "void main\n"
1925 "(\n"
1926 "float Depth : TEXCOORD0,\n"
1927 "out float4 gl_FragColor : COLOR\n"
1928 ")\n"
1929 "{\n"
1930 "//     float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1931 "       float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
1932 "       temp.yz -= floor(temp.yz);\n"
1933 "       gl_FragColor = float4(temp,0);\n"
1934 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1935 "}\n"
1936 "#endif\n"
1937 "#else // !MODE_DEPTH_ORSHADOW\n"
1938 "\n"
1939 "\n"
1940 "\n"
1941 "\n"
1942 "#ifdef MODE_SHOWDEPTH\n"
1943 "#ifdef VERTEX_SHADER\n"
1944 "void main\n"
1945 "(\n"
1946 "float4 gl_Vertex : POSITION,\n"
1947 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1948 "out float4 gl_Position : POSITION,\n"
1949 "out float4 gl_FrontColor : COLOR0\n"
1950 ")\n"
1951 "{\n"
1952 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1953 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1954 "}\n"
1955 "#endif\n"
1956 "\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1958 "void main\n"
1959 "(\n"
1960 "float4 gl_FrontColor : COLOR0,\n"
1961 "out float4 gl_FragColor : COLOR\n"
1962 ")\n"
1963 "{\n"
1964 "       gl_FragColor = gl_FrontColor;\n"
1965 "}\n"
1966 "#endif\n"
1967 "#else // !MODE_SHOWDEPTH\n"
1968 "\n"
1969 "\n"
1970 "\n"
1971 "\n"
1972 "#ifdef MODE_POSTPROCESS\n"
1973 "\n"
1974 "#ifdef VERTEX_SHADER\n"
1975 "void main\n"
1976 "(\n"
1977 "float4 gl_Vertex : POSITION,\n"
1978 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1979 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1980 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1981 "out float4 gl_Position : POSITION,\n"
1982 "out float2 TexCoord1 : TEXCOORD0,\n"
1983 "out float2 TexCoord2 : TEXCOORD1\n"
1984 ")\n"
1985 "{\n"
1986 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1987 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1988 "#ifdef USEBLOOM\n"
1989 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1990 "#endif\n"
1991 "}\n"
1992 "#endif\n"
1993 "\n"
1994 "#ifdef FRAGMENT_SHADER\n"
1995 "void main\n"
1996 "(\n"
1997 "float2 TexCoord1 : TEXCOORD0,\n"
1998 "float2 TexCoord2 : TEXCOORD1,\n"
1999 "uniform sampler Texture_First : register(s0),\n"
2000 "#ifdef USEBLOOM\n"
2001 "uniform sampler Texture_Second : register(s1),\n"
2002 "#endif\n"
2003 "#ifdef USEGAMMARAMPS\n"
2004 "uniform sampler Texture_GammaRamps : register(s2),\n"
2005 "#endif\n"
2006 "#ifdef USESATURATION\n"
2007 "uniform float Saturation : register(c30),\n"
2008 "#endif\n"
2009 "#ifdef USEVIEWTINT\n"
2010 "uniform float4 ViewTintColor : register(c41),\n"
2011 "#endif\n"
2012 "uniform float4 UserVec1 : register(c37),\n"
2013 "uniform float4 UserVec2 : register(c38),\n"
2014 "uniform float4 UserVec3 : register(c39),\n"
2015 "uniform float4 UserVec4 : register(c40),\n"
2016 "uniform float ClientTime : register(c2),\n"
2017 "uniform float2 PixelSize : register(c25),\n"
2018 "uniform float4 BloomColorSubtract : register(c43),\n"
2019 "out float4 gl_FragColor : COLOR\n"
2020 ")\n"
2021 "{\n"
2022 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2023 "#ifdef USEBLOOM\n"
2024 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
2025 "#endif\n"
2026 "#ifdef USEVIEWTINT\n"
2027 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2028 "#endif\n"
2029 "\n"
2030 "#ifdef USEPOSTPROCESSING\n"
2031 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2032 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
2033 "       float sobel = 1.0;\n"
2034 "       // float2 ts = textureSize(Texture_First, 0);\n"
2035 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
2036 "       float2 px = PixelSize;\n"
2037 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2038 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
2039 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2040 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2041 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
2042 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2043 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2044 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
2045 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2046 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2047 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
2048 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2049 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2050 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2051 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2052 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2053 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2054 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2055 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2056 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2057 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2058 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2059 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2060 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2061 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2062 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2063 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2064 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2065 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
2066 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2067 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2068 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2069 "#endif\n"
2070 "\n"
2071 "#ifdef USESATURATION\n"
2072 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2073 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2074 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2075 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2076 "#endif\n"
2077 "\n"
2078 "#ifdef USEGAMMARAMPS\n"
2079 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2080 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2081 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2082 "#endif\n"
2083 "}\n"
2084 "#endif\n"
2085 "#else // !MODE_POSTPROCESS\n"
2086 "\n"
2087 "\n"
2088 "\n"
2089 "\n"
2090 "#ifdef MODE_GENERIC\n"
2091 "#ifdef VERTEX_SHADER\n"
2092 "void main\n"
2093 "(\n"
2094 "float4 gl_Vertex : POSITION,\n"
2095 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2096 "float4 gl_Color : COLOR0,\n"
2097 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2098 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2099 "out float4 gl_Position : POSITION,\n"
2100 "out float4 gl_FrontColor : COLOR,\n"
2101 "out float2 TexCoord1 : TEXCOORD0,\n"
2102 "out float2 TexCoord2 : TEXCOORD1\n"
2103 ")\n"
2104 "{\n"
2105 "#ifdef HLSL\n"
2106 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2107 "#else\n"
2108 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2109 "#endif\n"
2110 "#ifdef USEDIFFUSE\n"
2111 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2112 "#endif\n"
2113 "#ifdef USESPECULAR\n"
2114 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2115 "#endif\n"
2116 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2117 "}\n"
2118 "#endif\n"
2119 "\n"
2120 "#ifdef FRAGMENT_SHADER\n"
2121 "\n"
2122 "void main\n"
2123 "(\n"
2124 "float4 gl_FrontColor : COLOR0,\n"
2125 "float2 TexCoord1 : TEXCOORD0,\n"
2126 "float2 TexCoord2 : TEXCOORD1,\n"
2127 "#ifdef USEDIFFUSE\n"
2128 "uniform sampler Texture_First : register(s0),\n"
2129 "#endif\n"
2130 "#ifdef USESPECULAR\n"
2131 "uniform sampler Texture_Second : register(s1),\n"
2132 "#endif\n"
2133 "out float4 gl_FragColor : COLOR\n"
2134 ")\n"
2135 "{\n"
2136 "       gl_FragColor = gl_FrontColor;\n"
2137 "#ifdef USEDIFFUSE\n"
2138 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2139 "#endif\n"
2140 "\n"
2141 "#ifdef USESPECULAR\n"
2142 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2143 "# ifdef USECOLORMAPPING\n"
2144 "       gl_FragColor *= tex2;\n"
2145 "# endif\n"
2146 "# ifdef USEGLOW\n"
2147 "       gl_FragColor += tex2;\n"
2148 "# endif\n"
2149 "# ifdef USEVERTEXTEXTUREBLEND\n"
2150 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2151 "# endif\n"
2152 "#endif\n"
2153 "}\n"
2154 "#endif\n"
2155 "#else // !MODE_GENERIC\n"
2156 "\n"
2157 "\n"
2158 "\n"
2159 "\n"
2160 "#ifdef MODE_BLOOMBLUR\n"
2161 "#ifdef VERTEX_SHADER\n"
2162 "void main\n"
2163 "(\n"
2164 "float4 gl_Vertex : POSITION,\n"
2165 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2166 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2167 "out float4 gl_Position : POSITION,\n"
2168 "out float2 TexCoord : TEXCOORD0\n"
2169 ")\n"
2170 "{\n"
2171 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2172 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2173 "}\n"
2174 "#endif\n"
2175 "\n"
2176 "#ifdef FRAGMENT_SHADER\n"
2177 "\n"
2178 "void main\n"
2179 "(\n"
2180 "float2 TexCoord : TEXCOORD0,\n"
2181 "uniform sampler Texture_First : register(s0),\n"
2182 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2183 "out float4 gl_FragColor : COLOR\n"
2184 ")\n"
2185 "{\n"
2186 "       int i;\n"
2187 "       float2 tc = TexCoord;\n"
2188 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2189 "       tc += BloomBlur_Parameters.xy;\n"
2190 "       for (i = 1;i < SAMPLES;i++)\n"
2191 "       {\n"
2192 "               color += tex2D(Texture_First, tc).rgb;\n"
2193 "               tc += BloomBlur_Parameters.xy;\n"
2194 "       }\n"
2195 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2196 "}\n"
2197 "#endif\n"
2198 "#else // !MODE_BLOOMBLUR\n"
2199 "#ifdef MODE_REFRACTION\n"
2200 "#ifdef VERTEX_SHADER\n"
2201 "void main\n"
2202 "(\n"
2203 "float4 gl_Vertex : POSITION,\n"
2204 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2205 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2206 "uniform float4x4 TexMatrix : register(c0),\n"
2207 "uniform float3 EyePosition : register(c24),\n"
2208 "out float4 gl_Position : POSITION,\n"
2209 "out float2 TexCoord : TEXCOORD0,\n"
2210 "out float3 EyeVector : TEXCOORD1,\n"
2211 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2212 ")\n"
2213 "{\n"
2214 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2215 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2216 "       ModelViewProjectionPosition = gl_Position;\n"
2217 "}\n"
2218 "#endif\n"
2219 "\n"
2220 "#ifdef FRAGMENT_SHADER\n"
2221 "void main\n"
2222 "(\n"
2223 "float2 TexCoord : TEXCOORD0,\n"
2224 "float3 EyeVector : TEXCOORD1,\n"
2225 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2226 "uniform sampler Texture_Normal : register(s0),\n"
2227 "uniform sampler Texture_Refraction : register(s3),\n"
2228 "uniform sampler Texture_Reflection : register(s7),\n"
2229 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2230 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2231 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2232 "uniform float4 RefractColor : register(c29),\n"
2233 "out float4 gl_FragColor : COLOR\n"
2234 ")\n"
2235 "{\n"
2236 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2237 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2238 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2239 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2240 "       // FIXME temporary hack to detect the case that the reflection\n"
2241 "       // gets blackened at edges due to leaving the area that contains actual\n"
2242 "       // content.\n"
2243 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2244 "       // 'appening.\n"
2245 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2250 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2251 "}\n"
2252 "#endif\n"
2253 "#else // !MODE_REFRACTION\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "#ifdef MODE_WATER\n"
2259 "#ifdef VERTEX_SHADER\n"
2260 "\n"
2261 "void main\n"
2262 "(\n"
2263 "float4 gl_Vertex : POSITION,\n"
2264 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2265 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2266 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2267 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2268 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2269 "uniform float4x4 TexMatrix : register(c0),\n"
2270 "uniform float3 EyePosition : register(c24),\n"
2271 "out float4 gl_Position : POSITION,\n"
2272 "out float2 TexCoord : TEXCOORD0,\n"
2273 "out float3 EyeVector : TEXCOORD1,\n"
2274 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2275 ")\n"
2276 "{\n"
2277 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2278 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2279 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2280 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2281 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2282 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2283 "       ModelViewProjectionPosition = gl_Position;\n"
2284 "}\n"
2285 "#endif\n"
2286 "\n"
2287 "#ifdef FRAGMENT_SHADER\n"
2288 "void main\n"
2289 "(\n"
2290 "float2 TexCoord : TEXCOORD0,\n"
2291 "float3 EyeVector : TEXCOORD1,\n"
2292 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2293 "uniform sampler Texture_Normal : register(s0),\n"
2294 "uniform sampler Texture_Refraction : register(s3),\n"
2295 "uniform sampler Texture_Reflection : register(s7),\n"
2296 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2297 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2298 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2299 "uniform float4 RefractColor : register(c29),\n"
2300 "uniform float4 ReflectColor : register(c26),\n"
2301 "uniform float ReflectFactor : register(c27),\n"
2302 "uniform float ReflectOffset : register(c28),\n"
2303 "out float4 gl_FragColor : COLOR\n"
2304 ")\n"
2305 "{\n"
2306 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2307 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2308 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2309 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2310 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xyxy * DistortScaleRefractReflect;\n"
2311 "       // FIXME temporary hack to detect the case that the reflection\n"
2312 "       // gets blackened at edges due to leaving the area that contains actual\n"
2313 "       // content.\n"
2314 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2315 "       // 'appening.\n"
2316 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2317 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2318 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2319 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2320 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2321 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2322 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2323 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2324 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2325 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2326 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2327 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2328 "}\n"
2329 "#endif\n"
2330 "#else // !MODE_WATER\n"
2331 "\n"
2332 "\n"
2333 "\n"
2334 "\n"
2335 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2336 "\n"
2337 "// fragment shader specific:\n"
2338 "#ifdef FRAGMENT_SHADER\n"
2339 "\n"
2340 "#ifdef USEFOG\n"
2341 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2342 "{\n"
2343 "       float fogfrac;\n"
2344 "#ifdef USEFOGHEIGHTTEXTURE\n"
2345 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2346 "       fogfrac = fogheightpixel.a;\n"
2347 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2348 "#else\n"
2349 "# ifdef USEFOGOUTSIDE\n"
2350 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2351 "# else\n"
2352 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2353 "# endif\n"
2354 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2355 "#endif\n"
2356 "}\n"
2357 "#endif\n"
2358 "\n"
2359 "#ifdef USEOFFSETMAPPING\n"
2360 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2361 "{\n"
2362 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2363 "       // 14 sample relief mapping: linear search and then binary search\n"
2364 "       // this basically steps forward a small amount repeatedly until it finds\n"
2365 "       // itself inside solid, then jitters forward and back using decreasing\n"
2366 "       // amounts to find the impact\n"
2367 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2368 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2369 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2370 "       float3 RT = float3(TexCoord, 1);\n"
2371 "       OffsetVector *= 0.1;\n"
2372 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2373 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2374 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2375 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2376 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2377 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2378 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2379 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2380 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2381 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2382 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2383 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2384 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2385 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2386 "       return RT.xy;\n"
2387 "#else\n"
2388 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2389 "       // this basically moves forward the full distance, and then backs up based\n"
2390 "       // on height of samples\n"
2391 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2392 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2393 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2394 "       TexCoord += OffsetVector;\n"
2395 "       OffsetVector *= 0.333;\n"
2396 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2397 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2398 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2399 "       return TexCoord;\n"
2400 "#endif\n"
2401 "}\n"
2402 "#endif // USEOFFSETMAPPING\n"
2403 "\n"
2404 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2405 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2406 "# ifdef USESHADOWMAPORTHO\n"
2407 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2408 "# else\n"
2409 "#  ifdef USESHADOWMAPVSDCT\n"
2410 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2411 "{\n"
2412 "       float3 adir = abs(dir);\n"
2413 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2414 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2415 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2416 "}\n"
2417 "#  else\n"
2418 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2419 "{\n"
2420 "       float3 adir = abs(dir);\n"
2421 "       float ma = adir.z;\n"
2422 "       float4 proj = float4(dir, 2.5);\n"
2423 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2424 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2425 "#ifdef HLSL\n"
2426 "       return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2427 "#else\n"
2428 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2429 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2430 "#endif\n"
2431 "}\n"
2432 "#  endif\n"
2433 "# endif\n"
2434 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2435 "\n"
2436 "#ifdef USESHADOWMAPCUBE\n"
2437 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2438 "{\n"
2439 "       float3 adir = abs(dir);\n"
2440 "       return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2441 "}\n"
2442 "#endif\n"
2443 "\n"
2444 "# ifdef USESHADOWMAPRECT\n"
2445 "#ifdef USESHADOWMAPVSDCT\n"
2446 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2447 "#else\n"
2448 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2449 "#endif\n"
2450 "{\n"
2451 "#ifdef USESHADOWMAPVSDCT\n"
2452 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2453 "#else\n"
2454 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2455 "#endif\n"
2456 "       float f;\n"
2457 "#  ifdef USESHADOWSAMPLER\n"
2458 "\n"
2459 "#    ifdef USESHADOWMAPPCF\n"
2460 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2461 "       f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2462 "#    else\n"
2463 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2464 "#    endif\n"
2465 "\n"
2466 "#  else\n"
2467 "\n"
2468 "#    ifdef USESHADOWMAPPCF\n"
2469 "#      if USESHADOWMAPPCF > 1\n"
2470 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2471 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2472 "       float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2473 "       float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2474 "       float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2475 "       float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2476 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2477 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2478 "#      else\n"
2479 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2480 "       float2 offset = frac(shadowmaptc.xy);\n"
2481 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2482 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2483 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2484 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2485 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2486 "#      endif\n"
2487 "#    else\n"
2488 "       f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2489 "#    endif\n"
2490 "\n"
2491 "#  endif\n"
2492 "#  ifdef USESHADOWMAPORTHO\n"
2493 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2494 "#  else\n"
2495 "       return f;\n"
2496 "#  endif\n"
2497 "}\n"
2498 "# endif\n"
2499 "\n"
2500 "# ifdef USESHADOWMAP2D\n"
2501 "#ifdef USESHADOWMAPVSDCT\n"
2502 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2503 "#else\n"
2504 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2505 "#endif\n"
2506 "{\n"
2507 "#ifdef USESHADOWMAPVSDCT\n"
2508 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2509 "#else\n"
2510 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2511 "#endif\n"
2512 "       float f;\n"
2513 "\n"
2514 "#  ifdef USESHADOWSAMPLER\n"
2515 "#    ifdef USESHADOWMAPPCF\n"
2516 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2517 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2518 "       f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2519 "#    else\n"
2520 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2521 "#    endif\n"
2522 "#  else\n"
2523 "#    ifdef USESHADOWMAPPCF\n"
2524 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2525 "#      ifdef GL_ARB_texture_gather\n"
2526 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2527 "#      else\n"
2528 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2529 "#      endif\n"
2530 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2531 "#      if USESHADOWMAPPCF > 1\n"
2532 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2533 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2534 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2535 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2536 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2537 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2538 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2539 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2540 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2541 "       float4 locols = float4(group1.ab, group3.ab);\n"
2542 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2543 "       locols.yz += group2.ab;\n"
2544 "       hicols.yz += group8.rg;\n"
2545 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2546 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2547 "                               lerp(locols, hicols, offset.y);\n"
2548 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2549 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2550 "       f = dot(cols, float4(1.0/25.0));\n"
2551 "#      else\n"
2552 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2553 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2554 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2555 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2556 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2557 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2558 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2559 "#      endif\n"
2560 "#     else\n"
2561 "#      ifdef GL_EXT_gpu_shader4\n"
2562 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2563 "#      else\n"
2564 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2565 "#      endif\n"
2566 "#      if USESHADOWMAPPCF > 1\n"
2567 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2568 "       center *= ShadowMap_TextureScale;\n"
2569 "       float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2570 "       float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2571 "       float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2572 "       float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2573 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2574 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2575 "#      else\n"
2576 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2577 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2578 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2579 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2580 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2581 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2582 "#      endif\n"
2583 "#     endif\n"
2584 "#    else\n"
2585 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2586 "#    endif\n"
2587 "#  endif\n"
2588 "#  ifdef USESHADOWMAPORTHO\n"
2589 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2590 "#  else\n"
2591 "       return f;\n"
2592 "#  endif\n"
2593 "}\n"
2594 "# endif\n"
2595 "\n"
2596 "# ifdef USESHADOWMAPCUBE\n"
2597 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2598 "{\n"
2599 "       // apply depth texture cubemap as light filter\n"
2600 "       float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2601 "       float f;\n"
2602 "#  ifdef USESHADOWSAMPLER\n"
2603 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2604 "#  else\n"
2605 "       f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2606 "#  endif\n"
2607 "       return f;\n"
2608 "}\n"
2609 "# endif\n"
2610 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2611 "#endif // FRAGMENT_SHADER\n"
2612 "\n"
2613 "\n"
2614 "\n"
2615 "\n"
2616 "#ifdef MODE_DEFERREDGEOMETRY\n"
2617 "#ifdef VERTEX_SHADER\n"
2618 "void main\n"
2619 "(\n"
2620 "float4 gl_Vertex : POSITION,\n"
2621 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2622 "#ifdef USEVERTEXTEXTUREBLEND\n"
2623 "float4 gl_Color : COLOR0,\n"
2624 "#endif\n"
2625 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2626 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2627 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2628 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2629 "uniform float4x4 TexMatrix : register(c0),\n"
2630 "#ifdef USEVERTEXTEXTUREBLEND\n"
2631 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2632 "#endif\n"
2633 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2634 "#ifdef USEOFFSETMAPPING\n"
2635 "uniform float3 EyePosition : register(c24),\n"
2636 "#endif\n"
2637 "out float4 gl_Position : POSITION,\n"
2638 "out float4 gl_FrontColor : COLOR,\n"
2639 "out float4 TexCoordBoth : TEXCOORD0,\n"
2640 "#ifdef USEOFFSETMAPPING\n"
2641 "out float3 EyeVector : TEXCOORD2,\n"
2642 "#endif\n"
2643 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2644 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2645 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2646 ")\n"
2647 "{\n"
2648 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2649 "#ifdef USEVERTEXTEXTUREBLEND\n"
2650 "#ifdef HLSL\n"
2651 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2652 "#else\n"
2653 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2654 "#endif\n"
2655 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2656 "#endif\n"
2657 "\n"
2658 "       // transform unnormalized eye direction into tangent space\n"
2659 "#ifdef USEOFFSETMAPPING\n"
2660 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2661 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2662 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2663 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2664 "#endif\n"
2665 "\n"
2666 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2667 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2668 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2669 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2670 "}\n"
2671 "#endif // VERTEX_SHADER\n"
2672 "\n"
2673 "#ifdef FRAGMENT_SHADER\n"
2674 "void main\n"
2675 "(\n"
2676 "float4 TexCoordBoth : TEXCOORD0,\n"
2677 "float3 EyeVector : TEXCOORD2,\n"
2678 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2681 "uniform sampler Texture_Normal : register(s0),\n"
2682 "#ifdef USEALPHAKILL\n"
2683 "uniform sampler Texture_Color : register(s1),\n"
2684 "#endif\n"
2685 "uniform sampler Texture_Gloss : register(s2),\n"
2686 "#ifdef USEVERTEXTEXTUREBLEND\n"
2687 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2688 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2689 "#endif\n"
2690 "#ifdef USEOFFSETMAPPING\n"
2691 "uniform float OffsetMapping_Scale : register(c24),\n"
2692 "#endif\n"
2693 "uniform half SpecularPower : register(c36),\n"
2694 "out float4 gl_FragColor : COLOR\n"
2695 ")\n"
2696 "{\n"
2697 "       float2 TexCoord = TexCoordBoth.xy;\n"
2698 "#ifdef USEOFFSETMAPPING\n"
2699 "       // apply offsetmapping\n"
2700 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2701 "#define TexCoord TexCoordOffset\n"
2702 "#endif\n"
2703 "\n"
2704 "#ifdef USEALPHAKILL\n"
2705 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2706 "               discard;\n"
2707 "#endif\n"
2708 "\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2711 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2712 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2713 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2714 "#endif\n"
2715 "\n"
2716 "#ifdef USEVERTEXTEXTUREBLEND\n"
2717 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2718 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2719 "#else\n"
2720 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2721 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2722 "#endif\n"
2723 "\n"
2724 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2725 "}\n"
2726 "#endif // FRAGMENT_SHADER\n"
2727 "#else // !MODE_DEFERREDGEOMETRY\n"
2728 "\n"
2729 "\n"
2730 "\n"
2731 "\n"
2732 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2733 "#ifdef VERTEX_SHADER\n"
2734 "void main\n"
2735 "(\n"
2736 "float4 gl_Vertex : POSITION,\n"
2737 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2738 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2739 "out float4 gl_Position : POSITION,\n"
2740 "out float4 ModelViewPosition : TEXCOORD0\n"
2741 ")\n"
2742 "{\n"
2743 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2744 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2745 "}\n"
2746 "#endif // VERTEX_SHADER\n"
2747 "\n"
2748 "#ifdef FRAGMENT_SHADER\n"
2749 "void main\n"
2750 "(\n"
2751 "#ifdef HLSL\n"
2752 "float2 Pixel : VPOS,\n"
2753 "#else\n"
2754 "float2 Pixel : WPOS,\n"
2755 "#endif\n"
2756 "float4 ModelViewPosition : TEXCOORD0,\n"
2757 "uniform float4x4 ViewToLight : register(c44),\n"
2758 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2759 "uniform float3 LightPosition : register(c23),\n"
2760 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2761 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2762 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2763 "#ifdef USESPECULAR\n"
2764 "uniform half3 DeferredColor_Specular : register(c11),\n"
2765 "uniform half SpecularPower : register(c36),\n"
2766 "#endif\n"
2767 "uniform sampler Texture_Attenuation : register(s9),\n"
2768 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2769 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2770 "\n"
2771 "#ifdef USECUBEFILTER\n"
2772 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2773 "#endif\n"
2774 "\n"
2775 "#ifdef USESHADOWMAPRECT\n"
2776 "# ifdef USESHADOWSAMPLER\n"
2777 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
2778 "# else\n"
2779 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
2780 "# endif\n"
2781 "#endif\n"
2782 "\n"
2783 "#ifdef USESHADOWMAP2D\n"
2784 "# ifdef USESHADOWSAMPLER\n"
2785 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2786 "# else\n"
2787 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2788 "# endif\n"
2789 "#endif\n"
2790 "\n"
2791 "#ifdef USESHADOWMAPVSDCT\n"
2792 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2793 "#endif\n"
2794 "\n"
2795 "#ifdef USESHADOWMAPCUBE\n"
2796 "# ifdef USESHADOWSAMPLER\n"
2797 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
2798 "# else\n"
2799 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
2800 "# endif\n"
2801 "#endif\n"
2802 "\n"
2803 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2804 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2805 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2806 "#endif\n"
2807 "\n"
2808 "out float4 gl_FragData0 : COLOR0,\n"
2809 "out float4 gl_FragData1 : COLOR1\n"
2810 ")\n"
2811 "{\n"
2812 "       // calculate viewspace pixel position\n"
2813 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2814 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2815 "       float3 position;\n"
2816 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2817 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2818 "       // decode viewspace pixel normal\n"
2819 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2820 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2821 "       // surfacenormal = pixel normal in viewspace\n"
2822 "       // LightVector = pixel to light in viewspace\n"
2823 "       // CubeVector = position in lightspace\n"
2824 "       // eyevector = pixel to view in viewspace\n"
2825 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2826 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2827 "#ifdef USEDIFFUSE\n"
2828 "       // calculate diffuse shading\n"
2829 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2830 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2831 "#endif\n"
2832 "#ifdef USESPECULAR\n"
2833 "       // calculate directional shading\n"
2834 "       float3 eyevector = position * -1.0;\n"
2835 "#  ifdef USEEXACTSPECULARMATH\n"
2836 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2837 "#  else\n"
2838 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2839 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2840 "#  endif\n"
2841 "#endif\n"
2842 "\n"
2843 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2844 "       fade *= ShadowMapCompare(CubeVector,\n"
2845 "# if defined(USESHADOWMAP2D)\n"
2846 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2847 "# endif\n"
2848 "# if defined(USESHADOWMAPRECT)\n"
2849 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2850 "# endif\n"
2851 "# if defined(USESHADOWMAPCUBE)\n"
2852 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2853 "# endif\n"
2854 "\n"
2855 "#ifdef USESHADOWMAPVSDCT\n"
2856 ", Texture_CubeProjection\n"
2857 "#endif\n"
2858 "       );\n"
2859 "#endif\n"
2860 "\n"
2861 "#ifdef USEDIFFUSE\n"
2862 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2863 "#else\n"
2864 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2865 "#endif\n"
2866 "#ifdef USESPECULAR\n"
2867 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2868 "#else\n"
2869 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2870 "#endif\n"
2871 "\n"
2872 "# ifdef USECUBEFILTER\n"
2873 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2874 "       gl_FragData0.rgb *= cubecolor;\n"
2875 "       gl_FragData1.rgb *= cubecolor;\n"
2876 "# endif\n"
2877 "}\n"
2878 "#endif // FRAGMENT_SHADER\n"
2879 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2880 "\n"
2881 "\n"
2882 "\n"
2883 "\n"
2884 "#ifdef VERTEX_SHADER\n"
2885 "void main\n"
2886 "(\n"
2887 "float4 gl_Vertex : POSITION,\n"
2888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2889 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2890 "float4 gl_Color : COLOR0,\n"
2891 "#endif\n"
2892 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2893 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2894 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2895 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2896 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2897 "\n"
2898 "uniform float3 EyePosition : register(c24),\n"
2899 "uniform float4x4 TexMatrix : register(c0),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2902 "#endif\n"
2903 "#ifdef MODE_LIGHTSOURCE\n"
2904 "uniform float4x4 ModelToLight : register(c20),\n"
2905 "#endif\n"
2906 "#ifdef MODE_LIGHTSOURCE\n"
2907 "uniform float3 LightPosition : register(c27),\n"
2908 "#endif\n"
2909 "#ifdef MODE_LIGHTDIRECTION\n"
2910 "uniform float3 LightDir : register(c26),\n"
2911 "#endif\n"
2912 "uniform float4 FogPlane : register(c25),\n"
2913 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2914 "uniform float3 LightPosition : register(c27),\n"
2915 "#endif\n"
2916 "#ifdef USESHADOWMAPORTHO\n"
2917 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2918 "#endif\n"
2919 "\n"
2920 "out float4 gl_FrontColor : COLOR,\n"
2921 "out float4 TexCoordBoth : TEXCOORD0,\n"
2922 "#ifdef USELIGHTMAP\n"
2923 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2924 "#endif\n"
2925 "#ifdef USEEYEVECTOR\n"
2926 "out float3 EyeVector : TEXCOORD2,\n"
2927 "#endif\n"
2928 "#ifdef USEREFLECTION\n"
2929 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2930 "#endif\n"
2931 "#ifdef USEFOG\n"
2932 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2933 "#endif\n"
2934 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2935 "out float3 LightVector : TEXCOORD1,\n"
2936 "#endif\n"
2937 "#ifdef MODE_LIGHTSOURCE\n"
2938 "out float3 CubeVector : TEXCOORD3,\n"
2939 "#endif\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2944 "#endif\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2947 "#endif\n"
2948 "out float4 gl_Position : POSITION\n"
2949 ")\n"
2950 "{\n"
2951 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2952 "#ifdef HLSL\n"
2953 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2954 "#else\n"
2955 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2956 "#endif\n"
2957 "#endif\n"
2958 "       // copy the surface texcoord\n"
2959 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2960 "#ifdef USEVERTEXTEXTUREBLEND\n"
2961 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2962 "#endif\n"
2963 "#ifdef USELIGHTMAP\n"
2964 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2965 "#endif\n"
2966 "\n"
2967 "#ifdef MODE_LIGHTSOURCE\n"
2968 "       // transform vertex position into light attenuation/cubemap space\n"
2969 "       // (-1 to +1 across the light box)\n"
2970 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2971 "\n"
2972 "# ifdef USEDIFFUSE\n"
2973 "       // transform unnormalized light direction into tangent space\n"
2974 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2975 "       //  normalize it per pixel)\n"
2976 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2977 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2978 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2979 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2980 "# endif\n"
2981 "#endif\n"
2982 "\n"
2983 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2984 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2985 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2986 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2987 "#endif\n"
2988 "\n"
2989 "       // transform unnormalized eye direction into tangent space\n"
2990 "#ifdef USEEYEVECTOR\n"
2991 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2992 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2993 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2994 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2995 "#endif\n"
2996 "\n"
2997 "#ifdef USEFOG\n"
2998 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2999 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
3000 "#endif\n"
3001 "\n"
3002 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3003 "       VectorS = gl_MultiTexCoord1.xyz;\n"
3004 "       VectorT = gl_MultiTexCoord2.xyz;\n"
3005 "       VectorR = gl_MultiTexCoord3.xyz;\n"
3006 "#endif\n"
3007 "\n"
3008 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
3009 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
3010 "\n"
3011 "#ifdef USESHADOWMAPORTHO\n"
3012 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
3013 "#endif\n"
3014 "\n"
3015 "#ifdef USEREFLECTION\n"
3016 "       ModelViewProjectionPosition = gl_Position;\n"
3017 "#endif\n"
3018 "}\n"
3019 "#endif // VERTEX_SHADER\n"
3020 "\n"
3021 "\n"
3022 "\n"
3023 "\n"
3024 "#ifdef FRAGMENT_SHADER\n"
3025 "void main\n"
3026 "(\n"
3027 "#ifdef USEDEFERREDLIGHTMAP\n"
3028 "#ifdef HLSL\n"
3029 "float2 Pixel : VPOS,\n"
3030 "#else\n"
3031 "float2 Pixel : WPOS,\n"
3032 "#endif\n"
3033 "#endif\n"
3034 "float4 gl_FrontColor : COLOR,\n"
3035 "float4 TexCoordBoth : TEXCOORD0,\n"
3036 "#ifdef USELIGHTMAP\n"
3037 "float2 TexCoordLightmap : TEXCOORD1,\n"
3038 "#endif\n"
3039 "#ifdef USEEYEVECTOR\n"
3040 "float3 EyeVector : TEXCOORD2,\n"
3041 "#endif\n"
3042 "#ifdef USEREFLECTION\n"
3043 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
3044 "#endif\n"
3045 "#ifdef USEFOG\n"
3046 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
3047 "#endif\n"
3048 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
3049 "float3 LightVector : TEXCOORD1,\n"
3050 "#endif\n"
3051 "#ifdef MODE_LIGHTSOURCE\n"
3052 "float3 CubeVector : TEXCOORD3,\n"
3053 "#endif\n"
3054 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3055 "float4 ModelViewPosition : TEXCOORD0,\n"
3056 "#endif\n"
3057 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
3058 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
3059 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
3060 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
3061 "#endif\n"
3062 "#ifdef USESHADOWMAPORTHO\n"
3063 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
3064 "#endif\n"
3065 "\n"
3066 "uniform sampler Texture_Normal : register(s0),\n"
3067 "uniform sampler Texture_Color : register(s1),\n"
3068 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3069 "uniform sampler Texture_Gloss : register(s2),\n"
3070 "#endif\n"
3071 "#ifdef USEGLOW\n"
3072 "uniform sampler Texture_Glow : register(s3),\n"
3073 "#endif\n"
3074 "#ifdef USEVERTEXTEXTUREBLEND\n"
3075 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
3076 "uniform sampler Texture_SecondaryColor : register(s5),\n"
3077 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3078 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
3079 "#endif\n"
3080 "#ifdef USEGLOW\n"
3081 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
3082 "#endif\n"
3083 "#endif\n"
3084 "#ifdef USECOLORMAPPING\n"
3085 "uniform sampler Texture_Pants : register(s4),\n"
3086 "uniform sampler Texture_Shirt : register(s7),\n"
3087 "#endif\n"
3088 "#ifdef USEFOG\n"
3089 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
3090 "uniform sampler Texture_FogMask : register(s8),\n"
3091 "#endif\n"
3092 "#ifdef USELIGHTMAP\n"
3093 "uniform sampler Texture_Lightmap : register(s9),\n"
3094 "#endif\n"
3095 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3096 "uniform sampler Texture_Deluxemap : register(s10),\n"
3097 "#endif\n"
3098 "#ifdef USEREFLECTION\n"
3099 "uniform sampler Texture_Reflection : register(s7),\n"
3100 "#endif\n"
3101 "\n"
3102 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3103 "uniform sampler Texture_ScreenDepth : register(s13),\n"
3104 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
3105 "#endif\n"
3106 "#ifdef USEDEFERREDLIGHTMAP\n"
3107 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
3108 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
3109 "#endif\n"
3110 "\n"
3111 "#ifdef USECOLORMAPPING\n"
3112 "uniform half3 Color_Pants : register(c7),\n"
3113 "uniform half3 Color_Shirt : register(c8),\n"
3114 "#endif\n"
3115 "#ifdef USEFOG\n"
3116 "uniform float3 FogColor : register(c16),\n"
3117 "uniform float FogRangeRecip : register(c20),\n"
3118 "uniform float FogPlaneViewDist : register(c19),\n"
3119 "uniform float FogHeightFade : register(c17),\n"
3120 "#endif\n"
3121 "\n"
3122 "#ifdef USEOFFSETMAPPING\n"
3123 "uniform float OffsetMapping_Scale : register(c24),\n"
3124 "#endif\n"
3125 "\n"
3126 "#ifdef USEDEFERREDLIGHTMAP\n"
3127 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3128 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3129 "uniform half3 DeferredMod_Specular : register(c13),\n"
3130 "#endif\n"
3131 "uniform half3 Color_Ambient : register(c3),\n"
3132 "uniform half3 Color_Diffuse : register(c4),\n"
3133 "uniform half3 Color_Specular : register(c5),\n"
3134 "uniform half SpecularPower : register(c36),\n"
3135 "#ifdef USEGLOW\n"
3136 "uniform half3 Color_Glow : register(c6),\n"
3137 "#endif\n"
3138 "uniform half Alpha : register(c0),\n"
3139 "#ifdef USEREFLECTION\n"
3140 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3141 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3142 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3143 "uniform half4 ReflectColor : register(c26),\n"
3144 "#endif\n"
3145 "#ifdef USEREFLECTCUBE\n"
3146 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3147 "uniform sampler Texture_ReflectMask : register(s5),\n"
3148 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3149 "#endif\n"
3150 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "uniform half3 LightColor : register(c21),\n"
3152 "#endif\n"
3153 "#ifdef MODE_LIGHTSOURCE\n"
3154 "uniform half3 LightColor : register(c21),\n"
3155 "#endif\n"
3156 "\n"
3157 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3158 "uniform sampler Texture_Attenuation : register(s9),\n"
3159 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3160 "#endif\n"
3161 "\n"
3162 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3163 "\n"
3164 "#ifdef USESHADOWMAPRECT\n"
3165 "# ifdef USESHADOWSAMPLER\n"
3166 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
3167 "# else\n"
3168 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
3169 "# endif\n"
3170 "#endif\n"
3171 "\n"
3172 "#ifdef USESHADOWMAP2D\n"
3173 "# ifdef USESHADOWSAMPLER\n"
3174 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3175 "# else\n"
3176 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3177 "# endif\n"
3178 "#endif\n"
3179 "\n"
3180 "#ifdef USESHADOWMAPVSDCT\n"
3181 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3182 "#endif\n"
3183 "\n"
3184 "#ifdef USESHADOWMAPCUBE\n"
3185 "# ifdef USESHADOWSAMPLER\n"
3186 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
3187 "# else\n"
3188 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
3189 "# endif\n"
3190 "#endif\n"
3191 "\n"
3192 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3193 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3194 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3195 "#endif\n"
3196 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3197 "\n"
3198 "out float4 gl_FragColor : COLOR\n"
3199 ")\n"
3200 "{\n"
3201 "       float2 TexCoord = TexCoordBoth.xy;\n"
3202 "#ifdef USEVERTEXTEXTUREBLEND\n"
3203 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3204 "#endif\n"
3205 "#ifdef USEOFFSETMAPPING\n"
3206 "       // apply offsetmapping\n"
3207 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3208 "#define TexCoord TexCoordOffset\n"
3209 "#endif\n"
3210 "\n"
3211 "       // combine the diffuse textures (base, pants, shirt)\n"
3212 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3213 "#ifdef USEALPHAKILL\n"
3214 "       if (color.a < 0.5)\n"
3215 "               discard;\n"
3216 "#endif\n"
3217 "       color.a *= Alpha;\n"
3218 "#ifdef USECOLORMAPPING\n"
3219 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3220 "#endif\n"
3221 "#ifdef USEVERTEXTEXTUREBLEND\n"
3222 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3223 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3224 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3225 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3226 "       color.a = 1.0;\n"
3227 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3228 "#endif\n"
3229 "\n"
3230 "       // get the surface normal\n"
3231 "#ifdef USEVERTEXTEXTUREBLEND\n"
3232 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3233 "#else\n"
3234 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3235 "#endif\n"
3236 "\n"
3237 "       // get the material colors\n"
3238 "       half3 diffusetex = color.rgb;\n"
3239 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3240 "# ifdef USEVERTEXTEXTUREBLEND\n"
3241 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3242 "# else\n"
3243 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3244 "# endif\n"
3245 "#endif\n"
3246 "\n"
3247 "#ifdef USEREFLECTCUBE\n"
3248 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3249 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3250 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3251 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3252 "#endif\n"
3253 "\n"
3254 "\n"
3255 "\n"
3256 "\n"
3257 "#ifdef MODE_LIGHTSOURCE\n"
3258 "       // light source\n"
3259 "#ifdef USEDIFFUSE\n"
3260 "       half3 lightnormal = half3(normalize(LightVector));\n"
3261 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3262 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3263 "#ifdef USESPECULAR\n"
3264 "#ifdef USEEXACTSPECULARMATH\n"
3265 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3266 "#else\n"
3267 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3268 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3269 "#endif\n"
3270 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3271 "#endif\n"
3272 "#else\n"
3273 "       color.rgb = diffusetex * Color_Ambient;\n"
3274 "#endif\n"
3275 "       color.rgb *= LightColor;\n"
3276 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3277 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3278 "       color.rgb *= half(ShadowMapCompare(CubeVector,\n"
3279 "# if defined(USESHADOWMAP2D)\n"
3280 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3281 "# endif\n"
3282 "# if defined(USESHADOWMAPRECT)\n"
3283 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3284 "# endif\n"
3285 "# if defined(USESHADOWMAPCUBE)\n"
3286 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3287 "# endif\n"
3288 "\n"
3289 "#ifdef USESHADOWMAPVSDCT\n"
3290 ", Texture_CubeProjection\n"
3291 "#endif\n"
3292 "       ));\n"
3293 "\n"
3294 "#endif\n"
3295 "# ifdef USECUBEFILTER\n"
3296 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3297 "# endif\n"
3298 "\n"
3299 "#ifdef USESHADOWMAP2D\n"
3300 "#ifdef USESHADOWMAPVSDCT\n"
3301 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3302 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
3303 "//     color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3304 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
3305 "#else\n"
3306 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3307 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3308 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
3309 "//     color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3310 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
3311 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3312 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3313 "//     color.r = half(shadowmaptc.z);\n"
3314 "#endif\n"
3315 "//     color.r = 1;\n"
3316 "#endif\n"
3317 "//     color.rgb = half3(1,1,1);\n"
3318 "#endif // MODE_LIGHTSOURCE\n"
3319 "\n"
3320 "\n"
3321 "\n"
3322 "\n"
3323 "#ifdef MODE_LIGHTDIRECTION\n"
3324 "#define SHADING\n"
3325 "#ifdef USEDIFFUSE\n"
3326 "       half3 lightnormal = half3(normalize(LightVector));\n"
3327 "#endif\n"
3328 "#define lightcolor LightColor\n"
3329 "#endif // MODE_LIGHTDIRECTION\n"
3330 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3331 "#define SHADING\n"
3332 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3333 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3334 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3335 "       // convert modelspace light vector to tangentspace\n"
3336 "       half3 lightnormal;\n"
3337 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3338 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3339 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3340 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3341 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3342 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3343 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3344 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3345 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3346 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3347 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3348 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3349 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3350 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3351 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3352 "#define SHADING\n"
3353 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3354 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3355 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3356 "#endif\n"
3357 "\n"
3358 "\n"
3359 "\n"
3360 "\n"
3361 "#ifdef MODE_LIGHTMAP\n"
3362 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3363 "#endif // MODE_LIGHTMAP\n"
3364 "#ifdef MODE_VERTEXCOLOR\n"
3365 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3366 "#endif // MODE_VERTEXCOLOR\n"
3367 "#ifdef MODE_FLATCOLOR\n"
3368 "       color.rgb = diffusetex * Color_Ambient;\n"
3369 "#endif // MODE_FLATCOLOR\n"
3370 "\n"
3371 "\n"
3372 "\n"
3373 "\n"
3374 "#ifdef SHADING\n"
3375 "# ifdef USEDIFFUSE\n"
3376 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3377 "#  ifdef USESPECULAR\n"
3378 "#   ifdef USEEXACTSPECULARMATH\n"
3379 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3380 "#   else\n"
3381 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3382 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3383 "#   endif\n"
3384 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3385 "#  else\n"
3386 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3387 "#  endif\n"
3388 "# else\n"
3389 "       color.rgb = diffusetex * Color_Ambient;\n"
3390 "# endif\n"
3391 "#endif\n"
3392 "\n"
3393 "#ifdef USESHADOWMAPORTHO\n"
3394 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3395 "# if defined(USESHADOWMAP2D)\n"
3396 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3397 "# endif\n"
3398 "# if defined(USESHADOWMAPRECT)\n"
3399 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3400 "# endif\n"
3401 "       );\n"
3402 "#endif\n"
3403 "\n"
3404 "#ifdef USEDEFERREDLIGHTMAP\n"
3405 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3406 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3407 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3408 "#endif\n"
3409 "\n"
3410 "#ifdef USEGLOW\n"
3411 "#ifdef USEVERTEXTEXTUREBLEND\n"
3412 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3413 "#else\n"
3414 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3415 "#endif\n"
3416 "#endif\n"
3417 "\n"
3418 "#ifdef USEFOG\n"
3419 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3420 "#endif\n"
3421 "\n"
3422 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3423 "#ifdef USEREFLECTION\n"
3424 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3425 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3426 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3427 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3428 "       // FIXME temporary hack to detect the case that the reflection\n"
3429 "       // gets blackened at edges due to leaving the area that contains actual\n"
3430 "       // content.\n"
3431 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3432 "       // 'appening.\n"
3433 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3434 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3435 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3436 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3437 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3438 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3439 "#endif\n"
3440 "\n"
3441 "       gl_FragColor = float4(color);\n"
3442 "}\n"
3443 "#endif // FRAGMENT_SHADER\n"
3444 "\n"
3445 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3446 "#endif // !MODE_DEFERREDGEOMETRY\n"
3447 "#endif // !MODE_WATER\n"
3448 "#endif // !MODE_REFRACTION\n"
3449 "#endif // !MODE_BLOOMBLUR\n"
3450 "#endif // !MODE_GENERIC\n"
3451 "#endif // !MODE_POSTPROCESS\n"
3452 "#endif // !MODE_SHOWDEPTH\n"
3453 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3454 ;
3455
3456 char *glslshaderstring = NULL;
3457 char *cgshaderstring = NULL;
3458 char *hlslshaderstring = NULL;
3459
3460 //=======================================================================================================================================================
3461
3462 typedef struct shaderpermutationinfo_s
3463 {
3464         const char *pretext;
3465         const char *name;
3466 }
3467 shaderpermutationinfo_t;
3468
3469 typedef struct shadermodeinfo_s
3470 {
3471         const char *vertexfilename;
3472         const char *geometryfilename;
3473         const char *fragmentfilename;
3474         const char *pretext;
3475         const char *name;
3476 }
3477 shadermodeinfo_t;
3478
3479 typedef enum shaderpermutation_e
3480 {
3481         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3482         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3483         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3484         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3485         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3486         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3487         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3488         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3489         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3490         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3491         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3492         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3493         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3494         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3495         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3496         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3497         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3498         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3499         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3500         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3501         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3502         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3503         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3504         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3505         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3506         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3507         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3508         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3509         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3510         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3511         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3512 }
3513 shaderpermutation_t;
3514
3515 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3516 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3517 {
3518         {"#define USEDIFFUSE\n", " diffuse"},
3519         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3520         {"#define USEVIEWTINT\n", " viewtint"},
3521         {"#define USECOLORMAPPING\n", " colormapping"},
3522         {"#define USESATURATION\n", " saturation"},
3523         {"#define USEFOGINSIDE\n", " foginside"},
3524         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3525         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3526         {"#define USEGAMMARAMPS\n", " gammaramps"},
3527         {"#define USECUBEFILTER\n", " cubefilter"},
3528         {"#define USEGLOW\n", " glow"},
3529         {"#define USEBLOOM\n", " bloom"},
3530         {"#define USESPECULAR\n", " specular"},
3531         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3532         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3533         {"#define USEREFLECTION\n", " reflection"},
3534         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3535         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3536         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3537         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3538         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3539         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3540         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3541         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3542         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3543         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3544         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3545         {"#define USEALPHAKILL\n", " alphakill"},
3546         {"#define USEREFLECTCUBE\n", " reflectcube"},
3547 };
3548
3549 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3550 typedef enum shadermode_e
3551 {
3552         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3553         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3554         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3555         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3556         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3557         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3558         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3559         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3560         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3561         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3562         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3563         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3564         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3565         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3566         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3567         SHADERMODE_COUNT
3568 }
3569 shadermode_t;
3570
3571 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3572 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3573 {
3574         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3575         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3576         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3577         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3578         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3579         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3580         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3581         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3582         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3583         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3584         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3585         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3586         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3587         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3588         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3589 };
3590
3591 #ifdef SUPPORTCG
3592 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3593 {
3594         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3595         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3596         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3597         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3598         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3599         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3600         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3601         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3602         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3603         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3604         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3605         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3606         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3607         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3608         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3609 };
3610 #endif
3611
3612 #ifdef SUPPORTD3D
3613 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3614 {
3615         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3616         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3617         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3618         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3619         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3620         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3621         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3622         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3623         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3624         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3625         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3626         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3627         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3628         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3629         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3630 };
3631 #endif
3632
3633 struct r_glsl_permutation_s;
3634 typedef struct r_glsl_permutation_s
3635 {
3636         /// hash lookup data
3637         struct r_glsl_permutation_s *hashnext;
3638         unsigned int mode;
3639         unsigned int permutation;
3640
3641         /// indicates if we have tried compiling this permutation already
3642         qboolean compiled;
3643         /// 0 if compilation failed
3644         int program;
3645         /// locations of detected uniforms in program object, or -1 if not found
3646         int loc_Texture_First;
3647         int loc_Texture_Second;
3648         int loc_Texture_GammaRamps;
3649         int loc_Texture_Normal;
3650         int loc_Texture_Color;
3651         int loc_Texture_Gloss;
3652         int loc_Texture_Glow;
3653         int loc_Texture_SecondaryNormal;
3654         int loc_Texture_SecondaryColor;
3655         int loc_Texture_SecondaryGloss;
3656         int loc_Texture_SecondaryGlow;
3657         int loc_Texture_Pants;
3658         int loc_Texture_Shirt;
3659         int loc_Texture_FogHeightTexture;
3660         int loc_Texture_FogMask;
3661         int loc_Texture_Lightmap;
3662         int loc_Texture_Deluxemap;
3663         int loc_Texture_Attenuation;
3664         int loc_Texture_Cube;
3665         int loc_Texture_Refraction;
3666         int loc_Texture_Reflection;
3667         int loc_Texture_ShadowMapRect;
3668         int loc_Texture_ShadowMapCube;
3669         int loc_Texture_ShadowMap2D;
3670         int loc_Texture_CubeProjection;
3671         int loc_Texture_ScreenDepth;
3672         int loc_Texture_ScreenNormalMap;
3673         int loc_Texture_ScreenDiffuse;
3674         int loc_Texture_ScreenSpecular;
3675         int loc_Texture_ReflectMask;
3676         int loc_Texture_ReflectCube;
3677         int loc_Alpha;
3678         int loc_BloomBlur_Parameters;
3679         int loc_ClientTime;
3680         int loc_Color_Ambient;
3681         int loc_Color_Diffuse;
3682         int loc_Color_Specular;
3683         int loc_Color_Glow;
3684         int loc_Color_Pants;
3685         int loc_Color_Shirt;
3686         int loc_DeferredColor_Ambient;
3687         int loc_DeferredColor_Diffuse;
3688         int loc_DeferredColor_Specular;
3689         int loc_DeferredMod_Diffuse;
3690         int loc_DeferredMod_Specular;
3691         int loc_DistortScaleRefractReflect;
3692         int loc_EyePosition;
3693         int loc_FogColor;
3694         int loc_FogHeightFade;
3695         int loc_FogPlane;
3696         int loc_FogPlaneViewDist;
3697         int loc_FogRangeRecip;
3698         int loc_LightColor;
3699         int loc_LightDir;
3700         int loc_LightPosition;
3701         int loc_OffsetMapping_Scale;
3702         int loc_PixelSize;
3703         int loc_ReflectColor;
3704         int loc_ReflectFactor;
3705         int loc_ReflectOffset;
3706         int loc_RefractColor;
3707         int loc_Saturation;
3708         int loc_ScreenCenterRefractReflect;
3709         int loc_ScreenScaleRefractReflect;
3710         int loc_ScreenToDepth;
3711         int loc_ShadowMap_Parameters;
3712         int loc_ShadowMap_TextureScale;
3713         int loc_SpecularPower;
3714         int loc_UserVec1;
3715         int loc_UserVec2;
3716         int loc_UserVec3;
3717         int loc_UserVec4;
3718         int loc_ViewTintColor;
3719         int loc_ViewToLight;
3720         int loc_ModelToLight;
3721         int loc_TexMatrix;
3722         int loc_BackgroundTexMatrix;
3723         int loc_ModelViewProjectionMatrix;
3724         int loc_ModelViewMatrix;
3725         int loc_PixelToScreenTexCoord;
3726         int loc_ModelToReflectCube;
3727         int loc_ShadowMapMatrix;
3728         int loc_BloomColorSubtract;
3729 }
3730 r_glsl_permutation_t;
3731
3732 #define SHADERPERMUTATION_HASHSIZE 256
3733
3734 /// information about each possible shader permutation
3735 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3736 /// currently selected permutation
3737 r_glsl_permutation_t *r_glsl_permutation;
3738 /// storage for permutations linked in the hash table
3739 memexpandablearray_t r_glsl_permutationarray;
3740
3741 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3742 {
3743         //unsigned int hashdepth = 0;
3744         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3745         r_glsl_permutation_t *p;
3746         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3747         {
3748                 if (p->mode == mode && p->permutation == permutation)
3749                 {
3750                         //if (hashdepth > 10)
3751                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3752                         return p;
3753                 }
3754                 //hashdepth++;
3755         }
3756         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3757         p->mode = mode;
3758         p->permutation = permutation;
3759         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3760         r_glsl_permutationhash[mode][hashindex] = p;
3761         //if (hashdepth > 10)
3762         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3763         return p;
3764 }
3765
3766 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3767 {
3768         char *shaderstring;
3769         if (!filename || !filename[0])
3770                 return NULL;
3771         if (!strcmp(filename, "glsl/default.glsl"))
3772         {
3773                 if (!glslshaderstring)
3774                 {
3775                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3776                         if (glslshaderstring)
3777                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3778                         else
3779                                 glslshaderstring = (char *)builtinshaderstring;
3780                 }
3781                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3782                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3783                 return shaderstring;
3784         }
3785         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3786         if (shaderstring)
3787         {
3788                 if (printfromdisknotice)
3789                         Con_DPrintf("from disk %s... ", filename);
3790                 return shaderstring;
3791         }
3792         return shaderstring;
3793 }
3794
3795 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3796 {
3797         int i;
3798         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3799         int vertstrings_count = 0;
3800         int geomstrings_count = 0;
3801         int fragstrings_count = 0;
3802         char *vertexstring, *geometrystring, *fragmentstring;
3803         const char *vertstrings_list[32+3];
3804         const char *geomstrings_list[32+3];
3805         const char *fragstrings_list[32+3];
3806         char permutationname[256];
3807
3808         if (p->compiled)
3809                 return;
3810         p->compiled = true;
3811         p->program = 0;
3812
3813         permutationname[0] = 0;
3814         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3815         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3816         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3817
3818         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3819
3820         // the first pretext is which type of shader to compile as
3821         // (later these will all be bound together as a program object)
3822         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3825
3826         // the second pretext is the mode (for example a light source)
3827         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3831
3832         // now add all the permutation pretexts
3833         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3834         {
3835                 if (permutation & (1<<i))
3836                 {
3837                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3841                 }
3842                 else
3843                 {
3844                         // keep line numbers correct
3845                         vertstrings_list[vertstrings_count++] = "\n";
3846                         geomstrings_list[geomstrings_count++] = "\n";
3847                         fragstrings_list[fragstrings_count++] = "\n";
3848                 }
3849         }
3850
3851         // now append the shader text itself
3852         vertstrings_list[vertstrings_count++] = vertexstring;
3853         geomstrings_list[geomstrings_count++] = geometrystring;
3854         fragstrings_list[fragstrings_count++] = fragmentstring;
3855
3856         // if any sources were NULL, clear the respective list
3857         if (!vertexstring)
3858                 vertstrings_count = 0;
3859         if (!geometrystring)
3860                 geomstrings_count = 0;
3861         if (!fragmentstring)
3862                 fragstrings_count = 0;
3863
3864         // compile the shader program
3865         if (vertstrings_count + geomstrings_count + fragstrings_count)
3866                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3867         if (p->program)
3868         {
3869                 CHECKGLERROR
3870                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3871                 // look up all the uniform variable names we care about, so we don't
3872                 // have to look them up every time we set them
3873
3874                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3875                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3876                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3877                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3878                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3879                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3880                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3881                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3882                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3883                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3884                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3885                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3886                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3887                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3888                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3889                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3890                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3891                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3892                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3893                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3894                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3895                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3896                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3897                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3898                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3899                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3900                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3901                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3902                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3903                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3904                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3905                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3906                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3907                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3908                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3909                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3910                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3911                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3912                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3913                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3914                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3915                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3916                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3917                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3918                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3919                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3920                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3921                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3922                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3923                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3924                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3925                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3926                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3927                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3928                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3929                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3930                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3931                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3932                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3933                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3934                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3935                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3936                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3937                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3938                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3939                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3940                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3941                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3942                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3943                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3944                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3945                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3946                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3947                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3948                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3949                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3950                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3951                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3952                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3953                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3954                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3955                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3956                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3957                 // initialize the samplers to refer to the texture units we use
3958                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3959                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3960                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3961                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3962                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3963                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3964                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3965                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3966                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3967                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3968                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3969                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3970                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3971                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3972                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3973                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3974                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3975                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3976                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3977                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3978                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3979                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3980                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3981                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3982                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3983                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3984                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3985                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3986                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3987                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3988                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3989                 CHECKGLERROR
3990                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3991         }
3992         else
3993                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3994
3995         // free the strings
3996         if (vertexstring)
3997                 Mem_Free(vertexstring);
3998         if (geometrystring)
3999                 Mem_Free(geometrystring);
4000         if (fragmentstring)
4001                 Mem_Free(fragmentstring);
4002 }
4003
4004 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
4005 {
4006         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
4007         if (r_glsl_permutation != perm)
4008         {
4009                 r_glsl_permutation = perm;
4010                 if (!r_glsl_permutation->program)
4011                 {
4012                         if (!r_glsl_permutation->compiled)
4013                                 R_GLSL_CompilePermutation(perm, mode, permutation);
4014                         if (!r_glsl_permutation->program)
4015                         {
4016                                 // remove features until we find a valid permutation
4017                                 int i;
4018                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4019                                 {
4020                                         // reduce i more quickly whenever it would not remove any bits
4021                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4022                                         if (!(permutation & j))
4023                                                 continue;
4024                                         permutation -= j;
4025                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4026                                         if (!r_glsl_permutation->compiled)
4027                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
4028                                         if (r_glsl_permutation->program)
4029                                                 break;
4030                                 }
4031                                 if (i >= SHADERPERMUTATION_COUNT)
4032                                 {
4033                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4034                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4035                                         qglUseProgramObjectARB(0);CHECKGLERROR
4036                                         return; // no bit left to clear, entire mode is broken
4037                                 }
4038                         }
4039                 }
4040                 CHECKGLERROR
4041                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
4042         }
4043         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4044         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4045         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4046 }
4047
4048 #ifdef SUPPORTCG
4049 #include <Cg/cgGL.h>
4050 struct r_cg_permutation_s;
4051 typedef struct r_cg_permutation_s
4052 {
4053         /// hash lookup data
4054         struct r_cg_permutation_s *hashnext;
4055         unsigned int mode;
4056         unsigned int permutation;
4057
4058         /// indicates if we have tried compiling this permutation already
4059         qboolean compiled;
4060         /// 0 if compilation failed
4061         CGprogram vprogram;
4062         CGprogram fprogram;
4063         /// locations of detected parameters in programs, or NULL if not found
4064         CGparameter vp_EyePosition;
4065         CGparameter vp_FogPlane;
4066         CGparameter vp_LightDir;
4067         CGparameter vp_LightPosition;
4068         CGparameter vp_ModelToLight;
4069         CGparameter vp_TexMatrix;
4070         CGparameter vp_BackgroundTexMatrix;
4071         CGparameter vp_ModelViewProjectionMatrix;
4072         CGparameter vp_ModelViewMatrix;
4073         CGparameter vp_ShadowMapMatrix;
4074
4075         CGparameter fp_Texture_First;
4076         CGparameter fp_Texture_Second;
4077         CGparameter fp_Texture_GammaRamps;
4078         CGparameter fp_Texture_Normal;
4079         CGparameter fp_Texture_Color;
4080         CGparameter fp_Texture_Gloss;
4081         CGparameter fp_Texture_Glow;
4082         CGparameter fp_Texture_SecondaryNormal;
4083         CGparameter fp_Texture_SecondaryColor;
4084         CGparameter fp_Texture_SecondaryGloss;
4085         CGparameter fp_Texture_SecondaryGlow;
4086         CGparameter fp_Texture_Pants;
4087         CGparameter fp_Texture_Shirt;
4088         CGparameter fp_Texture_FogHeightTexture;
4089         CGparameter fp_Texture_FogMask;
4090         CGparameter fp_Texture_Lightmap;
4091         CGparameter fp_Texture_Deluxemap;
4092         CGparameter fp_Texture_Attenuation;
4093         CGparameter fp_Texture_Cube;
4094         CGparameter fp_Texture_Refraction;
4095         CGparameter fp_Texture_Reflection;
4096         CGparameter fp_Texture_ShadowMapRect;
4097         CGparameter fp_Texture_ShadowMapCube;
4098         CGparameter fp_Texture_ShadowMap2D;
4099         CGparameter fp_Texture_CubeProjection;
4100         CGparameter fp_Texture_ScreenDepth;
4101         CGparameter fp_Texture_ScreenNormalMap;
4102         CGparameter fp_Texture_ScreenDiffuse;
4103         CGparameter fp_Texture_ScreenSpecular;
4104         CGparameter fp_Texture_ReflectMask;
4105         CGparameter fp_Texture_ReflectCube;
4106         CGparameter fp_Alpha;
4107         CGparameter fp_BloomBlur_Parameters;
4108         CGparameter fp_ClientTime;
4109         CGparameter fp_Color_Ambient;
4110         CGparameter fp_Color_Diffuse;
4111         CGparameter fp_Color_Specular;
4112         CGparameter fp_Color_Glow;
4113         CGparameter fp_Color_Pants;
4114         CGparameter fp_Color_Shirt;
4115         CGparameter fp_DeferredColor_Ambient;
4116         CGparameter fp_DeferredColor_Diffuse;
4117         CGparameter fp_DeferredColor_Specular;
4118         CGparameter fp_DeferredMod_Diffuse;
4119         CGparameter fp_DeferredMod_Specular;
4120         CGparameter fp_DistortScaleRefractReflect;
4121         CGparameter fp_EyePosition;
4122         CGparameter fp_FogColor;
4123         CGparameter fp_FogHeightFade;
4124         CGparameter fp_FogPlane;
4125         CGparameter fp_FogPlaneViewDist;
4126         CGparameter fp_FogRangeRecip;
4127         CGparameter fp_LightColor;
4128         CGparameter fp_LightDir;
4129         CGparameter fp_LightPosition;
4130         CGparameter fp_OffsetMapping_Scale;
4131         CGparameter fp_PixelSize;
4132         CGparameter fp_ReflectColor;
4133         CGparameter fp_ReflectFactor;
4134         CGparameter fp_ReflectOffset;
4135         CGparameter fp_RefractColor;
4136         CGparameter fp_Saturation;
4137         CGparameter fp_ScreenCenterRefractReflect;
4138         CGparameter fp_ScreenScaleRefractReflect;
4139         CGparameter fp_ScreenToDepth;
4140         CGparameter fp_ShadowMap_Parameters;
4141         CGparameter fp_ShadowMap_TextureScale;
4142         CGparameter fp_SpecularPower;
4143         CGparameter fp_UserVec1;
4144         CGparameter fp_UserVec2;
4145         CGparameter fp_UserVec3;
4146         CGparameter fp_UserVec4;
4147         CGparameter fp_ViewTintColor;
4148         CGparameter fp_ViewToLight;
4149         CGparameter fp_PixelToScreenTexCoord;
4150         CGparameter fp_ModelToReflectCube;
4151         CGparameter fp_BloomColorSubtract;
4152 }
4153 r_cg_permutation_t;
4154
4155 /// information about each possible shader permutation
4156 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4157 /// currently selected permutation
4158 r_cg_permutation_t *r_cg_permutation;
4159 /// storage for permutations linked in the hash table
4160 memexpandablearray_t r_cg_permutationarray;
4161
4162 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
4163
4164 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4165 {
4166         //unsigned int hashdepth = 0;
4167         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4168         r_cg_permutation_t *p;
4169         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4170         {
4171                 if (p->mode == mode && p->permutation == permutation)
4172                 {
4173                         //if (hashdepth > 10)
4174                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4175                         return p;
4176                 }
4177                 //hashdepth++;
4178         }
4179         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4180         p->mode = mode;
4181         p->permutation = permutation;
4182         p->hashnext = r_cg_permutationhash[mode][hashindex];
4183         r_cg_permutationhash[mode][hashindex] = p;
4184         //if (hashdepth > 10)
4185         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4186         return p;
4187 }
4188
4189 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4190 {
4191         char *shaderstring;
4192         if (!filename || !filename[0])
4193                 return NULL;
4194         if (!strcmp(filename, "cg/default.cg"))
4195         {
4196                 if (!cgshaderstring)
4197                 {
4198                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4199                         if (cgshaderstring)
4200                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4201                         else
4202                                 cgshaderstring = (char *)builtincgshaderstring;
4203                 }
4204                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4205                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4206                 return shaderstring;
4207         }
4208         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4209         if (shaderstring)
4210         {
4211                 if (printfromdisknotice)
4212                         Con_DPrintf("from disk %s... ", filename);
4213                 return shaderstring;
4214         }
4215         return shaderstring;
4216 }
4217
4218 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4219 {
4220         // TODO: load or create .fp and .vp shader files
4221 }
4222
4223 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4224 {
4225         int i;
4226         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4227         int vertstrings_count = 0, vertstring_length = 0;
4228         int geomstrings_count = 0, geomstring_length = 0;
4229         int fragstrings_count = 0, fragstring_length = 0;
4230         char *t;
4231         char *vertexstring, *geometrystring, *fragmentstring;
4232         char *vertstring, *geomstring, *fragstring;
4233         const char *vertstrings_list[32+3];
4234         const char *geomstrings_list[32+3];
4235         const char *fragstrings_list[32+3];
4236         char permutationname[256];
4237         char cachename[256];
4238         CGprofile vertexProfile;
4239         CGprofile fragmentProfile;
4240
4241         if (p->compiled)
4242                 return;
4243         p->compiled = true;
4244         p->vprogram = NULL;
4245         p->fprogram = NULL;
4246
4247         permutationname[0] = 0;
4248         cachename[0] = 0;
4249         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4250         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4251         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4252
4253         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4254         strlcat(cachename, "cg/", sizeof(cachename));
4255
4256         // the first pretext is which type of shader to compile as
4257         // (later these will all be bound together as a program object)
4258         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4259         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4260         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4261
4262         // the second pretext is the mode (for example a light source)
4263         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4264         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4265         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4266         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4267         strlcat(cachename, modeinfo->name, sizeof(cachename));
4268
4269         // now add all the permutation pretexts
4270         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4271         {
4272                 if (permutation & (1<<i))
4273                 {
4274                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4275                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4276                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4277                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4278                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4279                 }
4280                 else
4281                 {
4282                         // keep line numbers correct
4283                         vertstrings_list[vertstrings_count++] = "\n";
4284                         geomstrings_list[geomstrings_count++] = "\n";
4285                         fragstrings_list[fragstrings_count++] = "\n";
4286                 }
4287         }
4288
4289         // replace spaces in the cachename with _ characters
4290         for (i = 0;cachename[i];i++)
4291                 if (cachename[i] == ' ')
4292                         cachename[i] = '_';
4293
4294         // now append the shader text itself
4295         vertstrings_list[vertstrings_count++] = vertexstring;
4296         geomstrings_list[geomstrings_count++] = geometrystring;
4297         fragstrings_list[fragstrings_count++] = fragmentstring;
4298
4299         // if any sources were NULL, clear the respective list
4300         if (!vertexstring)
4301                 vertstrings_count = 0;
4302         if (!geometrystring)
4303                 geomstrings_count = 0;
4304         if (!fragmentstring)
4305                 fragstrings_count = 0;
4306
4307         vertstring_length = 0;
4308         for (i = 0;i < vertstrings_count;i++)
4309                 vertstring_length += strlen(vertstrings_list[i]);
4310         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4311         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4312                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4313
4314         geomstring_length = 0;
4315         for (i = 0;i < geomstrings_count;i++)
4316                 geomstring_length += strlen(geomstrings_list[i]);
4317         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4318         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4319                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4320
4321         fragstring_length = 0;
4322         for (i = 0;i < fragstrings_count;i++)
4323                 fragstring_length += strlen(fragstrings_list[i]);
4324         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4325         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4326                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4327
4328         CHECKGLERROR
4329         CHECKCGERROR
4330         //vertexProfile = CG_PROFILE_ARBVP1;
4331         //fragmentProfile = CG_PROFILE_ARBFP1;
4332         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4333         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4334         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4335         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4336         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4337         CHECKGLERROR
4338
4339         // try to load the cached shader, or generate one
4340         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4341
4342         // if caching failed, do a dynamic compile for now
4343         CHECKCGERROR
4344         if (vertstring[0] && !p->vprogram)
4345                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4346         CHECKCGERROR
4347         if (fragstring[0] && !p->fprogram)
4348                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4349         CHECKCGERROR
4350
4351         // look up all the uniform variable names we care about, so we don't
4352         // have to look them up every time we set them
4353         if (p->vprogram)
4354         {
4355                 CHECKCGERROR
4356                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4357                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4358                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4359                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4360                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4361                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4362                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4363                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4364                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4365                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4366                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4367                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4368                 CHECKCGERROR
4369         }
4370         if (p->fprogram)
4371         {
4372                 CHECKCGERROR
4373                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4374                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4375                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4376                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4377                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4378                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4379                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4380                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4381                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4382                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4383                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4384                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4385                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4386                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4387                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4388                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4389                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4390                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4391                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4392                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4393                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4394                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4395                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4396                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4397                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4398                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4399                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4400                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4401                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4402                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4403                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4404                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4405                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4406                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4407                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4408                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4409                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4410                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4411                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4412                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4413                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4414                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4415                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4416                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4417                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4418                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4419                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4420                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4421                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4422                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4423                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4424                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4425                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4426                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4427                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4428                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4429                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4430                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4431                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4432                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4433                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4434                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4435                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4436                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4437                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4438                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4439                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4440                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4441                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4442                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4443                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4444                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4445                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4446                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4447                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4448                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4449                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4450                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4451                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4452                 CHECKCGERROR
4453         }
4454
4455         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4456                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4457         else
4458                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4459
4460         // free the strings
4461         if (vertstring)
4462                 Mem_Free(vertstring);
4463         if (geomstring)
4464                 Mem_Free(geomstring);
4465         if (fragstring)
4466                 Mem_Free(fragstring);
4467         if (vertexstring)
4468                 Mem_Free(vertexstring);
4469         if (geometrystring)
4470                 Mem_Free(geometrystring);
4471         if (fragmentstring)
4472                 Mem_Free(fragmentstring);
4473 }
4474
4475 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4476 {
4477         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4478         CHECKGLERROR
4479         CHECKCGERROR
4480         if (r_cg_permutation != perm)
4481         {
4482                 r_cg_permutation = perm;
4483                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4484                 {
4485                         if (!r_cg_permutation->compiled)
4486                                 R_CG_CompilePermutation(perm, mode, permutation);
4487                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4488                         {
4489                                 // remove features until we find a valid permutation
4490                                 int i;
4491                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4492                                 {
4493                                         // reduce i more quickly whenever it would not remove any bits
4494                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4495                                         if (!(permutation & j))
4496                                                 continue;
4497                                         permutation -= j;
4498                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4499                                         if (!r_cg_permutation->compiled)
4500                                                 R_CG_CompilePermutation(perm, mode, permutation);
4501                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4502                                                 break;
4503                                 }
4504                                 if (i >= SHADERPERMUTATION_COUNT)
4505                                 {
4506                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4507                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4508                                         return; // no bit left to clear, entire mode is broken
4509                                 }
4510                         }
4511                 }
4512                 CHECKGLERROR
4513                 CHECKCGERROR
4514                 if (r_cg_permutation->vprogram)
4515                 {
4516                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4517                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4518                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4519                 }
4520                 else
4521                 {
4522                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4523                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4524                 }
4525                 if (r_cg_permutation->fprogram)
4526                 {
4527                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4528                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4529                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4530                 }
4531                 else
4532                 {
4533                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4534                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4535                 }
4536         }
4537         CHECKCGERROR
4538         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4539         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4540         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4541 }
4542
4543 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4544 {
4545         cgGLSetTextureParameter(param, R_GetTexture(tex));
4546         cgGLEnableTextureParameter(param);
4547 }
4548 #endif
4549
4550 #ifdef SUPPORTD3D
4551
4552 #ifdef SUPPORTD3D
4553 #include <d3d9.h>
4554 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4555 extern D3DCAPS9 vid_d3d9caps;
4556 #endif
4557
4558 struct r_hlsl_permutation_s;
4559 typedef struct r_hlsl_permutation_s
4560 {
4561         /// hash lookup data
4562         struct r_hlsl_permutation_s *hashnext;
4563         unsigned int mode;
4564         unsigned int permutation;
4565
4566         /// indicates if we have tried compiling this permutation already
4567         qboolean compiled;
4568         /// NULL if compilation failed
4569         IDirect3DVertexShader9 *vertexshader;
4570         IDirect3DPixelShader9 *pixelshader;
4571 }
4572 r_hlsl_permutation_t;
4573
4574 typedef enum D3DVSREGISTER_e
4575 {
4576         D3DVSREGISTER_TexMatrix = 0, // float4x4
4577         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4578         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4579         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4580         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4581         D3DVSREGISTER_ModelToLight = 20, // float4x4
4582         D3DVSREGISTER_EyePosition = 24,
4583         D3DVSREGISTER_FogPlane = 25,
4584         D3DVSREGISTER_LightDir = 26,
4585         D3DVSREGISTER_LightPosition = 27,
4586 }
4587 D3DVSREGISTER_t;
4588
4589 typedef enum D3DPSREGISTER_e
4590 {
4591         D3DPSREGISTER_Alpha = 0,
4592         D3DPSREGISTER_BloomBlur_Parameters = 1,
4593         D3DPSREGISTER_ClientTime = 2,
4594         D3DPSREGISTER_Color_Ambient = 3,
4595         D3DPSREGISTER_Color_Diffuse = 4,
4596         D3DPSREGISTER_Color_Specular = 5,
4597         D3DPSREGISTER_Color_Glow = 6,
4598         D3DPSREGISTER_Color_Pants = 7,
4599         D3DPSREGISTER_Color_Shirt = 8,
4600         D3DPSREGISTER_DeferredColor_Ambient = 9,
4601         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4602         D3DPSREGISTER_DeferredColor_Specular = 11,
4603         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4604         D3DPSREGISTER_DeferredMod_Specular = 13,
4605         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4606         D3DPSREGISTER_EyePosition = 15, // unused
4607         D3DPSREGISTER_FogColor = 16,
4608         D3DPSREGISTER_FogHeightFade = 17,
4609         D3DPSREGISTER_FogPlane = 18,
4610         D3DPSREGISTER_FogPlaneViewDist = 19,
4611         D3DPSREGISTER_FogRangeRecip = 20,
4612         D3DPSREGISTER_LightColor = 21,
4613         D3DPSREGISTER_LightDir = 22, // unused
4614         D3DPSREGISTER_LightPosition = 23,
4615         D3DPSREGISTER_OffsetMapping_Scale = 24,
4616         D3DPSREGISTER_PixelSize = 25,
4617         D3DPSREGISTER_ReflectColor = 26,
4618         D3DPSREGISTER_ReflectFactor = 27,
4619         D3DPSREGISTER_ReflectOffset = 28,
4620         D3DPSREGISTER_RefractColor = 29,
4621         D3DPSREGISTER_Saturation = 30,
4622         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4623         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4624         D3DPSREGISTER_ScreenToDepth = 33,
4625         D3DPSREGISTER_ShadowMap_Parameters = 34,
4626         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4627         D3DPSREGISTER_SpecularPower = 36,
4628         D3DPSREGISTER_UserVec1 = 37,
4629         D3DPSREGISTER_UserVec2 = 38,
4630         D3DPSREGISTER_UserVec3 = 39,
4631         D3DPSREGISTER_UserVec4 = 40,
4632         D3DPSREGISTER_ViewTintColor = 41,
4633         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4634         D3DPSREGISTER_BloomColorSubtract = 43,
4635         D3DPSREGISTER_ViewToLight = 44, // float4x4
4636         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4637         // next at 52
4638 }
4639 D3DPSREGISTER_t;
4640
4641 /// information about each possible shader permutation
4642 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4643 /// currently selected permutation
4644 r_hlsl_permutation_t *r_hlsl_permutation;
4645 /// storage for permutations linked in the hash table
4646 memexpandablearray_t r_hlsl_permutationarray;
4647
4648 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4649 {
4650         //unsigned int hashdepth = 0;
4651         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4652         r_hlsl_permutation_t *p;
4653         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4654         {
4655                 if (p->mode == mode && p->permutation == permutation)
4656                 {
4657                         //if (hashdepth > 10)
4658                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4659                         return p;
4660                 }
4661                 //hashdepth++;
4662         }
4663         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4664         p->mode = mode;
4665         p->permutation = permutation;
4666         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4667         r_hlsl_permutationhash[mode][hashindex] = p;
4668         //if (hashdepth > 10)
4669         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4670         return p;
4671 }
4672
4673 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4674 {
4675         char *shaderstring;
4676         if (!filename || !filename[0])
4677                 return NULL;
4678         if (!strcmp(filename, "hlsl/default.hlsl"))
4679         {
4680                 if (!hlslshaderstring)
4681                 {
4682                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4683                         if (hlslshaderstring)
4684                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4685                         else
4686                                 hlslshaderstring = (char *)builtincgshaderstring;
4687                 }
4688                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4689                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4690                 return shaderstring;
4691         }
4692         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4693         if (shaderstring)
4694         {
4695                 if (printfromdisknotice)
4696                         Con_DPrintf("from disk %s... ", filename);
4697                 return shaderstring;
4698         }
4699         return shaderstring;
4700 }
4701
4702 #include <d3dx9.h>
4703 #include <d3dx9mesh.h>
4704 #ifdef _MSC_VER
4705 #pragma comment(lib, "d3dx9.lib")
4706 #endif
4707
4708 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4709 {
4710         DWORD *vsbin = NULL;
4711         DWORD *psbin = NULL;
4712         fs_offset_t vsbinsize;
4713         fs_offset_t psbinsize;
4714 //      IDirect3DVertexShader9 *vs = NULL;
4715 //      IDirect3DPixelShader9 *ps = NULL;
4716         ID3DXBuffer *vslog = NULL;
4717         ID3DXBuffer *vsbuffer = NULL;
4718         ID3DXConstantTable *vsconstanttable = NULL;
4719         ID3DXBuffer *pslog = NULL;
4720         ID3DXBuffer *psbuffer = NULL;
4721         ID3DXConstantTable *psconstanttable = NULL;
4722         int vsresult = 0;
4723         int psresult = 0;
4724         char temp[MAX_INPUTLINE];
4725         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4726         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4727         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4728         vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4729         psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4730         if ((!vsbin && vertstring) || (!psbin && fragstring))
4731         {
4732                 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4733                 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4734                 if (vertstring && vertstring[0])
4735                 {
4736                         vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
4737                         if (vsbuffer)
4738                         {
4739                                 vsbinsize = vsbuffer->GetBufferSize();
4740                                 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4741                                 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4742                                 vsbuffer->Release();
4743                         }
4744                         if (vslog)
4745                         {
4746                                 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4747                                 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4748                                 vslog->Release();
4749                         }
4750                 }
4751                 if (fragstring && fragstring[0])
4752                 {
4753                         psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
4754                         if (psbuffer)
4755                         {
4756                                 psbinsize = psbuffer->GetBufferSize();
4757                                 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4758                                 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4759                                 psbuffer->Release();
4760                         }
4761                         if (pslog)
4762                         {
4763                                 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4764                                 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4765                                 pslog->Release();
4766                         }
4767                 }
4768         }
4769         if (vsbin)
4770         {
4771                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4772                 if (FAILED(vsresult))
4773                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4774         }
4775         if (psbin)
4776         {
4777                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4778                 if (FAILED(psresult))
4779                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4780         }
4781         // free the shader data
4782         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4783         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4784 }
4785
4786 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4787 {
4788         int i;
4789         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4790         int vertstrings_count = 0, vertstring_length = 0;
4791         int geomstrings_count = 0, geomstring_length = 0;
4792         int fragstrings_count = 0, fragstring_length = 0;
4793         char *t;
4794         char *vertexstring, *geometrystring, *fragmentstring;
4795         char *vertstring, *geomstring, *fragstring;
4796         const char *vertstrings_list[32+3];
4797         const char *geomstrings_list[32+3];
4798         const char *fragstrings_list[32+3];
4799         char permutationname[256];
4800         char cachename[256];
4801
4802         if (p->compiled)
4803                 return;
4804         p->compiled = true;
4805         p->vertexshader = NULL;
4806         p->pixelshader = NULL;
4807
4808         permutationname[0] = 0;
4809         cachename[0] = 0;
4810         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4811         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4812         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4813
4814         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4815         strlcat(cachename, "hlsl/", sizeof(cachename));
4816
4817         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4818         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4819         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4820         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4821
4822         // the first pretext is which type of shader to compile as
4823         // (later these will all be bound together as a program object)
4824         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4825         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4826         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4827
4828         // the second pretext is the mode (for example a light source)
4829         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4830         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4831         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4832         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4833         strlcat(cachename, modeinfo->name, sizeof(cachename));
4834
4835         // now add all the permutation pretexts
4836         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4837         {
4838                 if (permutation & (1<<i))
4839                 {
4840                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4841                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4842                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4843                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4844                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4845                 }
4846                 else
4847                 {
4848                         // keep line numbers correct
4849                         vertstrings_list[vertstrings_count++] = "\n";
4850                         geomstrings_list[geomstrings_count++] = "\n";
4851                         fragstrings_list[fragstrings_count++] = "\n";
4852                 }
4853         }
4854
4855         // replace spaces in the cachename with _ characters
4856         for (i = 0;cachename[i];i++)
4857                 if (cachename[i] == ' ')
4858                         cachename[i] = '_';
4859
4860         // now append the shader text itself
4861         vertstrings_list[vertstrings_count++] = vertexstring;
4862         geomstrings_list[geomstrings_count++] = geometrystring;
4863         fragstrings_list[fragstrings_count++] = fragmentstring;
4864
4865         // if any sources were NULL, clear the respective list
4866         if (!vertexstring)
4867                 vertstrings_count = 0;
4868         if (!geometrystring)
4869                 geomstrings_count = 0;
4870         if (!fragmentstring)
4871                 fragstrings_count = 0;
4872
4873         vertstring_length = 0;
4874         for (i = 0;i < vertstrings_count;i++)
4875                 vertstring_length += strlen(vertstrings_list[i]);
4876         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4877         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4878                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4879
4880         geomstring_length = 0;
4881         for (i = 0;i < geomstrings_count;i++)
4882                 geomstring_length += strlen(geomstrings_list[i]);
4883         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4884         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4885                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4886
4887         fragstring_length = 0;
4888         for (i = 0;i < fragstrings_count;i++)
4889                 fragstring_length += strlen(fragstrings_list[i]);
4890         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4891         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4892                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4893
4894         // try to load the cached shader, or generate one
4895         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4896
4897         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4898                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4899         else
4900                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4901
4902         // free the strings
4903         if (vertstring)
4904                 Mem_Free(vertstring);
4905         if (geomstring)
4906                 Mem_Free(geomstring);
4907         if (fragstring)
4908                 Mem_Free(fragstring);
4909         if (vertexstring)
4910                 Mem_Free(vertexstring);
4911         if (geometrystring)
4912                 Mem_Free(geometrystring);
4913         if (fragmentstring)
4914                 Mem_Free(fragmentstring);
4915 }
4916
4917 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4918 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4919 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);}
4920 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);}
4921 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);}
4922 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);}
4923
4924 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4925 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4926 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);}
4927 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);}
4928 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);}
4929 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);}
4930
4931 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4932 {
4933         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4934         if (r_hlsl_permutation != perm)
4935         {
4936                 r_hlsl_permutation = perm;
4937                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4938                 {
4939                         if (!r_hlsl_permutation->compiled)
4940                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4941                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4942                         {
4943                                 // remove features until we find a valid permutation
4944                                 int i;
4945                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4946                                 {
4947                                         // reduce i more quickly whenever it would not remove any bits
4948                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4949                                         if (!(permutation & j))
4950                                                 continue;
4951                                         permutation -= j;
4952                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4953                                         if (!r_hlsl_permutation->compiled)
4954                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4955                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4956                                                 break;
4957                                 }
4958                                 if (i >= SHADERPERMUTATION_COUNT)
4959                                 {
4960                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4961                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4962                                         return; // no bit left to clear, entire mode is broken
4963                                 }
4964                         }
4965                 }
4966                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4967                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4968         }
4969         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4970         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4971         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4972 }
4973 #endif
4974
4975 void R_GLSL_Restart_f(void)
4976 {
4977         unsigned int i, limit;
4978         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4979                 Mem_Free(glslshaderstring);
4980         glslshaderstring = NULL;
4981         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4982                 Mem_Free(cgshaderstring);
4983         cgshaderstring = NULL;
4984         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4985                 Mem_Free(hlslshaderstring);
4986         hlslshaderstring = NULL;
4987         switch(vid.renderpath)
4988         {
4989         case RENDERPATH_D3D9:
4990 #ifdef SUPPORTD3D
4991                 {
4992                         r_hlsl_permutation_t *p;
4993                         r_hlsl_permutation = NULL;
4994 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4995 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4996 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4997 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4998                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4999                         for (i = 0;i < limit;i++)
5000                         {
5001                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5002                                 {
5003                                         if (p->vertexshader)
5004                                                 IDirect3DVertexShader9_Release(p->vertexshader);
5005                                         if (p->pixelshader)
5006                                                 IDirect3DPixelShader9_Release(p->pixelshader);
5007                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5008                                 }
5009                         }
5010                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5011                 }
5012 #endif
5013                 break;
5014         case RENDERPATH_D3D10:
5015                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5016                 break;
5017         case RENDERPATH_D3D11:
5018                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5019                 break;
5020         case RENDERPATH_GL20:
5021                 {
5022                         r_glsl_permutation_t *p;
5023                         r_glsl_permutation = NULL;
5024                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5025                         for (i = 0;i < limit;i++)
5026                         {
5027                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5028                                 {
5029                                         GL_Backend_FreeProgram(p->program);
5030                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5031                                 }
5032                         }
5033                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5034                 }
5035                 break;
5036         case RENDERPATH_CGGL:
5037 #ifdef SUPPORTCG
5038                 {
5039                         r_cg_permutation_t *p;
5040                         r_cg_permutation = NULL;
5041                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5042                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5043                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5044                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5045                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5046                         for (i = 0;i < limit;i++)
5047                         {
5048                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5049                                 {
5050                                         if (p->vprogram)
5051                                                 cgDestroyProgram(p->vprogram);
5052                                         if (p->fprogram)
5053                                                 cgDestroyProgram(p->fprogram);
5054                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5055                                 }
5056                         }
5057                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5058                 }
5059 #endif
5060                 break;
5061         case RENDERPATH_GL13:
5062         case RENDERPATH_GL11:
5063                 break;
5064         }
5065 }
5066
5067 void R_GLSL_DumpShader_f(void)
5068 {
5069         int i;
5070         qfile_t *file;
5071
5072         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5073         if (file)
5074         {
5075                 FS_Print(file, "/* The engine may define the following macros:\n");
5076                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5077                 for (i = 0;i < SHADERMODE_COUNT;i++)
5078                         FS_Print(file, glslshadermodeinfo[i].pretext);
5079                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5080                         FS_Print(file, shaderpermutationinfo[i].pretext);
5081                 FS_Print(file, "*/\n");
5082                 FS_Print(file, builtinshaderstring);
5083                 FS_Close(file);
5084                 Con_Printf("glsl/default.glsl written\n");
5085         }
5086         else
5087                 Con_Printf("failed to write to glsl/default.glsl\n");
5088
5089 #ifdef SUPPORTCG
5090         file = FS_OpenRealFile("cg/default.cg", "w", false);
5091         if (file)
5092         {
5093                 FS_Print(file, "/* The engine may define the following macros:\n");
5094                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5095                 for (i = 0;i < SHADERMODE_COUNT;i++)
5096                         FS_Print(file, cgshadermodeinfo[i].pretext);
5097                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5098                         FS_Print(file, shaderpermutationinfo[i].pretext);
5099                 FS_Print(file, "*/\n");
5100                 FS_Print(file, builtincgshaderstring);
5101                 FS_Close(file);
5102                 Con_Printf("cg/default.cg written\n");
5103         }
5104         else
5105                 Con_Printf("failed to write to cg/default.cg\n");
5106 #endif
5107
5108 #ifdef SUPPORTD3D
5109         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5110         if (file)
5111         {
5112                 FS_Print(file, "/* The engine may define the following macros:\n");
5113                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5114                 for (i = 0;i < SHADERMODE_COUNT;i++)
5115                         FS_Print(file, hlslshadermodeinfo[i].pretext);
5116                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5117                         FS_Print(file, shaderpermutationinfo[i].pretext);
5118                 FS_Print(file, "*/\n");
5119                 FS_Print(file, builtincgshaderstring);
5120                 FS_Close(file);
5121                 Con_Printf("hlsl/default.hlsl written\n");
5122         }
5123         else
5124                 Con_Printf("failed to write to hlsl/default.hlsl\n");
5125 #endif
5126 }
5127
5128 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5129 {
5130         if (!second)
5131                 texturemode = GL_MODULATE;
5132         switch (vid.renderpath)
5133         {
5134         case RENDERPATH_D3D9:
5135 #ifdef SUPPORTD3D
5136                 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))));
5137                 R_Mesh_TexBind(GL20TU_FIRST , first );
5138                 R_Mesh_TexBind(GL20TU_SECOND, second);
5139 #endif
5140                 break;
5141         case RENDERPATH_D3D10:
5142                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5143                 break;
5144         case RENDERPATH_D3D11:
5145                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5146                 break;
5147         case RENDERPATH_GL20:
5148                 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))));
5149                 R_Mesh_TexBind(GL20TU_FIRST , first );
5150                 R_Mesh_TexBind(GL20TU_SECOND, second);
5151                 break;
5152         case RENDERPATH_CGGL:
5153 #ifdef SUPPORTCG
5154                 CHECKCGERROR
5155                 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))));
5156                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5157                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5158 #endif
5159                 break;
5160         case RENDERPATH_GL13:
5161                 R_Mesh_TexBind(0, first );
5162                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5163                 R_Mesh_TexBind(1, second);
5164                 if (second)
5165                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5166                 break;
5167         case RENDERPATH_GL11:
5168                 R_Mesh_TexBind(0, first );
5169                 break;
5170         }
5171 }
5172
5173 void R_SetupShader_DepthOrShadow(void)
5174 {
5175         switch (vid.renderpath)
5176         {
5177         case RENDERPATH_D3D9:
5178 #ifdef SUPPORTD3D
5179                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5180 #endif
5181                 break;
5182         case RENDERPATH_D3D10:
5183                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5184                 break;
5185         case RENDERPATH_D3D11:
5186                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5187                 break;
5188         case RENDERPATH_GL20:
5189                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5190                 break;
5191         case RENDERPATH_CGGL:
5192 #ifdef SUPPORTCG
5193                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5194 #endif
5195                 break;
5196         case RENDERPATH_GL13:
5197                 R_Mesh_TexBind(0, 0);
5198                 R_Mesh_TexBind(1, 0);
5199                 break;
5200         case RENDERPATH_GL11:
5201                 R_Mesh_TexBind(0, 0);
5202                 break;
5203         }
5204 }
5205
5206 void R_SetupShader_ShowDepth(void)
5207 {
5208         switch (vid.renderpath)
5209         {
5210         case RENDERPATH_D3D9:
5211 #ifdef SUPPORTHLSL
5212                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5213 #endif
5214                 break;
5215         case RENDERPATH_D3D10:
5216                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5217                 break;
5218         case RENDERPATH_D3D11:
5219                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5220                 break;
5221         case RENDERPATH_GL20:
5222                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5223                 break;
5224         case RENDERPATH_CGGL:
5225 #ifdef SUPPORTCG
5226                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5227 #endif
5228                 break;
5229         case RENDERPATH_GL13:
5230                 break;
5231         case RENDERPATH_GL11:
5232                 break;
5233         }
5234 }
5235
5236 extern qboolean r_shadow_usingdeferredprepass;
5237 extern cvar_t r_shadow_deferred_8bitrange;
5238 extern rtexture_t *r_shadow_attenuationgradienttexture;
5239 extern rtexture_t *r_shadow_attenuation2dtexture;
5240 extern rtexture_t *r_shadow_attenuation3dtexture;
5241 extern qboolean r_shadow_usingshadowmaprect;
5242 extern qboolean r_shadow_usingshadowmapcube;
5243 extern qboolean r_shadow_usingshadowmap2d;
5244 extern qboolean r_shadow_usingshadowmaportho;
5245 extern float r_shadow_shadowmap_texturescale[2];
5246 extern float r_shadow_shadowmap_parameters[4];
5247 extern qboolean r_shadow_shadowmapvsdct;
5248 extern qboolean r_shadow_shadowmapsampler;
5249 extern int r_shadow_shadowmappcf;
5250 extern rtexture_t *r_shadow_shadowmaprectangletexture;
5251 extern rtexture_t *r_shadow_shadowmap2dtexture;
5252 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
5253 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5254 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5255 extern matrix4x4_t r_shadow_shadowmapmatrix;
5256 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5257 extern int r_shadow_prepass_width;
5258 extern int r_shadow_prepass_height;
5259 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5260 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5261 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5262 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5263 extern cvar_t gl_mesh_separatearrays;
5264 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)
5265 {
5266         // select a permutation of the lighting shader appropriate to this
5267         // combination of texture, entity, light source, and fogging, only use the
5268         // minimum features necessary to avoid wasting rendering time in the
5269         // fragment shader on features that are not being used
5270         unsigned int permutation = 0;
5271         unsigned int mode = 0;
5272         float m16f[16];
5273         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5274         if (rsurfacepass == RSURFPASS_BACKGROUND)
5275         {
5276                 // distorted background
5277                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5278                         mode = SHADERMODE_WATER;
5279                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5280                         mode = SHADERMODE_REFRACTION;
5281                 else
5282                 {
5283                         mode = SHADERMODE_GENERIC;
5284                         permutation |= SHADERPERMUTATION_DIFFUSE;
5285                 }
5286                 GL_AlphaTest(false);
5287                 GL_BlendFunc(GL_ONE, GL_ZERO);
5288         }
5289         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5290         {
5291                 if (r_glsl_offsetmapping.integer)
5292                 {
5293                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5294                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5295                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5296                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5297                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5298                         {
5299                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5300                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5301                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5302                         }
5303                 }
5304                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5305                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5306                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5307                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5308                 // normalmap (deferred prepass), may use alpha test on diffuse
5309                 mode = SHADERMODE_DEFERREDGEOMETRY;
5310                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5311                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5312                 GL_AlphaTest(false);
5313                 GL_BlendFunc(GL_ONE, GL_ZERO);
5314         }
5315         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5316         {
5317                 if (r_glsl_offsetmapping.integer)
5318                 {
5319                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5320                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5321                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5322                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5323                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5324                         {
5325                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5326                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5327                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5328                         }
5329                 }
5330                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5331                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5332                 // light source
5333                 mode = SHADERMODE_LIGHTSOURCE;
5334                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5335                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5336                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5337                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5338                 if (diffusescale > 0)
5339                         permutation |= SHADERPERMUTATION_DIFFUSE;
5340                 if (specularscale > 0)
5341                 {
5342                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5343                         if (r_shadow_glossexact.integer)
5344                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5345                 }
5346                 if (r_refdef.fogenabled)
5347                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5348                 if (rsurface.texture->colormapping)
5349                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5350                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5351                 {
5352                         if (r_shadow_usingshadowmaprect)
5353                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5354                         if (r_shadow_usingshadowmap2d)
5355                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5356                         if (r_shadow_usingshadowmapcube)
5357                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5358                         else if(r_shadow_shadowmapvsdct)
5359                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5360
5361                         if (r_shadow_shadowmapsampler)
5362                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5363                         if (r_shadow_shadowmappcf > 1)
5364                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5365                         else if (r_shadow_shadowmappcf)
5366                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5367                 }
5368                 if (rsurface.texture->reflectmasktexture)
5369                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5370                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5371                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5372         }
5373         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5374         {
5375                 if (r_glsl_offsetmapping.integer)
5376                 {
5377                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5378                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5379                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5380                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5381                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5382                         {
5383                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5384                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5385                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5386                         }
5387                 }
5388                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5389                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5390                 // unshaded geometry (fullbright or ambient model lighting)
5391                 mode = SHADERMODE_FLATCOLOR;
5392                 ambientscale = diffusescale = specularscale = 0;
5393                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5394                         permutation |= SHADERPERMUTATION_GLOW;
5395                 if (r_refdef.fogenabled)
5396                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5397                 if (rsurface.texture->colormapping)
5398                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5399                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5400                 {
5401                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5402                         if (r_shadow_usingshadowmaprect)
5403                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5404                         if (r_shadow_usingshadowmap2d)
5405                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5406
5407                         if (r_shadow_shadowmapsampler)
5408                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5409                         if (r_shadow_shadowmappcf > 1)
5410                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5411                         else if (r_shadow_shadowmappcf)
5412                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5413                 }
5414                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5415                         permutation |= SHADERPERMUTATION_REFLECTION;
5416                 if (rsurface.texture->reflectmasktexture)
5417                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5418                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5419                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5420         }
5421         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5422         {
5423                 if (r_glsl_offsetmapping.integer)
5424                 {
5425                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5426                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5427                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5428                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5429                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5430                         {
5431                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5432                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5433                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5434                         }
5435                 }
5436                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5437                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5438                 // directional model lighting
5439                 mode = SHADERMODE_LIGHTDIRECTION;
5440                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5441                         permutation |= SHADERPERMUTATION_GLOW;
5442                 permutation |= SHADERPERMUTATION_DIFFUSE;
5443                 if (specularscale > 0)
5444                 {
5445                         permutation |= SHADERPERMUTATION_SPECULAR;
5446                         if (r_shadow_glossexact.integer)
5447                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5448                 }
5449                 if (r_refdef.fogenabled)
5450                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5451                 if (rsurface.texture->colormapping)
5452                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5453                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5454                 {
5455                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5456                         if (r_shadow_usingshadowmaprect)
5457                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5458                         if (r_shadow_usingshadowmap2d)
5459                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5460
5461                         if (r_shadow_shadowmapsampler)
5462                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5463                         if (r_shadow_shadowmappcf > 1)
5464                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5465                         else if (r_shadow_shadowmappcf)
5466                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5467                 }
5468                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5469                         permutation |= SHADERPERMUTATION_REFLECTION;
5470                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5471                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5472                 if (rsurface.texture->reflectmasktexture)
5473                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5474                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5475                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5476         }
5477         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5478         {
5479                 if (r_glsl_offsetmapping.integer)
5480                 {
5481                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5482                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5483                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5484                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5485                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5486                         {
5487                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5488                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5489                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5490                         }
5491                 }
5492                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5493                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5494                 // ambient model lighting
5495                 mode = SHADERMODE_LIGHTDIRECTION;
5496                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5497                         permutation |= SHADERPERMUTATION_GLOW;
5498                 if (r_refdef.fogenabled)
5499                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5500                 if (rsurface.texture->colormapping)
5501                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5502                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5503                 {
5504                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5505                         if (r_shadow_usingshadowmaprect)
5506                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5507                         if (r_shadow_usingshadowmap2d)
5508                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5509
5510                         if (r_shadow_shadowmapsampler)
5511                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5512                         if (r_shadow_shadowmappcf > 1)
5513                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5514                         else if (r_shadow_shadowmappcf)
5515                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5516                 }
5517                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5518                         permutation |= SHADERPERMUTATION_REFLECTION;
5519                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5520                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5521                 if (rsurface.texture->reflectmasktexture)
5522                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5523                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5524                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5525         }
5526         else
5527         {
5528                 if (r_glsl_offsetmapping.integer)
5529                 {
5530                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5531                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5532                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5533                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5534                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5535                         {
5536                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5537                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5538                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5539                         }
5540                 }
5541                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5542                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5543                 // lightmapped wall
5544                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5545                         permutation |= SHADERPERMUTATION_GLOW;
5546                 if (r_refdef.fogenabled)
5547                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5548                 if (rsurface.texture->colormapping)
5549                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5550                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5551                 {
5552                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5553                         if (r_shadow_usingshadowmaprect)
5554                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5555                         if (r_shadow_usingshadowmap2d)
5556                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5557
5558                         if (r_shadow_shadowmapsampler)
5559                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5560                         if (r_shadow_shadowmappcf > 1)
5561                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5562                         else if (r_shadow_shadowmappcf)
5563                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5564                 }
5565                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5566                         permutation |= SHADERPERMUTATION_REFLECTION;
5567                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5568                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5569                 if (rsurface.texture->reflectmasktexture)
5570                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5571                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5572                 {
5573                         // deluxemapping (light direction texture)
5574                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5575                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5576                         else
5577                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5578                         permutation |= SHADERPERMUTATION_DIFFUSE;
5579                         if (specularscale > 0)
5580                         {
5581                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5582                                 if (r_shadow_glossexact.integer)
5583                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5584                         }
5585                 }
5586                 else if (r_glsl_deluxemapping.integer >= 2)
5587                 {
5588                         // fake deluxemapping (uniform light direction in tangentspace)
5589                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5590                         permutation |= SHADERPERMUTATION_DIFFUSE;
5591                         if (specularscale > 0)
5592                         {
5593                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5594                                 if (r_shadow_glossexact.integer)
5595                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5596                         }
5597                 }
5598                 else if (rsurface.uselightmaptexture)
5599                 {
5600                         // ordinary lightmapping (q1bsp, q3bsp)
5601                         mode = SHADERMODE_LIGHTMAP;
5602                 }
5603                 else
5604                 {
5605                         // ordinary vertex coloring (q3bsp)
5606                         mode = SHADERMODE_VERTEXCOLOR;
5607                 }
5608                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5609                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5610         }
5611         switch(vid.renderpath)
5612         {
5613         case RENDERPATH_D3D9:
5614 #ifdef SUPPORTD3D
5615                 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);
5616                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5617                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5618                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5619                 if (mode == SHADERMODE_LIGHTSOURCE)
5620                 {
5621                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5622                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5623                 }
5624                 else
5625                 {
5626                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5627                         {
5628                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5629                         }
5630                 }
5631                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5632                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5633                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5634                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5635                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5636
5637                 if (mode == SHADERMODE_LIGHTSOURCE)
5638                 {
5639                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5640                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5641                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5642                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5643                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5644
5645                         // additive passes are only darkened by fog, not tinted
5646                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5647                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5648                 }
5649                 else
5650                 {
5651                         if (mode == SHADERMODE_FLATCOLOR)
5652                         {
5653                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5654                         }
5655                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5656                         {
5657                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5658                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5659                                 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);
5660                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5661                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5662                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5663                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5664                         }
5665                         else
5666                         {
5667                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5668                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5669                                 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);
5670                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5671                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5672                         }
5673                         // additive passes are only darkened by fog, not tinted
5674                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5675                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5676                         else
5677                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5678                         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);
5679                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5680                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5681                         hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5682                         hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5683                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5684                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5685                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5686                 }
5687                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5688                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5689                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5690                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5691                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5692                 if (rsurface.texture->pantstexture)
5693                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5694                 else
5695                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5696                 if (rsurface.texture->shirttexture)
5697                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5698                 else
5699                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5700                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5701                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5702                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5703                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5704                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5705                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5706                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5707
5708                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5709                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5710                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5711                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5712                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5713                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5714                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5715                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5716                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5717                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5718                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5719                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5720                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5721                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5722                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5723                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5724                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5725                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5726                 {
5727                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5728                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5729                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5730                 }
5731                 else
5732                 {
5733                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5734                 }
5735 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5736 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5737                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5738                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5739                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5740                 {
5741                         R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5742                         if (rsurface.rtlight)
5743                         {
5744                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5745                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5746                         }
5747                 }
5748 #endif
5749                 break;
5750         case RENDERPATH_D3D10:
5751                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5752                 break;
5753         case RENDERPATH_D3D11:
5754                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5755                 break;
5756         case RENDERPATH_GL20:
5757                 if (gl_mesh_separatearrays.integer)
5758                 {
5759                         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);
5760                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5761                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5762                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5763                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5764                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5765                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5766                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5767                 }
5768                 else
5769                 {
5770                         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);
5771                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5772                 }
5773                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5774                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5775                 if (mode == SHADERMODE_LIGHTSOURCE)
5776                 {
5777                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5778                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5779                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5780                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5781                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5782                         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);
5783         
5784                         // additive passes are only darkened by fog, not tinted
5785                         if (r_glsl_permutation->loc_FogColor >= 0)
5786                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5787                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5788                 }
5789                 else
5790                 {
5791                         if (mode == SHADERMODE_FLATCOLOR)
5792                         {
5793                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5794                         }
5795                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5796                         {
5797                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5798                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5799                                 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);
5800                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5801                                 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);
5802                                 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]);
5803                                 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]);
5804                         }
5805                         else
5806                         {
5807                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5808                                 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]);
5809                                 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);
5810                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5811                                 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);
5812                         }
5813                         // additive passes are only darkened by fog, not tinted
5814                         if (r_glsl_permutation->loc_FogColor >= 0)
5815                         {
5816                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5817                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5818                                 else
5819                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5820                         }
5821                         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);
5822                         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]);
5823                         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]);
5824                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5825                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5826                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5827                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5828                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5829                 }
5830                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5831                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5832                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5833                 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]);
5834                 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]);
5835
5836                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5837                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5838                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5839                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5840                 {
5841                         if (rsurface.texture->pantstexture)
5842                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5843                         else
5844                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5845                 }
5846                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5847                 {
5848                         if (rsurface.texture->shirttexture)
5849                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5850                         else
5851                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5852                 }
5853                 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]);
5854                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5855                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5856                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5857                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5858                 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]);
5859                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5860
5861         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5862         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5863         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5864                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5865                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5866                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5867                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5868                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5869                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5870                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5871                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5872                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5873                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5874                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5875                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5876                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5877                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5878                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5879                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5880                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5881                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5882                 {
5883                         if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5884                         else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5885                         if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5886                 }
5887                 else
5888                 {
5889                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5890                 }
5891 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5892 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5893                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5894                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5895                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5896                 {
5897                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5898                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5899                         if (rsurface.rtlight)
5900                         {
5901                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5902                                 if (r_shadow_usingshadowmapcube)
5903                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5904                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5905                         }
5906                 }
5907                 CHECKGLERROR
5908                 break;
5909         case RENDERPATH_CGGL:
5910 #ifdef SUPPORTCG
5911                 if (gl_mesh_separatearrays.integer)
5912                 {
5913                         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);
5914                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5915                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5916                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5917                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5918                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5919                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5920                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5921                 }
5922                 else
5923                 {
5924                         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);
5925                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5926                 }
5927                 R_SetupShader_SetPermutationCG(mode, permutation);
5928                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5929                 if (mode == SHADERMODE_LIGHTSOURCE)
5930                 {
5931                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5932                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5933                 }
5934                 else
5935                 {
5936                         if (mode == SHADERMODE_LIGHTDIRECTION)
5937                         {
5938                                 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
5939                         }
5940                 }
5941                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5942                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5943                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5944                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5945                 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
5946                 CHECKGLERROR
5947
5948                 if (mode == SHADERMODE_LIGHTSOURCE)
5949                 {
5950                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5951                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5952                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5953                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5954                         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
5955
5956                         // additive passes are only darkened by fog, not tinted
5957                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5958                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5959                 }
5960                 else
5961                 {
5962                         if (mode == SHADERMODE_FLATCOLOR)
5963                         {
5964                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5965                         }
5966                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5967                         {
5968                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5969                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5970                                 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
5971                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5972                                 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
5973                                 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
5974                                 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
5975                         }
5976                         else
5977                         {
5978                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5979                                 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
5980                                 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
5981                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5982                                 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
5983                         }
5984                         // additive passes are only darkened by fog, not tinted
5985                         if (r_cg_permutation->fp_FogColor)
5986                         {
5987                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5988                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5989                                 else
5990                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5991                                 CHECKCGERROR
5992                         }
5993                         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
5994                         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
5995                         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
5996                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5997                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5998                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5999                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6000                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6001                 }
6002                 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
6003                 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
6004                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6005                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6006                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6007                 if (r_cg_permutation->fp_Color_Pants)
6008                 {
6009                         if (rsurface.texture->pantstexture)
6010                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6011                         else
6012                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6013                         CHECKCGERROR
6014                 }
6015                 if (r_cg_permutation->fp_Color_Shirt)
6016                 {
6017                         if (rsurface.texture->shirttexture)
6018                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6019                         else
6020                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6021                         CHECKCGERROR
6022                 }
6023                 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
6024                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6025                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6026                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6027                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6028                 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
6029                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6030
6031         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
6032         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
6033         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
6034                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
6035                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
6036                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
6037                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
6038                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
6039                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
6040                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
6041                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
6042                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
6043                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
6044                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
6045                 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
6046                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
6047                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
6048                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6049                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6050                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6051                 if (rsurfacepass == RSURFPASS_BACKGROUND)
6052                 {
6053                         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
6054                         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
6055                         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
6056                 }
6057                 else
6058                 {
6059                         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
6060                 }
6061                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6062                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6063                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
6064                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
6065                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6066                 {
6067                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6068                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
6069                         if (rsurface.rtlight)
6070                         {
6071                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6072                                 if (r_shadow_usingshadowmapcube)
6073                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6074                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6075                         }
6076                 }
6077
6078                 CHECKGLERROR
6079 #endif
6080                 break;
6081         case RENDERPATH_GL13:
6082         case RENDERPATH_GL11:
6083                 break;
6084         }
6085 }
6086
6087 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6088 {
6089         // select a permutation of the lighting shader appropriate to this
6090         // combination of texture, entity, light source, and fogging, only use the
6091         // minimum features necessary to avoid wasting rendering time in the
6092         // fragment shader on features that are not being used
6093         unsigned int permutation = 0;
6094         unsigned int mode = 0;
6095         const float *lightcolorbase = rtlight->currentcolor;
6096         float ambientscale = rtlight->ambientscale;
6097         float diffusescale = rtlight->diffusescale;
6098         float specularscale = rtlight->specularscale;
6099         // this is the location of the light in view space
6100         vec3_t viewlightorigin;
6101         // this transforms from view space (camera) to light space (cubemap)
6102         matrix4x4_t viewtolight;
6103         matrix4x4_t lighttoview;
6104         float viewtolight16f[16];
6105         float range = 1.0f / r_shadow_deferred_8bitrange.value;
6106         // light source
6107         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6108         if (rtlight->currentcubemap != r_texture_whitecube)
6109                 permutation |= SHADERPERMUTATION_CUBEFILTER;
6110         if (diffusescale > 0)
6111                 permutation |= SHADERPERMUTATION_DIFFUSE;
6112         if (specularscale > 0)
6113         {
6114                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6115                 if (r_shadow_glossexact.integer)
6116                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6117         }
6118         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
6119         {
6120                 if (r_shadow_usingshadowmaprect)
6121                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
6122                 if (r_shadow_usingshadowmap2d)
6123                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6124                 if (r_shadow_usingshadowmapcube)
6125                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
6126                 else if(r_shadow_shadowmapvsdct)
6127                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6128
6129                 if (r_shadow_shadowmapsampler)
6130                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6131                 if (r_shadow_shadowmappcf > 1)
6132                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6133                 else if (r_shadow_shadowmappcf)
6134                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6135         }
6136         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6137         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6138         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6139         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6140         switch(vid.renderpath)
6141         {
6142         case RENDERPATH_D3D9:
6143 #ifdef SUPPORTD3D
6144                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6145                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6146                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6147                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6148                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6149                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6150                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6151                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6152                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6153                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6154                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6155
6156                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6157                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6158                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6159                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6160                 R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
6161                 if (r_shadow_usingshadowmapcube)
6162                         R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6163                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6164                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6165 #endif
6166                 break;
6167         case RENDERPATH_D3D10:
6168                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6169                 break;
6170         case RENDERPATH_D3D11:
6171                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6172                 break;
6173         case RENDERPATH_GL20:
6174                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6175                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6176                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6177                 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);
6178                 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);
6179                 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);
6180                 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]);
6181                 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]);
6182                 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));
6183                 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]);
6184                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6185
6186                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6187                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6188                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6189                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6190                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
6191                 if (r_shadow_usingshadowmapcube)
6192                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6193                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6194                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6195                 break;
6196         case RENDERPATH_CGGL:
6197 #ifdef SUPPORTCG
6198                 R_SetupShader_SetPermutationCG(mode, permutation);
6199                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6200                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6201                 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
6202                 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
6203                 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
6204                 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
6205                 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
6206                 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
6207                 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
6208                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6209
6210                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6211                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6212                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6213                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6214                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
6215                 if (r_shadow_usingshadowmapcube)
6216                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6217                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6218                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6219 #endif
6220                 break;
6221         case RENDERPATH_GL13:
6222         case RENDERPATH_GL11:
6223                 break;
6224         }
6225 }
6226
6227 #define SKINFRAME_HASH 1024
6228
6229 typedef struct
6230 {
6231         int loadsequence; // incremented each level change
6232         memexpandablearray_t array;
6233         skinframe_t *hash[SKINFRAME_HASH];
6234 }
6235 r_skinframe_t;
6236 r_skinframe_t r_skinframe;
6237
6238 void R_SkinFrame_PrepareForPurge(void)
6239 {
6240         r_skinframe.loadsequence++;
6241         // wrap it without hitting zero
6242         if (r_skinframe.loadsequence >= 200)
6243                 r_skinframe.loadsequence = 1;
6244 }
6245
6246 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6247 {
6248         if (!skinframe)
6249                 return;
6250         // mark the skinframe as used for the purging code
6251         skinframe->loadsequence = r_skinframe.loadsequence;
6252 }
6253
6254 void R_SkinFrame_Purge(void)
6255 {
6256         int i;
6257         skinframe_t *s;
6258         for (i = 0;i < SKINFRAME_HASH;i++)
6259         {
6260                 for (s = r_skinframe.hash[i];s;s = s->next)
6261                 {
6262                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6263                         {
6264                                 if (s->merged == s->base)
6265                                         s->merged = NULL;
6266                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6267                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6268                                 R_PurgeTexture(s->merged);s->merged = NULL;
6269                                 R_PurgeTexture(s->base  );s->base   = NULL;
6270                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6271                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6272                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6273                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6274                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6275                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6276                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6277                                 s->loadsequence = 0;
6278                         }
6279                 }
6280         }
6281 }
6282
6283 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6284         skinframe_t *item;
6285         char basename[MAX_QPATH];
6286
6287         Image_StripImageExtension(name, basename, sizeof(basename));
6288
6289         if( last == NULL ) {
6290                 int hashindex;
6291                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6292                 item = r_skinframe.hash[hashindex];
6293         } else {
6294                 item = last->next;
6295         }
6296
6297         // linearly search through the hash bucket
6298         for( ; item ; item = item->next ) {
6299                 if( !strcmp( item->basename, basename ) ) {
6300                         return item;
6301                 }
6302         }
6303         return NULL;
6304 }
6305
6306 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6307 {
6308         skinframe_t *item;
6309         int hashindex;
6310         char basename[MAX_QPATH];
6311
6312         Image_StripImageExtension(name, basename, sizeof(basename));
6313
6314         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6315         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6316                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6317                         break;
6318
6319         if (!item) {
6320                 rtexture_t *dyntexture;
6321                 // check whether its a dynamic texture
6322                 dyntexture = CL_GetDynTexture( basename );
6323                 if (!add && !dyntexture)
6324                         return NULL;
6325                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6326                 memset(item, 0, sizeof(*item));
6327                 strlcpy(item->basename, basename, sizeof(item->basename));
6328                 item->base = dyntexture; // either NULL or dyntexture handle
6329                 item->textureflags = textureflags;
6330                 item->comparewidth = comparewidth;
6331                 item->compareheight = compareheight;
6332                 item->comparecrc = comparecrc;
6333                 item->next = r_skinframe.hash[hashindex];
6334                 r_skinframe.hash[hashindex] = item;
6335         }
6336         else if( item->base == NULL )
6337         {
6338                 rtexture_t *dyntexture;
6339                 // check whether its a dynamic texture
6340                 // 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]
6341                 dyntexture = CL_GetDynTexture( basename );
6342                 item->base = dyntexture; // either NULL or dyntexture handle
6343         }
6344
6345         R_SkinFrame_MarkUsed(item);
6346         return item;
6347 }
6348
6349 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6350         { \
6351                 unsigned long long avgcolor[5], wsum; \
6352                 int pix, comp, w; \
6353                 avgcolor[0] = 0; \
6354                 avgcolor[1] = 0; \
6355                 avgcolor[2] = 0; \
6356                 avgcolor[3] = 0; \
6357                 avgcolor[4] = 0; \
6358                 wsum = 0; \
6359                 for(pix = 0; pix < cnt; ++pix) \
6360                 { \
6361                         w = 0; \
6362                         for(comp = 0; comp < 3; ++comp) \
6363                                 w += getpixel; \
6364                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6365                         { \
6366                                 ++wsum; \
6367                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6368                                 w = getpixel; \
6369                                 for(comp = 0; comp < 3; ++comp) \
6370                                         avgcolor[comp] += getpixel * w; \
6371                                 avgcolor[3] += w; \
6372                         } \
6373                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6374                         avgcolor[4] += getpixel; \
6375                 } \
6376                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6377                         avgcolor[3] = 1; \
6378                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6379                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6380                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6381                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6382         }
6383
6384 extern cvar_t gl_picmip;
6385 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6386 {
6387         int j;
6388         unsigned char *pixels;
6389         unsigned char *bumppixels;
6390         unsigned char *basepixels = NULL;
6391         int basepixels_width = 0;
6392         int basepixels_height = 0;
6393         skinframe_t *skinframe;
6394         rtexture_t *ddsbase = NULL;
6395         qboolean ddshasalpha = false;
6396         float ddsavgcolor[4];
6397         char basename[MAX_QPATH];
6398         int miplevel = R_PicmipForFlags(textureflags);
6399         int savemiplevel = miplevel;
6400         int mymiplevel;
6401
6402         if (cls.state == ca_dedicated)
6403                 return NULL;
6404
6405         // return an existing skinframe if already loaded
6406         // if loading of the first image fails, don't make a new skinframe as it
6407         // would cause all future lookups of this to be missing
6408         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6409         if (skinframe && skinframe->base)
6410                 return skinframe;
6411
6412         Image_StripImageExtension(name, basename, sizeof(basename));
6413
6414         // check for DDS texture file first
6415         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6416         {
6417                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6418                 if (basepixels == NULL)
6419                         return NULL;
6420         }
6421
6422         // FIXME handle miplevel
6423
6424         if (developer_loading.integer)
6425                 Con_Printf("loading skin \"%s\"\n", name);
6426
6427         // we've got some pixels to store, so really allocate this new texture now
6428         if (!skinframe)
6429                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6430         skinframe->stain = NULL;
6431         skinframe->merged = NULL;
6432         skinframe->base = NULL;
6433         skinframe->pants = NULL;
6434         skinframe->shirt = NULL;
6435         skinframe->nmap = NULL;
6436         skinframe->gloss = NULL;
6437         skinframe->glow = NULL;
6438         skinframe->fog = NULL;
6439         skinframe->reflect = NULL;
6440         skinframe->hasalpha = false;
6441
6442         if (ddsbase)
6443         {
6444                 skinframe->base = ddsbase;
6445                 skinframe->hasalpha = ddshasalpha;
6446                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6447                 if (r_loadfog && skinframe->hasalpha)
6448                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6449                 //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]);
6450         }
6451         else
6452         {
6453                 basepixels_width = image_width;
6454                 basepixels_height = image_height;
6455                 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);
6456                 if (textureflags & TEXF_ALPHA)
6457                 {
6458                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6459                         {
6460                                 if (basepixels[j] < 255)
6461                                 {
6462                                         skinframe->hasalpha = true;
6463                                         break;
6464                                 }
6465                         }
6466                         if (r_loadfog && skinframe->hasalpha)
6467                         {
6468                                 // has transparent pixels
6469                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6470                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6471                                 {
6472                                         pixels[j+0] = 255;
6473                                         pixels[j+1] = 255;
6474                                         pixels[j+2] = 255;
6475                                         pixels[j+3] = basepixels[j+3];
6476                                 }
6477                                 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);
6478                                 Mem_Free(pixels);
6479                         }
6480                 }
6481                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6482                 //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]);
6483                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6484                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
6485                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6486                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
6487         }
6488
6489         if (r_loaddds)
6490         {
6491                 mymiplevel = savemiplevel;
6492                 if (r_loadnormalmap)
6493                         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);
6494                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6495                 if (r_loadgloss)
6496                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6497                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6498                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6499                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6500         }
6501
6502         // _norm is the name used by tenebrae and has been adopted as standard
6503         if (r_loadnormalmap && skinframe->nmap == NULL)
6504         {
6505                 mymiplevel = savemiplevel;
6506                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6507                 {
6508                         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);
6509                         Mem_Free(pixels);
6510                         pixels = NULL;
6511                 }
6512                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6513                 {
6514                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6515                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6516                         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);
6517                         Mem_Free(pixels);
6518                         Mem_Free(bumppixels);
6519                 }
6520                 else if (r_shadow_bumpscale_basetexture.value > 0)
6521                 {
6522                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6523                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6524                         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);
6525                         Mem_Free(pixels);
6526                 }
6527                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6528                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
6529         }
6530
6531         // _luma is supported only for tenebrae compatibility
6532         // _glow is the preferred name
6533         mymiplevel = savemiplevel;
6534         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))))
6535         {
6536                 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);
6537                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6538                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
6539                 Mem_Free(pixels);pixels = NULL;
6540         }
6541
6542         mymiplevel = savemiplevel;
6543         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6544         {
6545                 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);
6546                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6547                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
6548                 Mem_Free(pixels);
6549                 pixels = NULL;
6550         }
6551
6552         mymiplevel = savemiplevel;
6553         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6554         {
6555                 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);
6556                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6557                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
6558                 Mem_Free(pixels);
6559                 pixels = NULL;
6560         }
6561
6562         mymiplevel = savemiplevel;
6563         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6564         {
6565                 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);
6566                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6567                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
6568                 Mem_Free(pixels);
6569                 pixels = NULL;
6570         }
6571
6572         mymiplevel = savemiplevel;
6573         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6574         {
6575                 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);
6576                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6577                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
6578                 Mem_Free(pixels);
6579                 pixels = NULL;
6580         }
6581
6582         if (basepixels)
6583                 Mem_Free(basepixels);
6584
6585         return skinframe;
6586 }
6587
6588 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6589 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6590 {
6591         int i;
6592         unsigned char *temp1, *temp2;
6593         skinframe_t *skinframe;
6594
6595         if (cls.state == ca_dedicated)
6596                 return NULL;
6597
6598         // if already loaded just return it, otherwise make a new skinframe
6599         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6600         if (skinframe && skinframe->base)
6601                 return skinframe;
6602
6603         skinframe->stain = NULL;
6604         skinframe->merged = NULL;
6605         skinframe->base = NULL;
6606         skinframe->pants = NULL;
6607         skinframe->shirt = NULL;
6608         skinframe->nmap = NULL;
6609         skinframe->gloss = NULL;
6610         skinframe->glow = NULL;
6611         skinframe->fog = NULL;
6612         skinframe->reflect = NULL;
6613         skinframe->hasalpha = false;
6614
6615         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6616         if (!skindata)
6617                 return NULL;
6618
6619         if (developer_loading.integer)
6620                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6621
6622         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6623         {
6624                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6625                 temp2 = temp1 + width * height * 4;
6626                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6627                 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);
6628                 Mem_Free(temp1);
6629         }
6630         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6631         if (textureflags & TEXF_ALPHA)
6632         {
6633                 for (i = 3;i < width * height * 4;i += 4)
6634                 {
6635                         if (skindata[i] < 255)
6636                         {
6637                                 skinframe->hasalpha = true;
6638                                 break;
6639                         }
6640                 }
6641                 if (r_loadfog && skinframe->hasalpha)
6642                 {
6643                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6644                         memcpy(fogpixels, skindata, width * height * 4);
6645                         for (i = 0;i < width * height * 4;i += 4)
6646                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6647                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6648                         Mem_Free(fogpixels);
6649                 }
6650         }
6651
6652         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6653         //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]);
6654
6655         return skinframe;
6656 }
6657
6658 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6659 {
6660         int i;
6661         int featuresmask;
6662         skinframe_t *skinframe;
6663
6664         if (cls.state == ca_dedicated)
6665                 return NULL;
6666
6667         // if already loaded just return it, otherwise make a new skinframe
6668         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6669         if (skinframe && skinframe->base)
6670                 return skinframe;
6671
6672         skinframe->stain = NULL;
6673         skinframe->merged = NULL;
6674         skinframe->base = NULL;
6675         skinframe->pants = NULL;
6676         skinframe->shirt = NULL;
6677         skinframe->nmap = NULL;
6678         skinframe->gloss = NULL;
6679         skinframe->glow = NULL;
6680         skinframe->fog = NULL;
6681         skinframe->reflect = NULL;
6682         skinframe->hasalpha = false;
6683
6684         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6685         if (!skindata)
6686                 return NULL;
6687
6688         if (developer_loading.integer)
6689                 Con_Printf("loading quake skin \"%s\"\n", name);
6690
6691         // 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)
6692         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6693         memcpy(skinframe->qpixels, skindata, width*height);
6694         skinframe->qwidth = width;
6695         skinframe->qheight = height;
6696
6697         featuresmask = 0;
6698         for (i = 0;i < width * height;i++)
6699                 featuresmask |= palette_featureflags[skindata[i]];
6700
6701         skinframe->hasalpha = false;
6702         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6703         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6704         skinframe->qgeneratemerged = true;
6705         skinframe->qgeneratebase = skinframe->qhascolormapping;
6706         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6707
6708         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6709         //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]);
6710
6711         return skinframe;
6712 }
6713
6714 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6715 {
6716         int width;
6717         int height;
6718         unsigned char *skindata;
6719
6720         if (!skinframe->qpixels)
6721                 return;
6722
6723         if (!skinframe->qhascolormapping)
6724                 colormapped = false;
6725
6726         if (colormapped)
6727         {
6728                 if (!skinframe->qgeneratebase)
6729                         return;
6730         }
6731         else
6732         {
6733                 if (!skinframe->qgeneratemerged)
6734                         return;
6735         }
6736
6737         width = skinframe->qwidth;
6738         height = skinframe->qheight;
6739         skindata = skinframe->qpixels;
6740
6741         if (skinframe->qgeneratenmap)
6742         {
6743                 unsigned char *temp1, *temp2;
6744                 skinframe->qgeneratenmap = false;
6745                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6746                 temp2 = temp1 + width * height * 4;
6747                 // use either a custom palette or the quake palette
6748                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6749                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6750                 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);
6751                 Mem_Free(temp1);
6752         }
6753
6754         if (skinframe->qgenerateglow)
6755         {
6756                 skinframe->qgenerateglow = false;
6757                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6758         }
6759
6760         if (colormapped)
6761         {
6762                 skinframe->qgeneratebase = false;
6763                 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);
6764                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6765                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6766         }
6767         else
6768         {
6769                 skinframe->qgeneratemerged = false;
6770                 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);
6771         }
6772
6773         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6774         {
6775                 Mem_Free(skinframe->qpixels);
6776                 skinframe->qpixels = NULL;
6777         }
6778 }
6779
6780 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)
6781 {
6782         int i;
6783         skinframe_t *skinframe;
6784
6785         if (cls.state == ca_dedicated)
6786                 return NULL;
6787
6788         // if already loaded just return it, otherwise make a new skinframe
6789         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6790         if (skinframe && skinframe->base)
6791                 return skinframe;
6792
6793         skinframe->stain = NULL;
6794         skinframe->merged = NULL;
6795         skinframe->base = NULL;
6796         skinframe->pants = NULL;
6797         skinframe->shirt = NULL;
6798         skinframe->nmap = NULL;
6799         skinframe->gloss = NULL;
6800         skinframe->glow = NULL;
6801         skinframe->fog = NULL;
6802         skinframe->reflect = NULL;
6803         skinframe->hasalpha = false;
6804
6805         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6806         if (!skindata)
6807                 return NULL;
6808
6809         if (developer_loading.integer)
6810                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6811
6812         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6813         if (textureflags & TEXF_ALPHA)
6814         {
6815                 for (i = 0;i < width * height;i++)
6816                 {
6817                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6818                         {
6819                                 skinframe->hasalpha = true;
6820                                 break;
6821                         }
6822                 }
6823                 if (r_loadfog && skinframe->hasalpha)
6824                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6825         }
6826
6827         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6828         //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]);
6829
6830         return skinframe;
6831 }
6832
6833 skinframe_t *R_SkinFrame_LoadMissing(void)
6834 {
6835         skinframe_t *skinframe;
6836
6837         if (cls.state == ca_dedicated)
6838                 return NULL;
6839
6840         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6841         skinframe->stain = NULL;
6842         skinframe->merged = NULL;
6843         skinframe->base = NULL;
6844         skinframe->pants = NULL;
6845         skinframe->shirt = NULL;
6846         skinframe->nmap = NULL;
6847         skinframe->gloss = NULL;
6848         skinframe->glow = NULL;
6849         skinframe->fog = NULL;
6850         skinframe->reflect = NULL;
6851         skinframe->hasalpha = false;
6852
6853         skinframe->avgcolor[0] = rand() / RAND_MAX;
6854         skinframe->avgcolor[1] = rand() / RAND_MAX;
6855         skinframe->avgcolor[2] = rand() / RAND_MAX;
6856         skinframe->avgcolor[3] = 1;
6857
6858         return skinframe;
6859 }
6860
6861 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6862 typedef struct suffixinfo_s
6863 {
6864         char *suffix;
6865         qboolean flipx, flipy, flipdiagonal;
6866 }
6867 suffixinfo_t;
6868 static suffixinfo_t suffix[3][6] =
6869 {
6870         {
6871                 {"px",   false, false, false},
6872                 {"nx",   false, false, false},
6873                 {"py",   false, false, false},
6874                 {"ny",   false, false, false},
6875                 {"pz",   false, false, false},
6876                 {"nz",   false, false, false}
6877         },
6878         {
6879                 {"posx", false, false, false},
6880                 {"negx", false, false, false},
6881                 {"posy", false, false, false},
6882                 {"negy", false, false, false},
6883                 {"posz", false, false, false},
6884                 {"negz", false, false, false}
6885         },
6886         {
6887                 {"rt",    true, false,  true},
6888                 {"lf",   false,  true,  true},
6889                 {"ft",    true,  true, false},
6890                 {"bk",   false, false, false},
6891                 {"up",    true, false,  true},
6892                 {"dn",    true, false,  true}
6893         }
6894 };
6895
6896 static int componentorder[4] = {0, 1, 2, 3};
6897
6898 rtexture_t *R_LoadCubemap(const char *basename)
6899 {
6900         int i, j, cubemapsize;
6901         unsigned char *cubemappixels, *image_buffer;
6902         rtexture_t *cubemaptexture;
6903         char name[256];
6904         // must start 0 so the first loadimagepixels has no requested width/height
6905         cubemapsize = 0;
6906         cubemappixels = NULL;
6907         cubemaptexture = NULL;
6908         // keep trying different suffix groups (posx, px, rt) until one loads
6909         for (j = 0;j < 3 && !cubemappixels;j++)
6910         {
6911                 // load the 6 images in the suffix group
6912                 for (i = 0;i < 6;i++)
6913                 {
6914                         // generate an image name based on the base and and suffix
6915                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6916                         // load it
6917                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6918                         {
6919                                 // an image loaded, make sure width and height are equal
6920                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6921                                 {
6922                                         // if this is the first image to load successfully, allocate the cubemap memory
6923                                         if (!cubemappixels && image_width >= 1)
6924                                         {
6925                                                 cubemapsize = image_width;
6926                                                 // note this clears to black, so unavailable sides are black
6927                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6928                                         }
6929                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6930                                         if (cubemappixels)
6931                                                 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);
6932                                 }
6933                                 else
6934                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6935                                 // free the image
6936                                 Mem_Free(image_buffer);
6937                         }
6938                 }
6939         }
6940         // if a cubemap loaded, upload it
6941         if (cubemappixels)
6942         {
6943                 if (developer_loading.integer)
6944                         Con_Printf("loading cubemap \"%s\"\n", basename);
6945
6946                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6947                 Mem_Free(cubemappixels);
6948         }
6949         else
6950         {
6951                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6952                 if (developer_loading.integer)
6953                 {
6954                         Con_Printf("(tried tried images ");
6955                         for (j = 0;j < 3;j++)
6956                                 for (i = 0;i < 6;i++)
6957                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6958                         Con_Print(" and was unable to find any of them).\n");
6959                 }
6960         }
6961         return cubemaptexture;
6962 }
6963
6964 rtexture_t *R_GetCubemap(const char *basename)
6965 {
6966         int i;
6967         for (i = 0;i < r_texture_numcubemaps;i++)
6968                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6969                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6970         if (i >= MAX_CUBEMAPS)
6971                 return r_texture_whitecube;
6972         r_texture_numcubemaps++;
6973         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6974         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6975         return r_texture_cubemaps[i].texture;
6976 }
6977
6978 void R_FreeCubemaps(void)
6979 {
6980         int i;
6981         for (i = 0;i < r_texture_numcubemaps;i++)
6982         {
6983                 if (developer_loading.integer)
6984                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6985                 if (r_texture_cubemaps[i].texture)
6986                         R_FreeTexture(r_texture_cubemaps[i].texture);
6987         }
6988         r_texture_numcubemaps = 0;
6989 }
6990
6991 void R_Main_FreeViewCache(void)
6992 {
6993         if (r_refdef.viewcache.entityvisible)
6994                 Mem_Free(r_refdef.viewcache.entityvisible);
6995         if (r_refdef.viewcache.world_pvsbits)
6996                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6997         if (r_refdef.viewcache.world_leafvisible)
6998                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6999         if (r_refdef.viewcache.world_surfacevisible)
7000                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7001         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7002 }
7003
7004 void R_Main_ResizeViewCache(void)
7005 {
7006         int numentities = r_refdef.scene.numentities;
7007         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7008         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7009         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7010         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7011         if (r_refdef.viewcache.maxentities < numentities)
7012         {
7013                 r_refdef.viewcache.maxentities = numentities;
7014                 if (r_refdef.viewcache.entityvisible)
7015                         Mem_Free(r_refdef.viewcache.entityvisible);
7016                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7017         }
7018         if (r_refdef.viewcache.world_numclusters != numclusters)
7019         {
7020                 r_refdef.viewcache.world_numclusters = numclusters;
7021                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7022                 if (r_refdef.viewcache.world_pvsbits)
7023                         Mem_Free(r_refdef.viewcache.world_pvsbits);
7024                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7025         }
7026         if (r_refdef.viewcache.world_numleafs != numleafs)
7027         {
7028                 r_refdef.viewcache.world_numleafs = numleafs;
7029                 if (r_refdef.viewcache.world_leafvisible)
7030                         Mem_Free(r_refdef.viewcache.world_leafvisible);
7031                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7032         }
7033         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7034         {
7035                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7036                 if (r_refdef.viewcache.world_surfacevisible)
7037                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
7038                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7039         }
7040 }
7041
7042 extern rtexture_t *loadingscreentexture;
7043 void gl_main_start(void)
7044 {
7045         loadingscreentexture = NULL;
7046         r_texture_blanknormalmap = NULL;
7047         r_texture_white = NULL;
7048         r_texture_grey128 = NULL;
7049         r_texture_black = NULL;
7050         r_texture_whitecube = NULL;
7051         r_texture_normalizationcube = NULL;
7052         r_texture_fogattenuation = NULL;
7053         r_texture_fogheighttexture = NULL;
7054         r_texture_gammaramps = NULL;
7055         r_texture_numcubemaps = 0;
7056
7057         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7058         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7059
7060         switch(vid.renderpath)
7061         {
7062         case RENDERPATH_GL20:
7063         case RENDERPATH_CGGL:
7064         case RENDERPATH_D3D9:
7065         case RENDERPATH_D3D10:
7066         case RENDERPATH_D3D11:
7067                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7068                 Cvar_SetValueQuick(&gl_combine, 1);
7069                 Cvar_SetValueQuick(&r_glsl, 1);
7070                 r_loadnormalmap = true;
7071                 r_loadgloss = true;
7072                 r_loadfog = false;
7073                 break;
7074         case RENDERPATH_GL13:
7075                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7076                 Cvar_SetValueQuick(&gl_combine, 1);
7077                 Cvar_SetValueQuick(&r_glsl, 0);
7078                 r_loadnormalmap = false;
7079                 r_loadgloss = false;
7080                 r_loadfog = true;
7081                 break;
7082         case RENDERPATH_GL11:
7083                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7084                 Cvar_SetValueQuick(&gl_combine, 0);
7085                 Cvar_SetValueQuick(&r_glsl, 0);
7086                 r_loadnormalmap = false;
7087                 r_loadgloss = false;
7088                 r_loadfog = true;
7089                 break;
7090         }
7091
7092         R_AnimCache_Free();
7093         R_FrameData_Reset();
7094
7095         r_numqueries = 0;
7096         r_maxqueries = 0;
7097         memset(r_queries, 0, sizeof(r_queries));
7098
7099         r_qwskincache = NULL;
7100         r_qwskincache_size = 0;
7101
7102         // set up r_skinframe loading system for textures
7103         memset(&r_skinframe, 0, sizeof(r_skinframe));
7104         r_skinframe.loadsequence = 1;
7105         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7106
7107         r_main_texturepool = R_AllocTexturePool();
7108         R_BuildBlankTextures();
7109         R_BuildNoTexture();
7110         if (vid.support.arb_texture_cube_map)
7111         {
7112                 R_BuildWhiteCube();
7113                 R_BuildNormalizationCube();
7114         }
7115         r_texture_fogattenuation = NULL;
7116         r_texture_fogheighttexture = NULL;
7117         r_texture_gammaramps = NULL;
7118         //r_texture_fogintensity = NULL;
7119         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7120         memset(&r_waterstate, 0, sizeof(r_waterstate));
7121         r_glsl_permutation = NULL;
7122         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7123         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7124         glslshaderstring = NULL;
7125 #ifdef SUPPORTCG
7126         r_cg_permutation = NULL;
7127         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7128         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7129         cgshaderstring = NULL;
7130 #endif
7131 #ifdef SUPPORTD3D
7132         r_hlsl_permutation = NULL;
7133         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7134         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7135         hlslshaderstring = NULL;
7136 #endif
7137         memset(&r_svbsp, 0, sizeof (r_svbsp));
7138
7139         r_refdef.fogmasktable_density = 0;
7140 }
7141
7142 void gl_main_shutdown(void)
7143 {
7144         R_AnimCache_Free();
7145         R_FrameData_Reset();
7146
7147         R_Main_FreeViewCache();
7148
7149         switch(vid.renderpath)
7150         {
7151         case RENDERPATH_GL11:
7152         case RENDERPATH_GL13:
7153         case RENDERPATH_GL20:
7154         case RENDERPATH_CGGL:
7155                 if (r_maxqueries)
7156                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7157                 break;
7158         case RENDERPATH_D3D9:
7159                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7160                 break;
7161         case RENDERPATH_D3D10:
7162                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7163                 break;
7164         case RENDERPATH_D3D11:
7165                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7166                 break;
7167         }
7168
7169         r_numqueries = 0;
7170         r_maxqueries = 0;
7171         memset(r_queries, 0, sizeof(r_queries));
7172
7173         r_qwskincache = NULL;
7174         r_qwskincache_size = 0;
7175
7176         // clear out the r_skinframe state
7177         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7178         memset(&r_skinframe, 0, sizeof(r_skinframe));
7179
7180         if (r_svbsp.nodes)
7181                 Mem_Free(r_svbsp.nodes);
7182         memset(&r_svbsp, 0, sizeof (r_svbsp));
7183         R_FreeTexturePool(&r_main_texturepool);
7184         loadingscreentexture = NULL;
7185         r_texture_blanknormalmap = NULL;
7186         r_texture_white = NULL;
7187         r_texture_grey128 = NULL;
7188         r_texture_black = NULL;
7189         r_texture_whitecube = NULL;
7190         r_texture_normalizationcube = NULL;
7191         r_texture_fogattenuation = NULL;
7192         r_texture_fogheighttexture = NULL;
7193         r_texture_gammaramps = NULL;
7194         r_texture_numcubemaps = 0;
7195         //r_texture_fogintensity = NULL;
7196         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7197         memset(&r_waterstate, 0, sizeof(r_waterstate));
7198         R_GLSL_Restart_f();
7199 }
7200
7201 extern void CL_ParseEntityLump(char *entitystring);
7202 void gl_main_newmap(void)
7203 {
7204         // FIXME: move this code to client
7205         char *entities, entname[MAX_QPATH];
7206         if (r_qwskincache)
7207                 Mem_Free(r_qwskincache);
7208         r_qwskincache = NULL;
7209         r_qwskincache_size = 0;
7210         if (cl.worldmodel)
7211         {
7212                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7213                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7214                 {
7215                         CL_ParseEntityLump(entities);
7216                         Mem_Free(entities);
7217                         return;
7218                 }
7219                 if (cl.worldmodel->brush.entities)
7220                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7221         }
7222         R_Main_FreeViewCache();
7223
7224         R_FrameData_Reset();
7225 }
7226
7227 void GL_Main_Init(void)
7228 {
7229         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7230
7231         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7232         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7233         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7234         if (gamemode == GAME_NEHAHRA)
7235         {
7236                 Cvar_RegisterVariable (&gl_fogenable);
7237                 Cvar_RegisterVariable (&gl_fogdensity);
7238                 Cvar_RegisterVariable (&gl_fogred);
7239                 Cvar_RegisterVariable (&gl_foggreen);
7240                 Cvar_RegisterVariable (&gl_fogblue);
7241                 Cvar_RegisterVariable (&gl_fogstart);
7242                 Cvar_RegisterVariable (&gl_fogend);
7243                 Cvar_RegisterVariable (&gl_skyclip);
7244         }
7245         Cvar_RegisterVariable(&r_motionblur);
7246         Cvar_RegisterVariable(&r_motionblur_maxblur);
7247         Cvar_RegisterVariable(&r_motionblur_bmin);
7248         Cvar_RegisterVariable(&r_motionblur_vmin);
7249         Cvar_RegisterVariable(&r_motionblur_vmax);
7250         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7251         Cvar_RegisterVariable(&r_motionblur_randomize);
7252         Cvar_RegisterVariable(&r_damageblur);
7253         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7254         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7255         Cvar_RegisterVariable(&r_equalize_entities_by);
7256         Cvar_RegisterVariable(&r_equalize_entities_to);
7257         Cvar_RegisterVariable(&r_depthfirst);
7258         Cvar_RegisterVariable(&r_useinfinitefarclip);
7259         Cvar_RegisterVariable(&r_farclip_base);
7260         Cvar_RegisterVariable(&r_farclip_world);
7261         Cvar_RegisterVariable(&r_nearclip);
7262         Cvar_RegisterVariable(&r_showbboxes);
7263         Cvar_RegisterVariable(&r_showsurfaces);
7264         Cvar_RegisterVariable(&r_showtris);
7265         Cvar_RegisterVariable(&r_shownormals);
7266         Cvar_RegisterVariable(&r_showlighting);
7267         Cvar_RegisterVariable(&r_showshadowvolumes);
7268         Cvar_RegisterVariable(&r_showcollisionbrushes);
7269         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7270         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7271         Cvar_RegisterVariable(&r_showdisabledepthtest);
7272         Cvar_RegisterVariable(&r_drawportals);
7273         Cvar_RegisterVariable(&r_drawentities);
7274         Cvar_RegisterVariable(&r_draw2d);
7275         Cvar_RegisterVariable(&r_drawworld);
7276         Cvar_RegisterVariable(&r_cullentities_trace);
7277         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7278         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7279         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7280         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7281         Cvar_RegisterVariable(&r_drawviewmodel);
7282         Cvar_RegisterVariable(&r_drawexteriormodel);
7283         Cvar_RegisterVariable(&r_speeds);
7284         Cvar_RegisterVariable(&r_fullbrights);
7285         Cvar_RegisterVariable(&r_wateralpha);
7286         Cvar_RegisterVariable(&r_dynamic);
7287         Cvar_RegisterVariable(&r_fullbright);
7288         Cvar_RegisterVariable(&r_shadows);
7289         Cvar_RegisterVariable(&r_shadows_darken);
7290         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7291         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7292         Cvar_RegisterVariable(&r_shadows_throwdistance);
7293         Cvar_RegisterVariable(&r_shadows_throwdirection);
7294         Cvar_RegisterVariable(&r_shadows_focus);
7295         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7296         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7297         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7298         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7299         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7300         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7301         Cvar_RegisterVariable(&r_fog_exp2);
7302         Cvar_RegisterVariable(&r_drawfog);
7303         Cvar_RegisterVariable(&r_transparentdepthmasking);
7304         Cvar_RegisterVariable(&r_texture_dds_load);
7305         Cvar_RegisterVariable(&r_texture_dds_save);
7306         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7307         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7308         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7309         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7310         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7311         Cvar_RegisterVariable(&r_textureunits);
7312         Cvar_RegisterVariable(&gl_combine);
7313         Cvar_RegisterVariable(&r_glsl);
7314         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7315         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7316         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7317         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7318         Cvar_RegisterVariable(&r_glsl_postprocess);
7319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7321         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7322         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7323         Cvar_RegisterVariable(&r_water);
7324         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7325         Cvar_RegisterVariable(&r_water_clippingplanebias);
7326         Cvar_RegisterVariable(&r_water_refractdistort);
7327         Cvar_RegisterVariable(&r_water_reflectdistort);
7328         Cvar_RegisterVariable(&r_lerpsprites);
7329         Cvar_RegisterVariable(&r_lerpmodels);
7330         Cvar_RegisterVariable(&r_lerplightstyles);
7331         Cvar_RegisterVariable(&r_waterscroll);
7332         Cvar_RegisterVariable(&r_bloom);
7333         Cvar_RegisterVariable(&r_bloom_colorscale);
7334         Cvar_RegisterVariable(&r_bloom_brighten);
7335         Cvar_RegisterVariable(&r_bloom_blur);
7336         Cvar_RegisterVariable(&r_bloom_resolution);
7337         Cvar_RegisterVariable(&r_bloom_colorexponent);
7338         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7339         Cvar_RegisterVariable(&r_hdr);
7340         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7341         Cvar_RegisterVariable(&r_hdr_glowintensity);
7342         Cvar_RegisterVariable(&r_hdr_range);
7343         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7344         Cvar_RegisterVariable(&developer_texturelogging);
7345         Cvar_RegisterVariable(&gl_lightmaps);
7346         Cvar_RegisterVariable(&r_test);
7347         Cvar_RegisterVariable(&r_glsl_saturation);
7348         Cvar_RegisterVariable(&r_framedatasize);
7349         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7350                 Cvar_SetValue("r_fullbrights", 0);
7351         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7352
7353         Cvar_RegisterVariable(&r_track_sprites);
7354         Cvar_RegisterVariable(&r_track_sprites_flags);
7355         Cvar_RegisterVariable(&r_track_sprites_scalew);
7356         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7357         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7358         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7359 }
7360
7361 extern void R_Textures_Init(void);
7362 extern void GL_Draw_Init(void);
7363 extern void GL_Main_Init(void);
7364 extern void R_Shadow_Init(void);
7365 extern void R_Sky_Init(void);
7366 extern void GL_Surf_Init(void);
7367 extern void R_Particles_Init(void);
7368 extern void R_Explosion_Init(void);
7369 extern void gl_backend_init(void);
7370 extern void Sbar_Init(void);
7371 extern void R_LightningBeams_Init(void);
7372 extern void Mod_RenderInit(void);
7373 extern void Font_Init(void);
7374
7375 void Render_Init(void)
7376 {
7377         gl_backend_init();
7378         R_Textures_Init();
7379         GL_Main_Init();
7380         Font_Init();
7381         GL_Draw_Init();
7382         R_Shadow_Init();
7383         R_Sky_Init();
7384         GL_Surf_Init();
7385         Sbar_Init();
7386         R_Particles_Init();
7387         R_Explosion_Init();
7388         R_LightningBeams_Init();
7389         Mod_RenderInit();
7390 }
7391
7392 /*
7393 ===============
7394 GL_Init
7395 ===============
7396 */
7397 extern char *ENGINE_EXTENSIONS;
7398 void GL_Init (void)
7399 {
7400         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7401         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7402         gl_version = (const char *)qglGetString(GL_VERSION);
7403         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7404
7405         if (!gl_extensions)
7406                 gl_extensions = "";
7407         if (!gl_platformextensions)
7408                 gl_platformextensions = "";
7409
7410         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7411         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7412         Con_Printf("GL_VERSION: %s\n", gl_version);
7413         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7414         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7415
7416         VID_CheckExtensions();
7417
7418         // LordHavoc: report supported extensions
7419         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7420
7421         // clear to black (loading plaque will be seen over this)
7422         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7423 }
7424
7425 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7426 {
7427         int i;
7428         mplane_t *p;
7429         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7430         {
7431                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7432                 if (i == 4)
7433                         continue;
7434                 p = r_refdef.view.frustum + i;
7435                 switch(p->signbits)
7436                 {
7437                 default:
7438                 case 0:
7439                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7440                                 return true;
7441                         break;
7442                 case 1:
7443                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7444                                 return true;
7445                         break;
7446                 case 2:
7447                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7448                                 return true;
7449                         break;
7450                 case 3:
7451                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7452                                 return true;
7453                         break;
7454                 case 4:
7455                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7456                                 return true;
7457                         break;
7458                 case 5:
7459                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7460                                 return true;
7461                         break;
7462                 case 6:
7463                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7464                                 return true;
7465                         break;
7466                 case 7:
7467                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7468                                 return true;
7469                         break;
7470                 }
7471         }
7472         return false;
7473 }
7474
7475 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7476 {
7477         int i;
7478         const mplane_t *p;
7479         for (i = 0;i < numplanes;i++)
7480         {
7481                 p = planes + i;
7482                 switch(p->signbits)
7483                 {
7484                 default:
7485                 case 0:
7486                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7487                                 return true;
7488                         break;
7489                 case 1:
7490                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7491                                 return true;
7492                         break;
7493                 case 2:
7494                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7495                                 return true;
7496                         break;
7497                 case 3:
7498                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7499                                 return true;
7500                         break;
7501                 case 4:
7502                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7503                                 return true;
7504                         break;
7505                 case 5:
7506                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7507                                 return true;
7508                         break;
7509                 case 6:
7510                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7511                                 return true;
7512                         break;
7513                 case 7:
7514                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7515                                 return true;
7516                         break;
7517                 }
7518         }
7519         return false;
7520 }
7521
7522 //==================================================================================
7523
7524 // LordHavoc: this stores temporary data used within the same frame
7525
7526 qboolean r_framedata_failed;
7527 static size_t r_framedata_size;
7528 static size_t r_framedata_current;
7529 static void *r_framedata_base;
7530
7531 void R_FrameData_Reset(void)
7532 {
7533         if (r_framedata_base)
7534                 Mem_Free(r_framedata_base);
7535         r_framedata_base = NULL;
7536         r_framedata_size = 0;
7537         r_framedata_current = 0;
7538         r_framedata_failed = false;
7539 }
7540
7541 void R_FrameData_NewFrame(void)
7542 {
7543         size_t wantedsize;
7544         if (r_framedata_failed)
7545                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7546         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7547         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7548         if (r_framedata_size != wantedsize)
7549         {
7550                 r_framedata_size = wantedsize;
7551                 if (r_framedata_base)
7552                         Mem_Free(r_framedata_base);
7553                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7554         }
7555         r_framedata_current = 0;
7556         r_framedata_failed = false;
7557 }
7558
7559 void *R_FrameData_Alloc(size_t size)
7560 {
7561         void *data;
7562
7563         // align to 16 byte boundary
7564         size = (size + 15) & ~15;
7565         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7566         r_framedata_current += size;
7567
7568         // check overflow
7569         if (r_framedata_current > r_framedata_size)
7570                 r_framedata_failed = true;
7571
7572         // return NULL on everything after a failure
7573         if (r_framedata_failed)
7574                 return NULL;
7575
7576         return data;
7577 }
7578
7579 void *R_FrameData_Store(size_t size, void *data)
7580 {
7581         void *d = R_FrameData_Alloc(size);
7582         if (d)
7583                 memcpy(d, data, size);
7584         return d;
7585 }
7586
7587 //==================================================================================
7588
7589 // LordHavoc: animcache originally written by Echon, rewritten since then
7590
7591 /**
7592  * Animation cache prevents re-generating mesh data for an animated model
7593  * multiple times in one frame for lighting, shadowing, reflections, etc.
7594  */
7595
7596 void R_AnimCache_Free(void)
7597 {
7598 }
7599
7600 void R_AnimCache_ClearCache(void)
7601 {
7602         int i;
7603         entity_render_t *ent;
7604
7605         for (i = 0;i < r_refdef.scene.numentities;i++)
7606         {
7607                 ent = r_refdef.scene.entities[i];
7608                 ent->animcache_vertex3f = NULL;
7609                 ent->animcache_normal3f = NULL;
7610                 ent->animcache_svector3f = NULL;
7611                 ent->animcache_tvector3f = NULL;
7612                 ent->animcache_vertexposition = NULL;
7613                 ent->animcache_vertexmesh = NULL;
7614                 ent->animcache_vertexpositionbuffer = NULL;
7615                 ent->animcache_vertexmeshbuffer = NULL;
7616         }
7617 }
7618
7619 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7620 {
7621         int i;
7622         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7623                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7624         if (!ent->animcache_vertexposition)
7625                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7626         if (ent->animcache_vertexposition)
7627         {
7628                 for (i = 0;i < numvertices;i++)
7629                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
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                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
7637                 if (ent->animcache_svector3f)
7638                         for (i = 0;i < numvertices;i++)
7639                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
7640                 if (ent->animcache_tvector3f)
7641                         for (i = 0;i < numvertices;i++)
7642                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
7643                 if (ent->animcache_normal3f)
7644                         for (i = 0;i < numvertices;i++)
7645                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
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->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(void)
8012 {
8013         int i;
8014         double slopex, slopey;
8015         vec3_t forward, left, up, origin;
8016
8017         // we can't trust r_refdef.view.forward and friends in reflected scenes
8018         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8019
8020 #if 0
8021         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8022         r_refdef.view.frustum[0].normal[1] = 0 - 0;
8023         r_refdef.view.frustum[0].normal[2] = -1 - 0;
8024         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8025         r_refdef.view.frustum[1].normal[1] = 0 + 0;
8026         r_refdef.view.frustum[1].normal[2] = -1 + 0;
8027         r_refdef.view.frustum[2].normal[0] = 0 - 0;
8028         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8029         r_refdef.view.frustum[2].normal[2] = -1 - 0;
8030         r_refdef.view.frustum[3].normal[0] = 0 + 0;
8031         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8032         r_refdef.view.frustum[3].normal[2] = -1 + 0;
8033 #endif
8034
8035 #if 0
8036         zNear = r_refdef.nearclip;
8037         nudge = 1.0 - 1.0 / (1<<23);
8038         r_refdef.view.frustum[4].normal[0] = 0 - 0;
8039         r_refdef.view.frustum[4].normal[1] = 0 - 0;
8040         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8041         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8042         r_refdef.view.frustum[5].normal[0] = 0 + 0;
8043         r_refdef.view.frustum[5].normal[1] = 0 + 0;
8044         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8045         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8046 #endif
8047
8048
8049
8050 #if 0
8051         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8052         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8053         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8054         r_refdef.view.frustum[0].dist = m[15] - m[12];
8055
8056         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8057         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8058         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8059         r_refdef.view.frustum[1].dist = m[15] + m[12];
8060
8061         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8062         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8063         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8064         r_refdef.view.frustum[2].dist = m[15] - m[13];
8065
8066         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8067         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8068         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8069         r_refdef.view.frustum[3].dist = m[15] + m[13];
8070
8071         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8072         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8073         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8074         r_refdef.view.frustum[4].dist = m[15] - m[14];
8075
8076         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8077         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8078         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8079         r_refdef.view.frustum[5].dist = m[15] + m[14];
8080 #endif
8081
8082         if (r_refdef.view.useperspective)
8083         {
8084                 slopex = 1.0 / r_refdef.view.frustum_x;
8085                 slopey = 1.0 / r_refdef.view.frustum_y;
8086                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8087                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
8088                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
8089                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
8090                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8091
8092                 // Leaving those out was a mistake, those were in the old code, and they
8093                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8094                 // I couldn't reproduce it after adding those normalizations. --blub
8095                 VectorNormalize(r_refdef.view.frustum[0].normal);
8096                 VectorNormalize(r_refdef.view.frustum[1].normal);
8097                 VectorNormalize(r_refdef.view.frustum[2].normal);
8098                 VectorNormalize(r_refdef.view.frustum[3].normal);
8099
8100                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8101                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8102                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8103                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8104                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8105
8106                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8107                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8108                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8109                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8110                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8111         }
8112         else
8113         {
8114                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8115                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8116                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8117                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8118                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8119                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8120                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8121                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8122                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8123                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8124         }
8125         r_refdef.view.numfrustumplanes = 5;
8126
8127         if (r_refdef.view.useclipplane)
8128         {
8129                 r_refdef.view.numfrustumplanes = 6;
8130                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8131         }
8132
8133         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8134                 PlaneClassify(r_refdef.view.frustum + i);
8135
8136         // LordHavoc: note to all quake engine coders, Quake had a special case
8137         // for 90 degrees which assumed a square view (wrong), so I removed it,
8138         // Quake2 has it disabled as well.
8139
8140         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8141         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8142         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8143         //PlaneClassify(&frustum[0]);
8144
8145         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8146         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8147         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8148         //PlaneClassify(&frustum[1]);
8149
8150         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8151         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8152         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8153         //PlaneClassify(&frustum[2]);
8154
8155         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8156         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8157         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8158         //PlaneClassify(&frustum[3]);
8159
8160         // nearclip plane
8161         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8162         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8163         //PlaneClassify(&frustum[4]);
8164 }
8165
8166 void R_View_Update(void)
8167 {
8168         R_Main_ResizeViewCache();
8169         R_View_SetFrustum();
8170         R_View_WorldVisibility(r_refdef.view.useclipplane);
8171         R_View_UpdateEntityVisible();
8172         R_View_UpdateEntityLighting();
8173 }
8174
8175 void R_SetupView(qboolean allowwaterclippingplane)
8176 {
8177         const float *customclipplane = NULL;
8178         float plane[4];
8179         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8180         {
8181                 // LordHavoc: couldn't figure out how to make this approach the
8182                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8183                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8184                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8185                         dist = r_refdef.view.clipplane.dist;
8186                 plane[0] = r_refdef.view.clipplane.normal[0];
8187                 plane[1] = r_refdef.view.clipplane.normal[1];
8188                 plane[2] = r_refdef.view.clipplane.normal[2];
8189                 plane[3] = dist;
8190                 customclipplane = plane;
8191         }
8192
8193         if (!r_refdef.view.useperspective)
8194                 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);
8195         else if (vid.stencil && r_useinfinitefarclip.integer)
8196                 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);
8197         else
8198                 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);
8199         R_SetViewport(&r_refdef.view.viewport);
8200 }
8201
8202 void R_EntityMatrix(const matrix4x4_t *matrix)
8203 {
8204         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8205         {
8206                 gl_modelmatrixchanged = false;
8207                 gl_modelmatrix = *matrix;
8208                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8209                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8210                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8211                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8212                 CHECKGLERROR
8213                 switch(vid.renderpath)
8214                 {
8215                 case RENDERPATH_D3D9:
8216 #ifdef SUPPORTD3D
8217                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8218                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8219 #endif
8220                         break;
8221                 case RENDERPATH_D3D10:
8222                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8223                         break;
8224                 case RENDERPATH_D3D11:
8225                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8226                         break;
8227                 case RENDERPATH_GL20:
8228                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8229                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8230                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8231                         break;
8232                 case RENDERPATH_CGGL:
8233 #ifdef SUPPORTCG
8234                         CHECKCGERROR
8235                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8236                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8237                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8238 #endif
8239                         break;
8240                 case RENDERPATH_GL13:
8241                 case RENDERPATH_GL11:
8242                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8243                         break;
8244                 }
8245         }
8246 }
8247
8248 void R_ResetViewRendering2D(void)
8249 {
8250         r_viewport_t viewport;
8251         DrawQ_Finish();
8252
8253         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8254         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);
8255         R_SetViewport(&viewport);
8256         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8257         GL_Color(1, 1, 1, 1);
8258         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8259         GL_BlendFunc(GL_ONE, GL_ZERO);
8260         GL_AlphaTest(false);
8261         GL_ScissorTest(false);
8262         GL_DepthMask(false);
8263         GL_DepthRange(0, 1);
8264         GL_DepthTest(false);
8265         GL_DepthFunc(GL_LEQUAL);
8266         R_EntityMatrix(&identitymatrix);
8267         R_Mesh_ResetTextureState();
8268         GL_PolygonOffset(0, 0);
8269         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8270         switch(vid.renderpath)
8271         {
8272         case RENDERPATH_GL11:
8273         case RENDERPATH_GL13:
8274         case RENDERPATH_GL20:
8275         case RENDERPATH_CGGL:
8276                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8277                 break;
8278         case RENDERPATH_D3D9:
8279         case RENDERPATH_D3D10:
8280         case RENDERPATH_D3D11:
8281                 break;
8282         }
8283         GL_CullFace(GL_NONE);
8284 }
8285
8286 void R_ResetViewRendering3D(void)
8287 {
8288         DrawQ_Finish();
8289
8290         R_SetupView(true);
8291         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8292         GL_Color(1, 1, 1, 1);
8293         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8294         GL_BlendFunc(GL_ONE, GL_ZERO);
8295         GL_AlphaTest(false);
8296         GL_ScissorTest(true);
8297         GL_DepthMask(true);
8298         GL_DepthRange(0, 1);
8299         GL_DepthTest(true);
8300         GL_DepthFunc(GL_LEQUAL);
8301         R_EntityMatrix(&identitymatrix);
8302         R_Mesh_ResetTextureState();
8303         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8304         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8305         switch(vid.renderpath)
8306         {
8307         case RENDERPATH_GL11:
8308         case RENDERPATH_GL13:
8309         case RENDERPATH_GL20:
8310         case RENDERPATH_CGGL:
8311                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8312                 break;
8313         case RENDERPATH_D3D9:
8314         case RENDERPATH_D3D10:
8315         case RENDERPATH_D3D11:
8316                 break;
8317         }
8318         GL_CullFace(r_refdef.view.cullface_back);
8319 }
8320
8321 /*
8322 ================
8323 R_RenderView_UpdateViewVectors
8324 ================
8325 */
8326 static void R_RenderView_UpdateViewVectors(void)
8327 {
8328         // break apart the view matrix into vectors for various purposes
8329         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8330         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8331         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8332         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8333         // make an inverted copy of the view matrix for tracking sprites
8334         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8335 }
8336
8337 void R_RenderScene(void);
8338 void R_RenderWaterPlanes(void);
8339
8340 static void R_Water_StartFrame(void)
8341 {
8342         int i;
8343         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8344         r_waterstate_waterplane_t *p;
8345
8346         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8347                 return;
8348
8349         switch(vid.renderpath)
8350         {
8351         case RENDERPATH_GL20:
8352         case RENDERPATH_CGGL:
8353         case RENDERPATH_D3D9:
8354         case RENDERPATH_D3D10:
8355         case RENDERPATH_D3D11:
8356                 break;
8357         case RENDERPATH_GL13:
8358         case RENDERPATH_GL11:
8359                 return;
8360         }
8361
8362         // set waterwidth and waterheight to the water resolution that will be
8363         // used (often less than the screen resolution for faster rendering)
8364         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8365         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8366
8367         // calculate desired texture sizes
8368         // can't use water if the card does not support the texture size
8369         if (!r_water.integer || r_showsurfaces.integer)
8370                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8371         else if (vid.support.arb_texture_non_power_of_two)
8372         {
8373                 texturewidth = waterwidth;
8374                 textureheight = waterheight;
8375                 camerawidth = waterwidth;
8376                 cameraheight = waterheight;
8377         }
8378         else
8379         {
8380                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8381                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8382                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8383                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8384         }
8385
8386         // allocate textures as needed
8387         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8388         {
8389                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8390                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8391                 {
8392                         if (p->texture_refraction)
8393                                 R_FreeTexture(p->texture_refraction);
8394                         p->texture_refraction = NULL;
8395                         if (p->texture_reflection)
8396                                 R_FreeTexture(p->texture_reflection);
8397                         p->texture_reflection = NULL;
8398                         if (p->texture_camera)
8399                                 R_FreeTexture(p->texture_camera);
8400                         p->texture_camera = NULL;
8401                 }
8402                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8403                 r_waterstate.texturewidth = texturewidth;
8404                 r_waterstate.textureheight = textureheight;
8405                 r_waterstate.camerawidth = camerawidth;
8406                 r_waterstate.cameraheight = cameraheight;
8407         }
8408
8409         if (r_waterstate.texturewidth)
8410         {
8411                 r_waterstate.enabled = true;
8412
8413                 // when doing a reduced render (HDR) we want to use a smaller area
8414                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8415                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8416
8417                 // set up variables that will be used in shader setup
8418                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8419                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8420                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8421                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8422         }
8423
8424         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8425         r_waterstate.numwaterplanes = 0;
8426 }
8427
8428 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8429 {
8430         int triangleindex, planeindex;
8431         const int *e;
8432         vec3_t vert[3];
8433         vec3_t normal;
8434         vec3_t center;
8435         mplane_t plane;
8436         int cam_ent;
8437         r_waterstate_waterplane_t *p;
8438         texture_t *t = R_GetCurrentTexture(surface->texture);
8439         cam_ent = t->camera_entity;
8440         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8441                 cam_ent = 0;
8442
8443         // just use the first triangle with a valid normal for any decisions
8444         VectorClear(normal);
8445         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8446         {
8447                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8448                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8449                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8450                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8451                 if (VectorLength2(normal) >= 0.001)
8452                         break;
8453         }
8454
8455         VectorCopy(normal, plane.normal);
8456         VectorNormalize(plane.normal);
8457         plane.dist = DotProduct(vert[0], plane.normal);
8458         PlaneClassify(&plane);
8459         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8460         {
8461                 // skip backfaces (except if nocullface is set)
8462                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8463                         return;
8464                 VectorNegate(plane.normal, plane.normal);
8465                 plane.dist *= -1;
8466                 PlaneClassify(&plane);
8467         }
8468
8469
8470         // find a matching plane if there is one
8471         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8472                 if(p->camera_entity == t->camera_entity)
8473                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8474                                 break;
8475         if (planeindex >= r_waterstate.maxwaterplanes)
8476                 return; // nothing we can do, out of planes
8477
8478         // if this triangle does not fit any known plane rendered this frame, add one
8479         if (planeindex >= r_waterstate.numwaterplanes)
8480         {
8481                 // store the new plane
8482                 r_waterstate.numwaterplanes++;
8483                 p->plane = plane;
8484                 // clear materialflags and pvs
8485                 p->materialflags = 0;
8486                 p->pvsvalid = false;
8487                 p->camera_entity = t->camera_entity;
8488         }
8489         // merge this surface's materialflags into the waterplane
8490         p->materialflags |= t->currentmaterialflags;
8491         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8492         {
8493                 // merge this surface's PVS into the waterplane
8494                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8495                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8496                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8497                 {
8498                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8499                         p->pvsvalid = true;
8500                 }
8501         }
8502 }
8503
8504 static void R_Water_ProcessPlanes(void)
8505 {
8506         r_refdef_view_t originalview;
8507         r_refdef_view_t myview;
8508         int planeindex;
8509         r_waterstate_waterplane_t *p;
8510         vec3_t visorigin;
8511
8512         originalview = r_refdef.view;
8513
8514         // make sure enough textures are allocated
8515         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8516         {
8517                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8518                 {
8519                         if (!p->texture_refraction)
8520                                 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);
8521                         if (!p->texture_refraction)
8522                                 goto error;
8523                 }
8524                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8525                 {
8526                         if (!p->texture_camera)
8527                                 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);
8528                         if (!p->texture_camera)
8529                                 goto error;
8530                 }
8531
8532                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8533                 {
8534                         if (!p->texture_reflection)
8535                                 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);
8536                         if (!p->texture_reflection)
8537                                 goto error;
8538                 }
8539         }
8540
8541         // render views
8542         r_refdef.view = originalview;
8543         r_refdef.view.showdebug = false;
8544         r_refdef.view.width = r_waterstate.waterwidth;
8545         r_refdef.view.height = r_waterstate.waterheight;
8546         r_refdef.view.useclipplane = true;
8547         myview = r_refdef.view;
8548         r_waterstate.renderingscene = true;
8549         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8550         {
8551                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8552                 {
8553                         r_refdef.view = myview;
8554                         // render reflected scene and copy into texture
8555                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8556                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8557                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8558                         r_refdef.view.clipplane = p->plane;
8559                         // reverse the cullface settings for this render
8560                         r_refdef.view.cullface_front = GL_FRONT;
8561                         r_refdef.view.cullface_back = GL_BACK;
8562                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8563                         {
8564                                 r_refdef.view.usecustompvs = true;
8565                                 if (p->pvsvalid)
8566                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8567                                 else
8568                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8569                         }
8570
8571                         R_ResetViewRendering3D();
8572                         R_ClearScreen(r_refdef.fogenabled);
8573                         R_View_Update();
8574                         R_RenderScene();
8575
8576                         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);
8577                 }
8578
8579                 // render the normal view scene and copy into texture
8580                 // (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)
8581                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8582                 {
8583                         r_waterstate.renderingrefraction = true;
8584                         r_refdef.view = myview;
8585
8586                         r_refdef.view.clipplane = p->plane;
8587                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8588                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8589
8590                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8591                         {
8592                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8593                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8594                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8595                                 R_RenderView_UpdateViewVectors();
8596                                 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);
8597                         }
8598
8599                         PlaneClassify(&r_refdef.view.clipplane);
8600
8601                         R_ResetViewRendering3D();
8602                         R_ClearScreen(r_refdef.fogenabled);
8603                         R_View_Update();
8604                         R_RenderScene();
8605
8606                         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);
8607                         r_waterstate.renderingrefraction = false;
8608                 }
8609                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8610                 {
8611                         r_refdef.view = myview;
8612
8613                         r_refdef.view.clipplane = p->plane;
8614                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8615                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8616
8617                         r_refdef.view.width = r_waterstate.camerawidth;
8618                         r_refdef.view.height = r_waterstate.cameraheight;
8619                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8620                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8621
8622                         if(p->camera_entity)
8623                         {
8624                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8625                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8626                         }
8627
8628                         // reverse the cullface settings for this render
8629                         r_refdef.view.cullface_front = GL_FRONT;
8630                         r_refdef.view.cullface_back = GL_BACK;
8631                         // also reverse the view matrix
8632                         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
8633                         R_RenderView_UpdateViewVectors();
8634                         if(p->camera_entity)
8635                                 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);
8636                         
8637                         // camera needs no clipplane
8638                         r_refdef.view.useclipplane = false;
8639
8640                         PlaneClassify(&r_refdef.view.clipplane);
8641
8642                         R_ResetViewRendering3D();
8643                         R_ClearScreen(r_refdef.fogenabled);
8644                         R_View_Update();
8645                         R_RenderScene();
8646
8647                         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);
8648                         r_waterstate.renderingrefraction = false;
8649                 }
8650
8651         }
8652         r_waterstate.renderingscene = false;
8653         r_refdef.view = originalview;
8654         R_ResetViewRendering3D();
8655         R_ClearScreen(r_refdef.fogenabled);
8656         R_View_Update();
8657         return;
8658 error:
8659         r_refdef.view = originalview;
8660         r_waterstate.renderingscene = false;
8661         Cvar_SetValueQuick(&r_water, 0);
8662         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8663         return;
8664 }
8665
8666 void R_Bloom_StartFrame(void)
8667 {
8668         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8669
8670         switch(vid.renderpath)
8671         {
8672         case RENDERPATH_GL20:
8673         case RENDERPATH_CGGL:
8674         case RENDERPATH_D3D9:
8675         case RENDERPATH_D3D10:
8676         case RENDERPATH_D3D11:
8677                 break;
8678         case RENDERPATH_GL13:
8679         case RENDERPATH_GL11:
8680                 return;
8681         }
8682
8683         // set bloomwidth and bloomheight to the bloom resolution that will be
8684         // used (often less than the screen resolution for faster rendering)
8685         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8686         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8687         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8688         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8689         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8690
8691         // calculate desired texture sizes
8692         if (vid.support.arb_texture_non_power_of_two)
8693         {
8694                 screentexturewidth = r_refdef.view.width;
8695                 screentextureheight = r_refdef.view.height;
8696                 bloomtexturewidth = r_bloomstate.bloomwidth;
8697                 bloomtextureheight = r_bloomstate.bloomheight;
8698         }
8699         else
8700         {
8701                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8702                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8703                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8704                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8705         }
8706
8707         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))
8708         {
8709                 Cvar_SetValueQuick(&r_hdr, 0);
8710                 Cvar_SetValueQuick(&r_bloom, 0);
8711                 Cvar_SetValueQuick(&r_motionblur, 0);
8712                 Cvar_SetValueQuick(&r_damageblur, 0);
8713         }
8714
8715         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)))
8716                 screentexturewidth = screentextureheight = 0;
8717         if (!r_hdr.integer && !r_bloom.integer)
8718                 bloomtexturewidth = bloomtextureheight = 0;
8719
8720         // allocate textures as needed
8721         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8722         {
8723                 if (r_bloomstate.texture_screen)
8724                         R_FreeTexture(r_bloomstate.texture_screen);
8725                 r_bloomstate.texture_screen = NULL;
8726                 r_bloomstate.screentexturewidth = screentexturewidth;
8727                 r_bloomstate.screentextureheight = screentextureheight;
8728                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8729                         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);
8730         }
8731         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8732         {
8733                 if (r_bloomstate.texture_bloom)
8734                         R_FreeTexture(r_bloomstate.texture_bloom);
8735                 r_bloomstate.texture_bloom = NULL;
8736                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8737                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8738                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8739                         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);
8740         }
8741
8742         // when doing a reduced render (HDR) we want to use a smaller area
8743         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8744         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8745         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8746         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8747         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8748
8749         // set up a texcoord array for the full resolution screen image
8750         // (we have to keep this around to copy back during final render)
8751         r_bloomstate.screentexcoord2f[0] = 0;
8752         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8753         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8754         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8755         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8756         r_bloomstate.screentexcoord2f[5] = 0;
8757         r_bloomstate.screentexcoord2f[6] = 0;
8758         r_bloomstate.screentexcoord2f[7] = 0;
8759
8760         // set up a texcoord array for the reduced resolution bloom image
8761         // (which will be additive blended over the screen image)
8762         r_bloomstate.bloomtexcoord2f[0] = 0;
8763         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8764         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8765         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8766         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8767         r_bloomstate.bloomtexcoord2f[5] = 0;
8768         r_bloomstate.bloomtexcoord2f[6] = 0;
8769         r_bloomstate.bloomtexcoord2f[7] = 0;
8770
8771         switch(vid.renderpath)
8772         {
8773         case RENDERPATH_GL11:
8774         case RENDERPATH_GL13:
8775         case RENDERPATH_GL20:
8776         case RENDERPATH_CGGL:
8777                 break;
8778         case RENDERPATH_D3D9:
8779         case RENDERPATH_D3D10:
8780         case RENDERPATH_D3D11:
8781                 {
8782                         int i;
8783                         for (i = 0;i < 4;i++)
8784                         {
8785                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8786                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8787                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8788                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8789                         }
8790                 }
8791                 break;
8792         }
8793
8794         if (r_hdr.integer || r_bloom.integer)
8795         {
8796                 r_bloomstate.enabled = true;
8797                 r_bloomstate.hdr = r_hdr.integer != 0;
8798         }
8799
8800         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);
8801 }
8802
8803 void R_Bloom_CopyBloomTexture(float colorscale)
8804 {
8805         r_refdef.stats.bloom++;
8806
8807         // scale down screen texture to the bloom texture size
8808         CHECKGLERROR
8809         R_SetViewport(&r_bloomstate.viewport);
8810         GL_BlendFunc(GL_ONE, GL_ZERO);
8811         GL_Color(colorscale, colorscale, colorscale, 1);
8812         // 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...
8813         switch(vid.renderpath)
8814         {
8815         case RENDERPATH_GL11:
8816         case RENDERPATH_GL13:
8817         case RENDERPATH_GL20:
8818         case RENDERPATH_CGGL:
8819                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8820                 break;
8821         case RENDERPATH_D3D9:
8822         case RENDERPATH_D3D10:
8823         case RENDERPATH_D3D11:
8824                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8825                 break;
8826         }
8827         // TODO: do boxfilter scale-down in shader?
8828         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8829         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8830         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8831
8832         // we now have a bloom image in the framebuffer
8833         // copy it into the bloom image texture for later processing
8834         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);
8835         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8836 }
8837
8838 void R_Bloom_CopyHDRTexture(void)
8839 {
8840         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);
8841         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8842 }
8843
8844 void R_Bloom_MakeTexture(void)
8845 {
8846         int x, range, dir;
8847         float xoffset, yoffset, r, brighten;
8848
8849         r_refdef.stats.bloom++;
8850
8851         R_ResetViewRendering2D();
8852
8853         // we have a bloom image in the framebuffer
8854         CHECKGLERROR
8855         R_SetViewport(&r_bloomstate.viewport);
8856
8857         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8858         {
8859                 x *= 2;
8860                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8861                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8862                 GL_Color(r,r,r,1);
8863                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8864                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8865                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8866                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8867
8868                 // copy the vertically blurred bloom view to a texture
8869                 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);
8870                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8871         }
8872
8873         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8874         brighten = r_bloom_brighten.value;
8875         if (r_hdr.integer)
8876                 brighten *= r_hdr_range.value;
8877         brighten = sqrt(brighten);
8878         if(range >= 1)
8879                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8880         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8881
8882         for (dir = 0;dir < 2;dir++)
8883         {
8884                 // blend on at multiple vertical offsets to achieve a vertical blur
8885                 // TODO: do offset blends using GLSL
8886                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8887                 GL_BlendFunc(GL_ONE, GL_ZERO);
8888                 for (x = -range;x <= range;x++)
8889                 {
8890                         if (!dir){xoffset = 0;yoffset = x;}
8891                         else {xoffset = x;yoffset = 0;}
8892                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8893                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8894                         // compute a texcoord array with the specified x and y offset
8895                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8896                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8897                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8898                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8899                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8900                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8901                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8902                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8903                         // this r value looks like a 'dot' particle, fading sharply to
8904                         // black at the edges
8905                         // (probably not realistic but looks good enough)
8906                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8907                         //r = brighten/(range*2+1);
8908                         r = brighten / (range * 2 + 1);
8909                         if(range >= 1)
8910                                 r *= (1 - x*x/(float)(range*range));
8911                         GL_Color(r, r, r, 1);
8912                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8913                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8914                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8915                         GL_BlendFunc(GL_ONE, GL_ONE);
8916                 }
8917
8918                 // copy the vertically blurred bloom view to a texture
8919                 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);
8920                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8921         }
8922 }
8923
8924 void R_HDR_RenderBloomTexture(void)
8925 {
8926         int oldwidth, oldheight;
8927         float oldcolorscale;
8928
8929         oldcolorscale = r_refdef.view.colorscale;
8930         oldwidth = r_refdef.view.width;
8931         oldheight = r_refdef.view.height;
8932         r_refdef.view.width = r_bloomstate.bloomwidth;
8933         r_refdef.view.height = r_bloomstate.bloomheight;
8934
8935         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8936         // TODO: add exposure compensation features
8937         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8938
8939         r_refdef.view.showdebug = false;
8940         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8941
8942         R_ResetViewRendering3D();
8943
8944         R_ClearScreen(r_refdef.fogenabled);
8945         if (r_timereport_active)
8946                 R_TimeReport("HDRclear");
8947
8948         R_View_Update();
8949         if (r_timereport_active)
8950                 R_TimeReport("visibility");
8951
8952         // only do secondary renders with HDR if r_hdr is 2 or higher
8953         r_waterstate.numwaterplanes = 0;
8954         if (r_waterstate.enabled && r_hdr.integer >= 2)
8955                 R_RenderWaterPlanes();
8956
8957         r_refdef.view.showdebug = true;
8958         R_RenderScene();
8959         r_waterstate.numwaterplanes = 0;
8960
8961         R_ResetViewRendering2D();
8962
8963         R_Bloom_CopyHDRTexture();
8964         R_Bloom_MakeTexture();
8965
8966         // restore the view settings
8967         r_refdef.view.width = oldwidth;
8968         r_refdef.view.height = oldheight;
8969         r_refdef.view.colorscale = oldcolorscale;
8970
8971         R_ResetViewRendering3D();
8972
8973         R_ClearScreen(r_refdef.fogenabled);
8974         if (r_timereport_active)
8975                 R_TimeReport("viewclear");
8976 }
8977
8978 static void R_BlendView(void)
8979 {
8980         unsigned int permutation;
8981         float uservecs[4][4];
8982
8983         switch (vid.renderpath)
8984         {
8985         case RENDERPATH_GL20:
8986         case RENDERPATH_CGGL:
8987         case RENDERPATH_D3D9:
8988         case RENDERPATH_D3D10:
8989         case RENDERPATH_D3D11:
8990                 permutation =
8991                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8992                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8993                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8994                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8995                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8996
8997                 if (r_bloomstate.texture_screen)
8998                 {
8999                         // make sure the buffer is available
9000                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9001
9002                         R_ResetViewRendering2D();
9003
9004                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9005                         {
9006                                 // declare variables
9007                                 float speed;
9008                                 static float avgspeed;
9009
9010                                 speed = VectorLength(cl.movement_velocity);
9011
9012                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9013                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9014
9015                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9016                                 speed = bound(0, speed, 1);
9017                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9018
9019                                 // calculate values into a standard alpha
9020                                 cl.motionbluralpha = 1 - exp(-
9021                                                 (
9022                                                  (r_motionblur.value * speed / 80)
9023                                                  +
9024                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9025                                                 )
9026                                                 /
9027                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9028                                            );
9029
9030                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9031                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9032                                 // apply the blur
9033                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9034                                 {
9035                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9036                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9037                                         switch(vid.renderpath)
9038                                         {
9039                                         case RENDERPATH_GL11:
9040                                         case RENDERPATH_GL13:
9041                                         case RENDERPATH_GL20:
9042                                         case RENDERPATH_CGGL:
9043                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9044                                                 break;
9045                                         case RENDERPATH_D3D9:
9046                                         case RENDERPATH_D3D10:
9047                                         case RENDERPATH_D3D11:
9048                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9049                                                 break;
9050                                         }
9051                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9052                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9053                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9054                                 }
9055                         }
9056
9057                         // copy view into the screen texture
9058                         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);
9059                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9060                 }
9061                 else if (!r_bloomstate.texture_bloom)
9062                 {
9063                         // we may still have to do view tint...
9064                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9065                         {
9066                                 // apply a color tint to the whole view
9067                                 R_ResetViewRendering2D();
9068                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9069                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9070                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9071                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9072                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9073                         }
9074                         break; // no screen processing, no bloom, skip it
9075                 }
9076
9077                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9078                 {
9079                         // render simple bloom effect
9080                         // copy the screen and shrink it and darken it for the bloom process
9081                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9082                         // make the bloom texture
9083                         R_Bloom_MakeTexture();
9084                 }
9085
9086 #if _MSC_VER >= 1400
9087 #define sscanf sscanf_s
9088 #endif
9089                 memset(uservecs, 0, sizeof(uservecs));
9090                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9091                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9092                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9093                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9094
9095                 R_ResetViewRendering2D();
9096                 GL_Color(1, 1, 1, 1);
9097                 GL_BlendFunc(GL_ONE, GL_ZERO);
9098
9099                 switch(vid.renderpath)
9100                 {
9101                 case RENDERPATH_GL20:
9102                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9103                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9104                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9105                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9106                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9107                         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]);
9108                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9109                         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]);
9110                         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]);
9111                         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]);
9112                         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]);
9113                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9114                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9115                         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);
9116                         break;
9117                 case RENDERPATH_CGGL:
9118 #ifdef SUPPORTCG
9119                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9120                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9121                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9122                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9123                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9124                         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
9125                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9126                         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
9127                         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
9128                         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
9129                         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
9130                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9131                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9132                         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);
9133 #endif
9134                         break;
9135                 case RENDERPATH_D3D9:
9136 #ifdef SUPPORTD3D
9137                         // 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...
9138                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9139                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9140                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9141                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9142                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9143                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9144                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9145                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9146                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9147                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9148                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9149                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9150                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9151                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9152 #endif
9153                         break;
9154                 case RENDERPATH_D3D10:
9155                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9156                         break;
9157                 case RENDERPATH_D3D11:
9158                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9159                         break;
9160                 default:
9161                         break;
9162                 }
9163                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9164                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9165                 break;
9166         case RENDERPATH_GL13:
9167         case RENDERPATH_GL11:
9168                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9169                 {
9170                         // apply a color tint to the whole view
9171                         R_ResetViewRendering2D();
9172                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9173                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9174                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9175                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9176                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9177                 }
9178                 break;
9179         }
9180 }
9181
9182 matrix4x4_t r_waterscrollmatrix;
9183
9184 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9185 {
9186         if (r_refdef.fog_density)
9187         {
9188                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9189                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9190                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9191
9192                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9193                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9194                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9195                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9196
9197                 {
9198                         vec3_t fogvec;
9199                         VectorCopy(r_refdef.fogcolor, fogvec);
9200                         //   color.rgb *= ContrastBoost * SceneBrightness;
9201                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9202                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9203                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9204                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9205                 }
9206         }
9207 }
9208
9209 void R_UpdateVariables(void)
9210 {
9211         R_Textures_Frame();
9212
9213         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9214
9215         r_refdef.farclip = r_farclip_base.value;
9216         if (r_refdef.scene.worldmodel)
9217                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9218         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9219
9220         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9221                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9222         r_refdef.polygonfactor = 0;
9223         r_refdef.polygonoffset = 0;
9224         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9225         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9226
9227         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9228         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9229         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9230         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9231         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9232         if (r_showsurfaces.integer)
9233         {
9234                 r_refdef.scene.rtworld = false;
9235                 r_refdef.scene.rtworldshadows = false;
9236                 r_refdef.scene.rtdlight = false;
9237                 r_refdef.scene.rtdlightshadows = false;
9238                 r_refdef.lightmapintensity = 0;
9239         }
9240
9241         if (gamemode == GAME_NEHAHRA)
9242         {
9243                 if (gl_fogenable.integer)
9244                 {
9245                         r_refdef.oldgl_fogenable = true;
9246                         r_refdef.fog_density = gl_fogdensity.value;
9247                         r_refdef.fog_red = gl_fogred.value;
9248                         r_refdef.fog_green = gl_foggreen.value;
9249                         r_refdef.fog_blue = gl_fogblue.value;
9250                         r_refdef.fog_alpha = 1;
9251                         r_refdef.fog_start = 0;
9252                         r_refdef.fog_end = gl_skyclip.value;
9253                         r_refdef.fog_height = 1<<30;
9254                         r_refdef.fog_fadedepth = 128;
9255                 }
9256                 else if (r_refdef.oldgl_fogenable)
9257                 {
9258                         r_refdef.oldgl_fogenable = false;
9259                         r_refdef.fog_density = 0;
9260                         r_refdef.fog_red = 0;
9261                         r_refdef.fog_green = 0;
9262                         r_refdef.fog_blue = 0;
9263                         r_refdef.fog_alpha = 0;
9264                         r_refdef.fog_start = 0;
9265                         r_refdef.fog_end = 0;
9266                         r_refdef.fog_height = 1<<30;
9267                         r_refdef.fog_fadedepth = 128;
9268                 }
9269         }
9270
9271         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9272         r_refdef.fog_start = max(0, r_refdef.fog_start);
9273         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9274
9275         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9276
9277         if (r_refdef.fog_density && r_drawfog.integer)
9278         {
9279                 r_refdef.fogenabled = true;
9280                 // this is the point where the fog reaches 0.9986 alpha, which we
9281                 // consider a good enough cutoff point for the texture
9282                 // (0.9986 * 256 == 255.6)
9283                 if (r_fog_exp2.integer)
9284                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9285                 else
9286                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9287                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9288                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9289                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9290                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9291                         R_BuildFogHeightTexture();
9292                 // fog color was already set
9293                 // update the fog texture
9294                 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)
9295                         R_BuildFogTexture();
9296                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9297                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9298         }
9299         else
9300                 r_refdef.fogenabled = false;
9301
9302         switch(vid.renderpath)
9303         {
9304         case RENDERPATH_GL20:
9305         case RENDERPATH_CGGL:
9306         case RENDERPATH_D3D9:
9307         case RENDERPATH_D3D10:
9308         case RENDERPATH_D3D11:
9309                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9310                 {
9311                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9312                         {
9313                                 // build GLSL gamma texture
9314 #define RAMPWIDTH 256
9315                                 unsigned short ramp[RAMPWIDTH * 3];
9316                                 unsigned char rampbgr[RAMPWIDTH][4];
9317                                 int i;
9318
9319                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9320
9321                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9322                                 for(i = 0; i < RAMPWIDTH; ++i)
9323                                 {
9324                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9325                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9326                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9327                                         rampbgr[i][3] = 0;
9328                                 }
9329                                 if (r_texture_gammaramps)
9330                                 {
9331                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9332                                 }
9333                                 else
9334                                 {
9335                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
9336                                 }
9337                         }
9338                 }
9339                 else
9340                 {
9341                         // remove GLSL gamma texture
9342                 }
9343                 break;
9344         case RENDERPATH_GL13:
9345         case RENDERPATH_GL11:
9346                 break;
9347         }
9348 }
9349
9350 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9351 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9352 /*
9353 ================
9354 R_SelectScene
9355 ================
9356 */
9357 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9358         if( scenetype != r_currentscenetype ) {
9359                 // store the old scenetype
9360                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9361                 r_currentscenetype = scenetype;
9362                 // move in the new scene
9363                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9364         }
9365 }
9366
9367 /*
9368 ================
9369 R_GetScenePointer
9370 ================
9371 */
9372 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9373 {
9374         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9375         if( scenetype == r_currentscenetype ) {
9376                 return &r_refdef.scene;
9377         } else {
9378                 return &r_scenes_store[ scenetype ];
9379         }
9380 }
9381
9382 /*
9383 ================
9384 R_RenderView
9385 ================
9386 */
9387 void R_RenderView(void)
9388 {
9389         if (r_timereport_active)
9390                 R_TimeReport("start");
9391         r_textureframe++; // used only by R_GetCurrentTexture
9392         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9393
9394         if (!r_drawentities.integer)
9395                 r_refdef.scene.numentities = 0;
9396
9397         R_AnimCache_ClearCache();
9398         R_FrameData_NewFrame();
9399
9400         if (r_refdef.view.isoverlay)
9401         {
9402                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9403                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9404                 R_TimeReport("depthclear");
9405
9406                 r_refdef.view.showdebug = false;
9407
9408                 r_waterstate.enabled = false;
9409                 r_waterstate.numwaterplanes = 0;
9410
9411                 R_RenderScene();
9412
9413                 CHECKGLERROR
9414                 return;
9415         }
9416
9417         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9418                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9419
9420         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9421
9422         R_RenderView_UpdateViewVectors();
9423
9424         R_Shadow_UpdateWorldLightSelection();
9425
9426         R_Bloom_StartFrame();
9427         R_Water_StartFrame();
9428
9429         CHECKGLERROR
9430         if (r_timereport_active)
9431                 R_TimeReport("viewsetup");
9432
9433         R_ResetViewRendering3D();
9434
9435         if (r_refdef.view.clear || r_refdef.fogenabled)
9436         {
9437                 R_ClearScreen(r_refdef.fogenabled);
9438                 if (r_timereport_active)
9439                         R_TimeReport("viewclear");
9440         }
9441         r_refdef.view.clear = true;
9442
9443         // this produces a bloom texture to be used in R_BlendView() later
9444         if (r_hdr.integer && r_bloomstate.bloomwidth)
9445         {
9446                 R_HDR_RenderBloomTexture();
9447                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9448                 r_textureframe++; // used only by R_GetCurrentTexture
9449         }
9450
9451         r_refdef.view.showdebug = true;
9452
9453         R_View_Update();
9454         if (r_timereport_active)
9455                 R_TimeReport("visibility");
9456
9457         r_waterstate.numwaterplanes = 0;
9458         if (r_waterstate.enabled)
9459                 R_RenderWaterPlanes();
9460
9461         R_RenderScene();
9462         r_waterstate.numwaterplanes = 0;
9463
9464         R_BlendView();
9465         if (r_timereport_active)
9466                 R_TimeReport("blendview");
9467
9468         GL_Scissor(0, 0, vid.width, vid.height);
9469         GL_ScissorTest(false);
9470         CHECKGLERROR
9471 }
9472
9473 void R_RenderWaterPlanes(void)
9474 {
9475         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9476         {
9477                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9478                 if (r_timereport_active)
9479                         R_TimeReport("waterworld");
9480         }
9481
9482         // don't let sound skip if going slow
9483         if (r_refdef.scene.extraupdate)
9484                 S_ExtraUpdate ();
9485
9486         R_DrawModelsAddWaterPlanes();
9487         if (r_timereport_active)
9488                 R_TimeReport("watermodels");
9489
9490         if (r_waterstate.numwaterplanes)
9491         {
9492                 R_Water_ProcessPlanes();
9493                 if (r_timereport_active)
9494                         R_TimeReport("waterscenes");
9495         }
9496 }
9497
9498 extern void R_DrawLightningBeams (void);
9499 extern void VM_CL_AddPolygonsToMeshQueue (void);
9500 extern void R_DrawPortals (void);
9501 extern cvar_t cl_locs_show;
9502 static void R_DrawLocs(void);
9503 static void R_DrawEntityBBoxes(void);
9504 static void R_DrawModelDecals(void);
9505 extern void R_DrawModelShadows(void);
9506 extern void R_DrawModelShadowMaps(void);
9507 extern cvar_t cl_decals_newsystem;
9508 extern qboolean r_shadow_usingdeferredprepass;
9509 void R_RenderScene(void)
9510 {
9511         qboolean shadowmapping = false;
9512
9513         if (r_timereport_active)
9514                 R_TimeReport("beginscene");
9515
9516         r_refdef.stats.renders++;
9517
9518         R_UpdateFogColor();
9519
9520         // don't let sound skip if going slow
9521         if (r_refdef.scene.extraupdate)
9522                 S_ExtraUpdate ();
9523
9524         R_MeshQueue_BeginScene();
9525
9526         R_SkyStartFrame();
9527
9528         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);
9529
9530         if (r_timereport_active)
9531                 R_TimeReport("skystartframe");
9532
9533         if (cl.csqc_vidvars.drawworld)
9534         {
9535                 // don't let sound skip if going slow
9536                 if (r_refdef.scene.extraupdate)
9537                         S_ExtraUpdate ();
9538
9539                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9540                 {
9541                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9542                         if (r_timereport_active)
9543                                 R_TimeReport("worldsky");
9544                 }
9545
9546                 if (R_DrawBrushModelsSky() && r_timereport_active)
9547                         R_TimeReport("bmodelsky");
9548
9549                 if (skyrendermasked && skyrenderlater)
9550                 {
9551                         // we have to force off the water clipping plane while rendering sky
9552                         R_SetupView(false);
9553                         R_Sky();
9554                         R_SetupView(true);
9555                         if (r_timereport_active)
9556                                 R_TimeReport("sky");
9557                 }
9558         }
9559
9560         R_AnimCache_CacheVisibleEntities();
9561         if (r_timereport_active)
9562                 R_TimeReport("animation");
9563
9564         R_Shadow_PrepareLights();
9565         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9566                 R_Shadow_PrepareModelShadows();
9567         if (r_timereport_active)
9568                 R_TimeReport("preparelights");
9569
9570         if (R_Shadow_ShadowMappingEnabled())
9571                 shadowmapping = true;
9572
9573         if (r_shadow_usingdeferredprepass)
9574                 R_Shadow_DrawPrepass();
9575
9576         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9577         {
9578                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9579                 if (r_timereport_active)
9580                         R_TimeReport("worlddepth");
9581         }
9582         if (r_depthfirst.integer >= 2)
9583         {
9584                 R_DrawModelsDepth();
9585                 if (r_timereport_active)
9586                         R_TimeReport("modeldepth");
9587         }
9588
9589         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9590         {
9591                 R_DrawModelShadowMaps();
9592                 R_ResetViewRendering3D();
9593                 // don't let sound skip if going slow
9594                 if (r_refdef.scene.extraupdate)
9595                         S_ExtraUpdate ();
9596         }
9597
9598         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9599         {
9600                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9601                 if (r_timereport_active)
9602                         R_TimeReport("world");
9603         }
9604
9605         // don't let sound skip if going slow
9606         if (r_refdef.scene.extraupdate)
9607                 S_ExtraUpdate ();
9608
9609         R_DrawModels();
9610         if (r_timereport_active)
9611                 R_TimeReport("models");
9612
9613         // don't let sound skip if going slow
9614         if (r_refdef.scene.extraupdate)
9615                 S_ExtraUpdate ();
9616
9617         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9618         {
9619                 R_DrawModelShadows();
9620                 R_ResetViewRendering3D();
9621                 // don't let sound skip if going slow
9622                 if (r_refdef.scene.extraupdate)
9623                         S_ExtraUpdate ();
9624         }
9625
9626         if (!r_shadow_usingdeferredprepass)
9627         {
9628                 R_Shadow_DrawLights();
9629                 if (r_timereport_active)
9630                         R_TimeReport("rtlights");
9631         }
9632
9633         // don't let sound skip if going slow
9634         if (r_refdef.scene.extraupdate)
9635                 S_ExtraUpdate ();
9636
9637         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9638         {
9639                 R_DrawModelShadows();
9640                 R_ResetViewRendering3D();
9641                 // don't let sound skip if going slow
9642                 if (r_refdef.scene.extraupdate)
9643                         S_ExtraUpdate ();
9644         }
9645
9646         if (cl.csqc_vidvars.drawworld)
9647         {
9648                 if (cl_decals_newsystem.integer)
9649                 {
9650                         R_DrawModelDecals();
9651                         if (r_timereport_active)
9652                                 R_TimeReport("modeldecals");
9653                 }
9654                 else
9655                 {
9656                         R_DrawDecals();
9657                         if (r_timereport_active)
9658                                 R_TimeReport("decals");
9659                 }
9660
9661                 R_DrawParticles();
9662                 if (r_timereport_active)
9663                         R_TimeReport("particles");
9664
9665                 R_DrawExplosions();
9666                 if (r_timereport_active)
9667                         R_TimeReport("explosions");
9668
9669                 R_DrawLightningBeams();
9670                 if (r_timereport_active)
9671                         R_TimeReport("lightning");
9672         }
9673
9674         VM_CL_AddPolygonsToMeshQueue();
9675
9676         if (r_refdef.view.showdebug)
9677         {
9678                 if (cl_locs_show.integer)
9679                 {
9680                         R_DrawLocs();
9681                         if (r_timereport_active)
9682                                 R_TimeReport("showlocs");
9683                 }
9684
9685                 if (r_drawportals.integer)
9686                 {
9687                         R_DrawPortals();
9688                         if (r_timereport_active)
9689                                 R_TimeReport("portals");
9690                 }
9691
9692                 if (r_showbboxes.value > 0)
9693                 {
9694                         R_DrawEntityBBoxes();
9695                         if (r_timereport_active)
9696                                 R_TimeReport("bboxes");
9697                 }
9698         }
9699
9700         R_MeshQueue_RenderTransparent();
9701         if (r_timereport_active)
9702                 R_TimeReport("drawtrans");
9703
9704         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))
9705         {
9706                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9707                 if (r_timereport_active)
9708                         R_TimeReport("worlddebug");
9709                 R_DrawModelsDebug();
9710                 if (r_timereport_active)
9711                         R_TimeReport("modeldebug");
9712         }
9713
9714         if (cl.csqc_vidvars.drawworld)
9715         {
9716                 R_Shadow_DrawCoronas();
9717                 if (r_timereport_active)
9718                         R_TimeReport("coronas");
9719         }
9720
9721         // don't let sound skip if going slow
9722         if (r_refdef.scene.extraupdate)
9723                 S_ExtraUpdate ();
9724
9725         R_ResetViewRendering2D();
9726 }
9727
9728 static const unsigned short bboxelements[36] =
9729 {
9730         5, 1, 3, 5, 3, 7,
9731         6, 2, 0, 6, 0, 4,
9732         7, 3, 2, 7, 2, 6,
9733         4, 0, 1, 4, 1, 5,
9734         4, 5, 7, 4, 7, 6,
9735         1, 0, 2, 1, 2, 3,
9736 };
9737
9738 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9739 {
9740         int i;
9741         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9742
9743         RSurf_ActiveWorldEntity();
9744
9745         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9746         GL_DepthMask(false);
9747         GL_DepthRange(0, 1);
9748         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9749         R_Mesh_ResetTextureState();
9750
9751         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9752         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9753         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9754         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9755         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9756         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9757         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9758         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9759         R_FillColors(color4f, 8, cr, cg, cb, ca);
9760         if (r_refdef.fogenabled)
9761         {
9762                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9763                 {
9764                         f1 = RSurf_FogVertex(v);
9765                         f2 = 1 - f1;
9766                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9767                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9768                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9769                 }
9770         }
9771         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9772         R_Mesh_ResetTextureState();
9773         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9774         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9775 }
9776
9777 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9778 {
9779         int i;
9780         float color[4];
9781         prvm_edict_t *edict;
9782         prvm_prog_t *prog_save = prog;
9783
9784         // this function draws bounding boxes of server entities
9785         if (!sv.active)
9786                 return;
9787
9788         GL_CullFace(GL_NONE);
9789         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9790
9791         prog = 0;
9792         SV_VM_Begin();
9793         for (i = 0;i < numsurfaces;i++)
9794         {
9795                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9796                 switch ((int)edict->fields.server->solid)
9797                 {
9798                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9799                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9800                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9801                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9802                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9803                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9804                 }
9805                 color[3] *= r_showbboxes.value;
9806                 color[3] = bound(0, color[3], 1);
9807                 GL_DepthTest(!r_showdisabledepthtest.integer);
9808                 GL_CullFace(r_refdef.view.cullface_front);
9809                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9810         }
9811         SV_VM_End();
9812         prog = prog_save;
9813 }
9814
9815 static void R_DrawEntityBBoxes(void)
9816 {
9817         int i;
9818         prvm_edict_t *edict;
9819         vec3_t center;
9820         prvm_prog_t *prog_save = prog;
9821
9822         // this function draws bounding boxes of server entities
9823         if (!sv.active)
9824                 return;
9825
9826         prog = 0;
9827         SV_VM_Begin();
9828         for (i = 0;i < prog->num_edicts;i++)
9829         {
9830                 edict = PRVM_EDICT_NUM(i);
9831                 if (edict->priv.server->free)
9832                         continue;
9833                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9834                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9835                         continue;
9836                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9837                         continue;
9838                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9839                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9840         }
9841         SV_VM_End();
9842         prog = prog_save;
9843 }
9844
9845 static const int nomodelelement3i[24] =
9846 {
9847         5, 2, 0,
9848         5, 1, 2,
9849         5, 0, 3,
9850         5, 3, 1,
9851         0, 2, 4,
9852         2, 1, 4,
9853         3, 0, 4,
9854         1, 3, 4
9855 };
9856
9857 static const unsigned short nomodelelement3s[24] =
9858 {
9859         5, 2, 0,
9860         5, 1, 2,
9861         5, 0, 3,
9862         5, 3, 1,
9863         0, 2, 4,
9864         2, 1, 4,
9865         3, 0, 4,
9866         1, 3, 4
9867 };
9868
9869 static const float nomodelvertex3f[6*3] =
9870 {
9871         -16,   0,   0,
9872          16,   0,   0,
9873           0, -16,   0,
9874           0,  16,   0,
9875           0,   0, -16,
9876           0,   0,  16
9877 };
9878
9879 static const float nomodelcolor4f[6*4] =
9880 {
9881         0.0f, 0.0f, 0.5f, 1.0f,
9882         0.0f, 0.0f, 0.5f, 1.0f,
9883         0.0f, 0.5f, 0.0f, 1.0f,
9884         0.0f, 0.5f, 0.0f, 1.0f,
9885         0.5f, 0.0f, 0.0f, 1.0f,
9886         0.5f, 0.0f, 0.0f, 1.0f
9887 };
9888
9889 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9890 {
9891         int i;
9892         float f1, f2, *c;
9893         float color4f[6*4];
9894
9895         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);
9896
9897         // this is only called once per entity so numsurfaces is always 1, and
9898         // surfacelist is always {0}, so this code does not handle batches
9899
9900         if (rsurface.ent_flags & RENDER_ADDITIVE)
9901         {
9902                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9903                 GL_DepthMask(false);
9904         }
9905         else if (rsurface.colormod[3] < 1)
9906         {
9907                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9908                 GL_DepthMask(false);
9909         }
9910         else
9911         {
9912                 GL_BlendFunc(GL_ONE, GL_ZERO);
9913                 GL_DepthMask(true);
9914         }
9915         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9916         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9917         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9918         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9919         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9920         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9921         for (i = 0, c = color4f;i < 6;i++, c += 4)
9922         {
9923                 c[0] *= rsurface.colormod[0];
9924                 c[1] *= rsurface.colormod[1];
9925                 c[2] *= rsurface.colormod[2];
9926                 c[3] *= rsurface.colormod[3];
9927         }
9928         if (r_refdef.fogenabled)
9929         {
9930                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9931                 {
9932                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9933                         f2 = 1 - f1;
9934                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9935                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9936                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9937                 }
9938         }
9939         R_Mesh_ResetTextureState();
9940         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9941         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9942 }
9943
9944 void R_DrawNoModel(entity_render_t *ent)
9945 {
9946         vec3_t org;
9947         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9948         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9949                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9950         else
9951                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9952 }
9953
9954 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9955 {
9956         vec3_t right1, right2, diff, normal;
9957
9958         VectorSubtract (org2, org1, normal);
9959
9960         // calculate 'right' vector for start
9961         VectorSubtract (r_refdef.view.origin, org1, diff);
9962         CrossProduct (normal, diff, right1);
9963         VectorNormalize (right1);
9964
9965         // calculate 'right' vector for end
9966         VectorSubtract (r_refdef.view.origin, org2, diff);
9967         CrossProduct (normal, diff, right2);
9968         VectorNormalize (right2);
9969
9970         vert[ 0] = org1[0] + width * right1[0];
9971         vert[ 1] = org1[1] + width * right1[1];
9972         vert[ 2] = org1[2] + width * right1[2];
9973         vert[ 3] = org1[0] - width * right1[0];
9974         vert[ 4] = org1[1] - width * right1[1];
9975         vert[ 5] = org1[2] - width * right1[2];
9976         vert[ 6] = org2[0] - width * right2[0];
9977         vert[ 7] = org2[1] - width * right2[1];
9978         vert[ 8] = org2[2] - width * right2[2];
9979         vert[ 9] = org2[0] + width * right2[0];
9980         vert[10] = org2[1] + width * right2[1];
9981         vert[11] = org2[2] + width * right2[2];
9982 }
9983
9984 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)
9985 {
9986         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9987         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9988         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9989         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9990         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9991         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9992         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9993         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9994         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9995         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9996         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9997         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9998 }
9999
10000 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10001 {
10002         int i;
10003         float *vertex3f;
10004         float v[3];
10005         VectorSet(v, x, y, z);
10006         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10007                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10008                         break;
10009         if (i == mesh->numvertices)
10010         {
10011                 if (mesh->numvertices < mesh->maxvertices)
10012                 {
10013                         VectorCopy(v, vertex3f);
10014                         mesh->numvertices++;
10015                 }
10016                 return mesh->numvertices;
10017         }
10018         else
10019                 return i;
10020 }
10021
10022 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10023 {
10024         int i;
10025         int *e, element[3];
10026         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10027         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10028         e = mesh->element3i + mesh->numtriangles * 3;
10029         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10030         {
10031                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10032                 if (mesh->numtriangles < mesh->maxtriangles)
10033                 {
10034                         *e++ = element[0];
10035                         *e++ = element[1];
10036                         *e++ = element[2];
10037                         mesh->numtriangles++;
10038                 }
10039                 element[1] = element[2];
10040         }
10041 }
10042
10043 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10044 {
10045         int i;
10046         int *e, element[3];
10047         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10048         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10049         e = mesh->element3i + mesh->numtriangles * 3;
10050         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10051         {
10052                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10053                 if (mesh->numtriangles < mesh->maxtriangles)
10054                 {
10055                         *e++ = element[0];
10056                         *e++ = element[1];
10057                         *e++ = element[2];
10058                         mesh->numtriangles++;
10059                 }
10060                 element[1] = element[2];
10061         }
10062 }
10063
10064 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10065 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10066 {
10067         int planenum, planenum2;
10068         int w;
10069         int tempnumpoints;
10070         mplane_t *plane, *plane2;
10071         double maxdist;
10072         double temppoints[2][256*3];
10073         // figure out how large a bounding box we need to properly compute this brush
10074         maxdist = 0;
10075         for (w = 0;w < numplanes;w++)
10076                 maxdist = max(maxdist, fabs(planes[w].dist));
10077         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10078         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10079         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10080         {
10081                 w = 0;
10082                 tempnumpoints = 4;
10083                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10084                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10085                 {
10086                         if (planenum2 == planenum)
10087                                 continue;
10088                         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);
10089                         w = !w;
10090                 }
10091                 if (tempnumpoints < 3)
10092                         continue;
10093                 // generate elements forming a triangle fan for this polygon
10094                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10095         }
10096 }
10097
10098 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)
10099 {
10100         texturelayer_t *layer;
10101         layer = t->currentlayers + t->currentnumlayers++;
10102         layer->type = type;
10103         layer->depthmask = depthmask;
10104         layer->blendfunc1 = blendfunc1;
10105         layer->blendfunc2 = blendfunc2;
10106         layer->texture = texture;
10107         layer->texmatrix = *matrix;
10108         layer->color[0] = r;
10109         layer->color[1] = g;
10110         layer->color[2] = b;
10111         layer->color[3] = a;
10112 }
10113
10114 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10115 {
10116         if(parms[0] == 0 && parms[1] == 0)
10117                 return false;
10118         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10119                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10120                         return false;
10121         return true;
10122 }
10123
10124 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10125 {
10126         double index, f;
10127         index = parms[2] + r_refdef.scene.time * parms[3];
10128         index -= floor(index);
10129         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10130         {
10131         default:
10132         case Q3WAVEFUNC_NONE:
10133         case Q3WAVEFUNC_NOISE:
10134         case Q3WAVEFUNC_COUNT:
10135                 f = 0;
10136                 break;
10137         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10138         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10139         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10140         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10141         case Q3WAVEFUNC_TRIANGLE:
10142                 index *= 4;
10143                 f = index - floor(index);
10144                 if (index < 1)
10145                         f = f;
10146                 else if (index < 2)
10147                         f = 1 - f;
10148                 else if (index < 3)
10149                         f = -f;
10150                 else
10151                         f = -(1 - f);
10152                 break;
10153         }
10154         f = parms[0] + parms[1] * f;
10155         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10156                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10157         return (float) f;
10158 }
10159
10160 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10161 {
10162         int w, h, idx;
10163         float f;
10164         float tcmat[12];
10165         matrix4x4_t matrix, temp;
10166         switch(tcmod->tcmod)
10167         {
10168                 case Q3TCMOD_COUNT:
10169                 case Q3TCMOD_NONE:
10170                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10171                                 matrix = r_waterscrollmatrix;
10172                         else
10173                                 matrix = identitymatrix;
10174                         break;
10175                 case Q3TCMOD_ENTITYTRANSLATE:
10176                         // this is used in Q3 to allow the gamecode to control texcoord
10177                         // scrolling on the entity, which is not supported in darkplaces yet.
10178                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10179                         break;
10180                 case Q3TCMOD_ROTATE:
10181                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10182                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10183                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10184                         break;
10185                 case Q3TCMOD_SCALE:
10186                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10187                         break;
10188                 case Q3TCMOD_SCROLL:
10189                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10190                         break;
10191                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10192                         w = (int) tcmod->parms[0];
10193                         h = (int) tcmod->parms[1];
10194                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10195                         f = f - floor(f);
10196                         idx = (int) floor(f * w * h);
10197                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10198                         break;
10199                 case Q3TCMOD_STRETCH:
10200                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10201                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10202                         break;
10203                 case Q3TCMOD_TRANSFORM:
10204                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10205                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10206                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10207                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10208                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10209                         break;
10210                 case Q3TCMOD_TURBULENT:
10211                         // this is handled in the RSurf_PrepareVertices function
10212                         matrix = identitymatrix;
10213                         break;
10214         }
10215         temp = *texmatrix;
10216         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10217 }
10218
10219 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10220 {
10221         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10222         char name[MAX_QPATH];
10223         skinframe_t *skinframe;
10224         unsigned char pixels[296*194];
10225         strlcpy(cache->name, skinname, sizeof(cache->name));
10226         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10227         if (developer_loading.integer)
10228                 Con_Printf("loading %s\n", name);
10229         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10230         if (!skinframe || !skinframe->base)
10231         {
10232                 unsigned char *f;
10233                 fs_offset_t filesize;
10234                 skinframe = NULL;
10235                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10236                 if (f)
10237                 {
10238                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10239                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10240                         Mem_Free(f);
10241                 }
10242         }
10243         cache->skinframe = skinframe;
10244 }
10245
10246 texture_t *R_GetCurrentTexture(texture_t *t)
10247 {
10248         int i;
10249         const entity_render_t *ent = rsurface.entity;
10250         dp_model_t *model = ent->model;
10251         q3shaderinfo_layer_tcmod_t *tcmod;
10252
10253         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10254                 return t->currentframe;
10255         t->update_lastrenderframe = r_textureframe;
10256         t->update_lastrenderentity = (void *)ent;
10257
10258         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10259                 t->camera_entity = ent->entitynumber;
10260         else
10261                 t->camera_entity = 0;
10262
10263         // switch to an alternate material if this is a q1bsp animated material
10264         {
10265                 texture_t *texture = t;
10266                 int s = rsurface.ent_skinnum;
10267                 if ((unsigned int)s >= (unsigned int)model->numskins)
10268                         s = 0;
10269                 if (model->skinscenes)
10270                 {
10271                         if (model->skinscenes[s].framecount > 1)
10272                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10273                         else
10274                                 s = model->skinscenes[s].firstframe;
10275                 }
10276                 if (s > 0)
10277                         t = t + s * model->num_surfaces;
10278                 if (t->animated)
10279                 {
10280                         // use an alternate animation if the entity's frame is not 0,
10281                         // and only if the texture has an alternate animation
10282                         if (rsurface.ent_alttextures && t->anim_total[1])
10283                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10284                         else
10285                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10286                 }
10287                 texture->currentframe = t;
10288         }
10289
10290         // update currentskinframe to be a qw skin or animation frame
10291         if (rsurface.ent_qwskin >= 0)
10292         {
10293                 i = rsurface.ent_qwskin;
10294                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10295                 {
10296                         r_qwskincache_size = cl.maxclients;
10297                         if (r_qwskincache)
10298                                 Mem_Free(r_qwskincache);
10299                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10300                 }
10301                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10302                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10303                 t->currentskinframe = r_qwskincache[i].skinframe;
10304                 if (t->currentskinframe == NULL)
10305                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10306         }
10307         else if (t->numskinframes >= 2)
10308                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10309         if (t->backgroundnumskinframes >= 2)
10310                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10311
10312         t->currentmaterialflags = t->basematerialflags;
10313         t->currentalpha = rsurface.colormod[3];
10314         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10315                 t->currentalpha *= r_wateralpha.value;
10316         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10317                 t->currentalpha *= t->r_water_wateralpha;
10318         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10319                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10320         if (!(rsurface.ent_flags & RENDER_LIGHT))
10321                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10322         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10323         {
10324                 // pick a model lighting mode
10325                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10326                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10327                 else
10328                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10329         }
10330         if (rsurface.ent_flags & RENDER_ADDITIVE)
10331                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10332         else if (t->currentalpha < 1)
10333                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10334         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10335                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10336         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10337                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10338         if (t->backgroundnumskinframes)
10339                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10340         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10341         {
10342                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10343                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10344         }
10345         else
10346                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10347         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10348                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10349
10350         // there is no tcmod
10351         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10352         {
10353                 t->currenttexmatrix = r_waterscrollmatrix;
10354                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10355         }
10356         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10357         {
10358                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10359                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10360         }
10361
10362         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10363                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10364         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10365                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10366
10367         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10368         if (t->currentskinframe->qpixels)
10369                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10370         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10371         if (!t->basetexture)
10372                 t->basetexture = r_texture_notexture;
10373         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10374         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10375         t->nmaptexture = t->currentskinframe->nmap;
10376         if (!t->nmaptexture)
10377                 t->nmaptexture = r_texture_blanknormalmap;
10378         t->glosstexture = r_texture_black;
10379         t->glowtexture = t->currentskinframe->glow;
10380         t->fogtexture = t->currentskinframe->fog;
10381         t->reflectmasktexture = t->currentskinframe->reflect;
10382         if (t->backgroundnumskinframes)
10383         {
10384                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10385                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10386                 t->backgroundglosstexture = r_texture_black;
10387                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10388                 if (!t->backgroundnmaptexture)
10389                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10390         }
10391         else
10392         {
10393                 t->backgroundbasetexture = r_texture_white;
10394                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10395                 t->backgroundglosstexture = r_texture_black;
10396                 t->backgroundglowtexture = NULL;
10397         }
10398         t->specularpower = r_shadow_glossexponent.value;
10399         // TODO: store reference values for these in the texture?
10400         t->specularscale = 0;
10401         if (r_shadow_gloss.integer > 0)
10402         {
10403                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10404                 {
10405                         if (r_shadow_glossintensity.value > 0)
10406                         {
10407                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10408                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10409                                 t->specularscale = r_shadow_glossintensity.value;
10410                         }
10411                 }
10412                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10413                 {
10414                         t->glosstexture = r_texture_white;
10415                         t->backgroundglosstexture = r_texture_white;
10416                         t->specularscale = r_shadow_gloss2intensity.value;
10417                         t->specularpower = r_shadow_gloss2exponent.value;
10418                 }
10419         }
10420         t->specularscale *= t->specularscalemod;
10421         t->specularpower *= t->specularpowermod;
10422
10423         // lightmaps mode looks bad with dlights using actual texturing, so turn
10424         // off the colormap and glossmap, but leave the normalmap on as it still
10425         // accurately represents the shading involved
10426         if (gl_lightmaps.integer)
10427         {
10428                 t->basetexture = r_texture_grey128;
10429                 t->pantstexture = r_texture_black;
10430                 t->shirttexture = r_texture_black;
10431                 t->nmaptexture = r_texture_blanknormalmap;
10432                 t->glosstexture = r_texture_black;
10433                 t->glowtexture = NULL;
10434                 t->fogtexture = NULL;
10435                 t->reflectmasktexture = NULL;
10436                 t->backgroundbasetexture = NULL;
10437                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10438                 t->backgroundglosstexture = r_texture_black;
10439                 t->backgroundglowtexture = NULL;
10440                 t->specularscale = 0;
10441                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10442         }
10443
10444         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10445         VectorClear(t->dlightcolor);
10446         t->currentnumlayers = 0;
10447         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10448         {
10449                 int blendfunc1, blendfunc2;
10450                 qboolean depthmask;
10451                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10452                 {
10453                         blendfunc1 = GL_SRC_ALPHA;
10454                         blendfunc2 = GL_ONE;
10455                 }
10456                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10457                 {
10458                         blendfunc1 = GL_SRC_ALPHA;
10459                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10460                 }
10461                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10462                 {
10463                         blendfunc1 = t->customblendfunc[0];
10464                         blendfunc2 = t->customblendfunc[1];
10465                 }
10466                 else
10467                 {
10468                         blendfunc1 = GL_ONE;
10469                         blendfunc2 = GL_ZERO;
10470                 }
10471                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10472                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10473                 {
10474                         // fullbright is not affected by r_refdef.lightmapintensity
10475                         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]);
10476                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10477                                 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]);
10478                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10479                                 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]);
10480                 }
10481                 else
10482                 {
10483                         vec3_t ambientcolor;
10484                         float colorscale;
10485                         // set the color tint used for lights affecting this surface
10486                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10487                         colorscale = 2;
10488                         // q3bsp has no lightmap updates, so the lightstylevalue that
10489                         // would normally be baked into the lightmap must be
10490                         // applied to the color
10491                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10492                         if (model->type == mod_brushq3)
10493                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10494                         colorscale *= r_refdef.lightmapintensity;
10495                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10496                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10497                         // basic lit geometry
10498                         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]);
10499                         // add pants/shirt if needed
10500                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10501                                 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]);
10502                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10503                                 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]);
10504                         // now add ambient passes if needed
10505                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10506                         {
10507                                 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]);
10508                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10509                                         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]);
10510                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10511                                         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]);
10512                         }
10513                 }
10514                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10515                         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]);
10516                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10517                 {
10518                         // if this is opaque use alpha blend which will darken the earlier
10519                         // passes cheaply.
10520                         //
10521                         // if this is an alpha blended material, all the earlier passes
10522                         // were darkened by fog already, so we only need to add the fog
10523                         // color ontop through the fog mask texture
10524                         //
10525                         // if this is an additive blended material, all the earlier passes
10526                         // were darkened by fog already, and we should not add fog color
10527                         // (because the background was not darkened, there is no fog color
10528                         // that was lost behind it).
10529                         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]);
10530                 }
10531         }
10532
10533         return t->currentframe;
10534 }
10535
10536 rsurfacestate_t rsurface;
10537
10538 void R_Mesh_ResizeArrays(int newvertices)
10539 {
10540         unsigned char *base;
10541         size_t size;
10542         if (rsurface.array_size >= newvertices)
10543                 return;
10544         if (rsurface.array_base)
10545                 Mem_Free(rsurface.array_base);
10546         rsurface.array_size = (newvertices + 1023) & ~1023;
10547         size = 0;
10548         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10549         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10550         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10551         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10552         size += rsurface.array_size * sizeof(float[3]);
10553         size += rsurface.array_size * sizeof(float[3]);
10554         size += rsurface.array_size * sizeof(float[3]);
10555         size += rsurface.array_size * sizeof(float[3]);
10556         size += rsurface.array_size * sizeof(float[3]);
10557         size += rsurface.array_size * sizeof(float[3]);
10558         size += rsurface.array_size * sizeof(float[3]);
10559         size += rsurface.array_size * sizeof(float[3]);
10560         size += rsurface.array_size * sizeof(float[4]);
10561         size += rsurface.array_size * sizeof(float[2]);
10562         size += rsurface.array_size * sizeof(float[2]);
10563         size += rsurface.array_size * sizeof(float[4]);
10564         size += rsurface.array_size * sizeof(int[3]);
10565         size += rsurface.array_size * sizeof(unsigned short[3]);
10566         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10567         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10568         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10569         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10570         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10571         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10572         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10573         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10574         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10575         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10576         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10577         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10578         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10579         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10580         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10581         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10582         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10583         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10584         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10585 }
10586
10587 void RSurf_ActiveWorldEntity(void)
10588 {
10589         dp_model_t *model = r_refdef.scene.worldmodel;
10590         //if (rsurface.entity == r_refdef.scene.worldentity)
10591         //      return;
10592         rsurface.entity = r_refdef.scene.worldentity;
10593         rsurface.skeleton = NULL;
10594         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10595         rsurface.ent_skinnum = 0;
10596         rsurface.ent_qwskin = -1;
10597         rsurface.ent_shadertime = 0;
10598         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10599         if (rsurface.array_size < model->surfmesh.num_vertices)
10600                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10601         rsurface.matrix = identitymatrix;
10602         rsurface.inversematrix = identitymatrix;
10603         rsurface.matrixscale = 1;
10604         rsurface.inversematrixscale = 1;
10605         R_EntityMatrix(&identitymatrix);
10606         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10607         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10608         rsurface.fograngerecip = r_refdef.fograngerecip;
10609         rsurface.fogheightfade = r_refdef.fogheightfade;
10610         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10611         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10612         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10613         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10614         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10615         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10616         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10617         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10618         rsurface.colormod[3] = 1;
10619         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);
10620         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10621         rsurface.frameblend[0].lerp = 1;
10622         rsurface.ent_alttextures = false;
10623         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10624         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10625         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10626         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10627         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10628         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10629         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10630         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10631         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10632         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10633         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10634         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10635         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10636         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10637         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10638         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10639         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10640         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10641         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10642         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10643         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10644         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10645         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10646         rsurface.modelelement3i = model->surfmesh.data_element3i;
10647         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10648         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10649         rsurface.modelelement3s = model->surfmesh.data_element3s;
10650         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10651         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10652         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10653         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10654         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10655         rsurface.modelsurfaces = model->data_surfaces;
10656         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10657         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10658         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10659         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10660         rsurface.modelgeneratedvertex = false;
10661         rsurface.batchgeneratedvertex = false;
10662         rsurface.batchfirstvertex = 0;
10663         rsurface.batchnumvertices = 0;
10664         rsurface.batchfirsttriangle = 0;
10665         rsurface.batchnumtriangles = 0;
10666         rsurface.batchvertex3f  = NULL;
10667         rsurface.batchvertex3f_vertexbuffer = NULL;
10668         rsurface.batchvertex3f_bufferoffset = 0;
10669         rsurface.batchsvector3f = NULL;
10670         rsurface.batchsvector3f_vertexbuffer = NULL;
10671         rsurface.batchsvector3f_bufferoffset = 0;
10672         rsurface.batchtvector3f = NULL;
10673         rsurface.batchtvector3f_vertexbuffer = NULL;
10674         rsurface.batchtvector3f_bufferoffset = 0;
10675         rsurface.batchnormal3f  = NULL;
10676         rsurface.batchnormal3f_vertexbuffer = NULL;
10677         rsurface.batchnormal3f_bufferoffset = 0;
10678         rsurface.batchlightmapcolor4f = NULL;
10679         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10680         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10681         rsurface.batchtexcoordtexture2f = NULL;
10682         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10683         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10684         rsurface.batchtexcoordlightmap2f = NULL;
10685         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10686         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10687         rsurface.batchvertexmesh = NULL;
10688         rsurface.batchvertexmeshbuffer = NULL;
10689         rsurface.batchvertexposition = NULL;
10690         rsurface.batchvertexpositionbuffer = NULL;
10691         rsurface.batchelement3i = NULL;
10692         rsurface.batchelement3i_indexbuffer = NULL;
10693         rsurface.batchelement3i_bufferoffset = 0;
10694         rsurface.batchelement3s = NULL;
10695         rsurface.batchelement3s_indexbuffer = NULL;
10696         rsurface.batchelement3s_bufferoffset = 0;
10697         rsurface.passcolor4f = NULL;
10698         rsurface.passcolor4f_vertexbuffer = NULL;
10699         rsurface.passcolor4f_bufferoffset = 0;
10700 }
10701
10702 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10703 {
10704         dp_model_t *model = ent->model;
10705         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10706         //      return;
10707         rsurface.entity = (entity_render_t *)ent;
10708         rsurface.skeleton = ent->skeleton;
10709         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10710         rsurface.ent_skinnum = ent->skinnum;
10711         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;
10712         rsurface.ent_shadertime = ent->shadertime;
10713         rsurface.ent_flags = ent->flags;
10714         if (rsurface.array_size < model->surfmesh.num_vertices)
10715                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10716         rsurface.matrix = ent->matrix;
10717         rsurface.inversematrix = ent->inversematrix;
10718         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10719         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10720         R_EntityMatrix(&rsurface.matrix);
10721         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10722         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10723         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10724         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10725         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10726         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10727         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10728         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10729         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10730         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10731         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10732         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10733         rsurface.colormod[3] = ent->alpha;
10734         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10735         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10736         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10737         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10738         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10739         if (ent->model->brush.submodel && !prepass)
10740         {
10741                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10742                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10743         }
10744         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10745         {
10746                 if (ent->animcache_vertex3f && !r_framedata_failed)
10747                 {
10748                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10749                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10750                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10751                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10752                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10753                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10754                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10755                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10756                 }
10757                 else if (wanttangents)
10758                 {
10759                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10760                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10761                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10762                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10763                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10764                         rsurface.modelvertexmesh = NULL;
10765                         rsurface.modelvertexmeshbuffer = NULL;
10766                         rsurface.modelvertexposition = NULL;
10767                         rsurface.modelvertexpositionbuffer = NULL;
10768                 }
10769                 else if (wantnormals)
10770                 {
10771                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10772                         rsurface.modelsvector3f = NULL;
10773                         rsurface.modeltvector3f = NULL;
10774                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10775                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10776                         rsurface.modelvertexmesh = NULL;
10777                         rsurface.modelvertexmeshbuffer = NULL;
10778                         rsurface.modelvertexposition = NULL;
10779                         rsurface.modelvertexpositionbuffer = NULL;
10780                 }
10781                 else
10782                 {
10783                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10784                         rsurface.modelsvector3f = NULL;
10785                         rsurface.modeltvector3f = NULL;
10786                         rsurface.modelnormal3f = NULL;
10787                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10788                         rsurface.modelvertexmesh = NULL;
10789                         rsurface.modelvertexmeshbuffer = NULL;
10790                         rsurface.modelvertexposition = NULL;
10791                         rsurface.modelvertexpositionbuffer = NULL;
10792                 }
10793                 rsurface.modelvertex3f_vertexbuffer = 0;
10794                 rsurface.modelvertex3f_bufferoffset = 0;
10795                 rsurface.modelsvector3f_vertexbuffer = 0;
10796                 rsurface.modelsvector3f_bufferoffset = 0;
10797                 rsurface.modeltvector3f_vertexbuffer = 0;
10798                 rsurface.modeltvector3f_bufferoffset = 0;
10799                 rsurface.modelnormal3f_vertexbuffer = 0;
10800                 rsurface.modelnormal3f_bufferoffset = 0;
10801                 rsurface.modelgeneratedvertex = true;
10802         }
10803         else
10804         {
10805                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10806                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10807                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10808                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10809                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10810                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10811                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10812                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10813                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10814                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10815                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10816                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10817                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10818                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10819                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10820                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10821                 rsurface.modelgeneratedvertex = false;
10822         }
10823         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10824         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10825         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10826         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10827         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10828         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10829         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10830         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10831         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10832         rsurface.modelelement3i = model->surfmesh.data_element3i;
10833         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10834         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10835         rsurface.modelelement3s = model->surfmesh.data_element3s;
10836         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10837         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10838         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10839         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10840         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10841         rsurface.modelsurfaces = model->data_surfaces;
10842         rsurface.batchgeneratedvertex = false;
10843         rsurface.batchfirstvertex = 0;
10844         rsurface.batchnumvertices = 0;
10845         rsurface.batchfirsttriangle = 0;
10846         rsurface.batchnumtriangles = 0;
10847         rsurface.batchvertex3f  = NULL;
10848         rsurface.batchvertex3f_vertexbuffer = NULL;
10849         rsurface.batchvertex3f_bufferoffset = 0;
10850         rsurface.batchsvector3f = NULL;
10851         rsurface.batchsvector3f_vertexbuffer = NULL;
10852         rsurface.batchsvector3f_bufferoffset = 0;
10853         rsurface.batchtvector3f = NULL;
10854         rsurface.batchtvector3f_vertexbuffer = NULL;
10855         rsurface.batchtvector3f_bufferoffset = 0;
10856         rsurface.batchnormal3f  = NULL;
10857         rsurface.batchnormal3f_vertexbuffer = NULL;
10858         rsurface.batchnormal3f_bufferoffset = 0;
10859         rsurface.batchlightmapcolor4f = NULL;
10860         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10861         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10862         rsurface.batchtexcoordtexture2f = NULL;
10863         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10864         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10865         rsurface.batchtexcoordlightmap2f = NULL;
10866         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10867         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10868         rsurface.batchvertexmesh = NULL;
10869         rsurface.batchvertexmeshbuffer = NULL;
10870         rsurface.batchvertexposition = NULL;
10871         rsurface.batchvertexpositionbuffer = NULL;
10872         rsurface.batchelement3i = NULL;
10873         rsurface.batchelement3i_indexbuffer = NULL;
10874         rsurface.batchelement3i_bufferoffset = 0;
10875         rsurface.batchelement3s = NULL;
10876         rsurface.batchelement3s_indexbuffer = NULL;
10877         rsurface.batchelement3s_bufferoffset = 0;
10878         rsurface.passcolor4f = NULL;
10879         rsurface.passcolor4f_vertexbuffer = NULL;
10880         rsurface.passcolor4f_bufferoffset = 0;
10881 }
10882
10883 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)
10884 {
10885         int i;
10886
10887         rsurface.entity = r_refdef.scene.worldentity;
10888         rsurface.skeleton = NULL;
10889         rsurface.ent_skinnum = 0;
10890         rsurface.ent_qwskin = -1;
10891         rsurface.ent_shadertime = shadertime;
10892         rsurface.ent_flags = entflags;
10893         rsurface.modelnumvertices = numvertices;
10894         rsurface.modelnumtriangles = numtriangles;
10895         if (rsurface.array_size < rsurface.modelnumvertices)
10896                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10897         rsurface.matrix = *matrix;
10898         rsurface.inversematrix = *inversematrix;
10899         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10900         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10901         R_EntityMatrix(&rsurface.matrix);
10902         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10903         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10904         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10905         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10906         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10907         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10908         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10909         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10910         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10911         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10912         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10913         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10914         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);
10915         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10916         rsurface.frameblend[0].lerp = 1;
10917         rsurface.ent_alttextures = false;
10918         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10919         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10920         if (wanttangents)
10921         {
10922                 rsurface.modelvertex3f = vertex3f;
10923                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10924                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10925                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10926         }
10927         else if (wantnormals)
10928         {
10929                 rsurface.modelvertex3f = vertex3f;
10930                 rsurface.modelsvector3f = NULL;
10931                 rsurface.modeltvector3f = NULL;
10932                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10933         }
10934         else
10935         {
10936                 rsurface.modelvertex3f = vertex3f;
10937                 rsurface.modelsvector3f = NULL;
10938                 rsurface.modeltvector3f = NULL;
10939                 rsurface.modelnormal3f = NULL;
10940         }
10941         rsurface.modelvertexmesh = NULL;
10942         rsurface.modelvertexmeshbuffer = NULL;
10943         rsurface.modelvertexposition = NULL;
10944         rsurface.modelvertexpositionbuffer = NULL;
10945         rsurface.modelvertex3f_vertexbuffer = 0;
10946         rsurface.modelvertex3f_bufferoffset = 0;
10947         rsurface.modelsvector3f_vertexbuffer = 0;
10948         rsurface.modelsvector3f_bufferoffset = 0;
10949         rsurface.modeltvector3f_vertexbuffer = 0;
10950         rsurface.modeltvector3f_bufferoffset = 0;
10951         rsurface.modelnormal3f_vertexbuffer = 0;
10952         rsurface.modelnormal3f_bufferoffset = 0;
10953         rsurface.modelgeneratedvertex = true;
10954         rsurface.modellightmapcolor4f  = color4f;
10955         rsurface.modellightmapcolor4f_vertexbuffer = 0;
10956         rsurface.modellightmapcolor4f_bufferoffset = 0;
10957         rsurface.modeltexcoordtexture2f  = texcoord2f;
10958         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10959         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10960         rsurface.modeltexcoordlightmap2f  = NULL;
10961         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10962         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10963         rsurface.modelelement3i = element3i;
10964         rsurface.modelelement3i_indexbuffer = NULL;
10965         rsurface.modelelement3i_bufferoffset = 0;
10966         rsurface.modelelement3s = element3s;
10967         rsurface.modelelement3s_indexbuffer = NULL;
10968         rsurface.modelelement3s_bufferoffset = 0;
10969         rsurface.modellightmapoffsets = NULL;
10970         rsurface.modelsurfaces = NULL;
10971         rsurface.batchgeneratedvertex = false;
10972         rsurface.batchfirstvertex = 0;
10973         rsurface.batchnumvertices = 0;
10974         rsurface.batchfirsttriangle = 0;
10975         rsurface.batchnumtriangles = 0;
10976         rsurface.batchvertex3f  = NULL;
10977         rsurface.batchvertex3f_vertexbuffer = NULL;
10978         rsurface.batchvertex3f_bufferoffset = 0;
10979         rsurface.batchsvector3f = NULL;
10980         rsurface.batchsvector3f_vertexbuffer = NULL;
10981         rsurface.batchsvector3f_bufferoffset = 0;
10982         rsurface.batchtvector3f = NULL;
10983         rsurface.batchtvector3f_vertexbuffer = NULL;
10984         rsurface.batchtvector3f_bufferoffset = 0;
10985         rsurface.batchnormal3f  = NULL;
10986         rsurface.batchnormal3f_vertexbuffer = NULL;
10987         rsurface.batchnormal3f_bufferoffset = 0;
10988         rsurface.batchlightmapcolor4f = NULL;
10989         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10990         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10991         rsurface.batchtexcoordtexture2f = NULL;
10992         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10993         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10994         rsurface.batchtexcoordlightmap2f = NULL;
10995         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10996         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10997         rsurface.batchvertexmesh = NULL;
10998         rsurface.batchvertexmeshbuffer = NULL;
10999         rsurface.batchvertexposition = NULL;
11000         rsurface.batchvertexpositionbuffer = NULL;
11001         rsurface.batchelement3i = NULL;
11002         rsurface.batchelement3i_indexbuffer = NULL;
11003         rsurface.batchelement3i_bufferoffset = 0;
11004         rsurface.batchelement3s = NULL;
11005         rsurface.batchelement3s_indexbuffer = NULL;
11006         rsurface.batchelement3s_bufferoffset = 0;
11007         rsurface.passcolor4f = NULL;
11008         rsurface.passcolor4f_vertexbuffer = NULL;
11009         rsurface.passcolor4f_bufferoffset = 0;
11010
11011         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11012         {
11013                 if ((wantnormals || wanttangents) && !normal3f)
11014                 {
11015                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11016                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11017                 }
11018                 if (wanttangents && !svector3f)
11019                 {
11020                         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);
11021                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11022                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11023                 }
11024         }
11025
11026         // now convert arrays into vertexmesh structs
11027         for (i = 0;i < numvertices;i++)
11028         {
11029                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11030                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11031                 if (rsurface.modelsvector3f)
11032                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11033                 if (rsurface.modeltvector3f)
11034                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11035                 if (rsurface.modelnormal3f)
11036                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11037                 if (rsurface.modellightmapcolor4f)
11038                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11039                 if (rsurface.modeltexcoordtexture2f)
11040                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11041                 if (rsurface.modeltexcoordlightmap2f)
11042                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11043         }
11044 }
11045
11046 float RSurf_FogPoint(const float *v)
11047 {
11048         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11049         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11050         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11051         float FogHeightFade = r_refdef.fogheightfade;
11052         float fogfrac;
11053         unsigned int fogmasktableindex;
11054         if (r_refdef.fogplaneviewabove)
11055                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11056         else
11057                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11058         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11059         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11060 }
11061
11062 float RSurf_FogVertex(const float *v)
11063 {
11064         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11065         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11066         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11067         float FogHeightFade = rsurface.fogheightfade;
11068         float fogfrac;
11069         unsigned int fogmasktableindex;
11070         if (r_refdef.fogplaneviewabove)
11071                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11072         else
11073                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11074         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11075         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11076 }
11077
11078 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11079 {
11080         int i;
11081         for (i = 0;i < numelements;i++)
11082                 outelement3i[i] = inelement3i[i] + adjust;
11083 }
11084
11085 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11086 extern cvar_t gl_vbo;
11087 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11088 {
11089         int deformindex;
11090         int firsttriangle;
11091         int numtriangles;
11092         int firstvertex;
11093         int endvertex;
11094         int numvertices;
11095         int surfacefirsttriangle;
11096         int surfacenumtriangles;
11097         int surfacefirstvertex;
11098         int surfaceendvertex;
11099         int surfacenumvertices;
11100         int surfaceadjustvertex;
11101         int needsupdate;
11102         int i, j;
11103         qboolean gaps;
11104         qboolean dynamicvertex;
11105         float amplitude;
11106         float animpos;
11107         float scale;
11108         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11109         float waveparms[4];
11110         q3shaderinfo_deform_t *deform;
11111         const msurface_t *surface, *firstsurface;
11112         r_vertexposition_t *vertexposition;
11113         r_vertexmesh_t *vertexmesh;
11114         if (!texturenumsurfaces)
11115                 return;
11116         // find vertex range of this surface batch
11117         gaps = false;
11118         firstsurface = texturesurfacelist[0];
11119         firsttriangle = firstsurface->num_firsttriangle;
11120         numtriangles = 0;
11121         firstvertex = endvertex = firstsurface->num_firstvertex;
11122         for (i = 0;i < texturenumsurfaces;i++)
11123         {
11124                 surface = texturesurfacelist[i];
11125                 if (surface != firstsurface + i)
11126                         gaps = true;
11127                 surfacefirstvertex = surface->num_firstvertex;
11128                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11129                 surfacenumtriangles = surface->num_triangles;
11130                 if (firstvertex > surfacefirstvertex)
11131                         firstvertex = surfacefirstvertex;
11132                 if (endvertex < surfaceendvertex)
11133                         endvertex = surfaceendvertex;
11134                 numtriangles += surfacenumtriangles;
11135         }
11136         if (!numtriangles)
11137                 return;
11138
11139         // we now know the vertex range used, and if there are any gaps in it
11140         rsurface.batchfirstvertex = firstvertex;
11141         rsurface.batchnumvertices = endvertex - firstvertex;
11142         rsurface.batchfirsttriangle = firsttriangle;
11143         rsurface.batchnumtriangles = numtriangles;
11144
11145         // this variable holds flags for which properties have been updated that
11146         // may require regenerating vertexmesh or vertexposition arrays...
11147         needsupdate = 0;
11148
11149         // check if any dynamic vertex processing must occur
11150         dynamicvertex = false;
11151
11152         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11153                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11154         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11155         {
11156                 switch (deform->deform)
11157                 {
11158                 default:
11159                 case Q3DEFORM_PROJECTIONSHADOW:
11160                 case Q3DEFORM_TEXT0:
11161                 case Q3DEFORM_TEXT1:
11162                 case Q3DEFORM_TEXT2:
11163                 case Q3DEFORM_TEXT3:
11164                 case Q3DEFORM_TEXT4:
11165                 case Q3DEFORM_TEXT5:
11166                 case Q3DEFORM_TEXT6:
11167                 case Q3DEFORM_TEXT7:
11168                 case Q3DEFORM_NONE:
11169                         break;
11170                 case Q3DEFORM_AUTOSPRITE:
11171                         dynamicvertex = true;
11172                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11173                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11174                         break;
11175                 case Q3DEFORM_AUTOSPRITE2:
11176                         dynamicvertex = true;
11177                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11178                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11179                         break;
11180                 case Q3DEFORM_NORMAL:
11181                         dynamicvertex = true;
11182                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11183                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11184                         break;
11185                 case Q3DEFORM_WAVE:
11186                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11187                                 break; // if wavefunc is a nop, ignore this transform
11188                         dynamicvertex = true;
11189                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11190                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11191                         break;
11192                 case Q3DEFORM_BULGE:
11193                         dynamicvertex = true;
11194                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11195                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11196                         break;
11197                 case Q3DEFORM_MOVE:
11198                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11199                                 break; // if wavefunc is a nop, ignore this transform
11200                         dynamicvertex = true;
11201                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11202                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11203                         break;
11204                 }
11205         }
11206         switch(rsurface.texture->tcgen.tcgen)
11207         {
11208         default:
11209         case Q3TCGEN_TEXTURE:
11210                 break;
11211         case Q3TCGEN_LIGHTMAP:
11212                 dynamicvertex = true;
11213                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11214                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11215                 break;
11216         case Q3TCGEN_VECTOR:
11217                 dynamicvertex = true;
11218                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11219                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11220                 break;
11221         case Q3TCGEN_ENVIRONMENT:
11222                 dynamicvertex = true;
11223                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11224                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11225                 break;
11226         }
11227         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11228         {
11229                 dynamicvertex = true;
11230                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11231                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11232         }
11233
11234         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11235         {
11236                 dynamicvertex = true;
11237                 batchneed |= BATCHNEED_NOGAPS;
11238                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11239         }
11240
11241         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11242         {
11243                 dynamicvertex = true;
11244                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11245                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11246         }
11247
11248         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11249         {
11250                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11251                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11252                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11253                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11254                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11255                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11256                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11257         }
11258
11259         // when the model data has no vertex buffer (dynamic mesh), we need to
11260         // eliminate gaps
11261         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
11262                 batchneed |= BATCHNEED_NOGAPS;
11263
11264         // if needsupdate, we have to do a dynamic vertex batch for sure
11265         if (needsupdate & batchneed)
11266                 dynamicvertex = true;
11267
11268         // see if we need to build vertexmesh from arrays
11269         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11270                 dynamicvertex = true;
11271
11272         // see if we need to build vertexposition from arrays
11273         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11274                 dynamicvertex = true;
11275
11276         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11277         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11278                 dynamicvertex = true;
11279
11280         // if there is a chance of animated vertex colors, it's a dynamic batch
11281         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11282                 dynamicvertex = true;
11283
11284         rsurface.batchvertex3f = rsurface.modelvertex3f;
11285         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11286         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11287         rsurface.batchsvector3f = rsurface.modelsvector3f;
11288         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11289         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11290         rsurface.batchtvector3f = rsurface.modeltvector3f;
11291         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11292         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11293         rsurface.batchnormal3f = rsurface.modelnormal3f;
11294         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11295         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11296         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11297         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11298         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11299         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11300         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11301         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11302         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11303         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11304         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11305         rsurface.batchvertexposition = rsurface.modelvertexposition;
11306         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11307         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11308         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11309         rsurface.batchelement3i = rsurface.modelelement3i;
11310         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11311         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11312         rsurface.batchelement3s = rsurface.modelelement3s;
11313         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11314         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11315
11316         // if any dynamic vertex processing has to occur in software, we copy the
11317         // entire surface list together before processing to rebase the vertices
11318         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11319         //
11320         // if any gaps exist and we do not have a static vertex buffer, we have to
11321         // copy the surface list together to avoid wasting upload bandwidth on the
11322         // vertices in the gaps.
11323         //
11324         // if gaps exist and we have a static vertex buffer, we still have to
11325         // combine the index buffer ranges into one dynamic index buffer.
11326         //
11327         // in all cases we end up with data that can be drawn in one call.
11328
11329         if (!dynamicvertex)
11330         {
11331                 // static vertex data, just set pointers...
11332                 rsurface.batchgeneratedvertex = false;
11333                 // if there are gaps, we want to build a combined index buffer,
11334                 // otherwise use the original static buffer with an appropriate offset
11335                 if (gaps)
11336                 {
11337                         firsttriangle = 0;
11338                         numtriangles = 0;
11339                         for (i = 0;i < texturenumsurfaces;i++)
11340                         {
11341                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11342                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11343                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11344                                 numtriangles += surfacenumtriangles;
11345                         }
11346                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11347                         rsurface.batchelement3i_indexbuffer = NULL;
11348                         rsurface.batchelement3i_bufferoffset = 0;
11349                         rsurface.batchelement3s = NULL;
11350                         rsurface.batchelement3s_indexbuffer = NULL;
11351                         rsurface.batchelement3s_bufferoffset = 0;
11352                         if (endvertex <= 65536)
11353                         {
11354                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11355                                 for (i = 0;i < numtriangles*3;i++)
11356                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11357                         }
11358                         rsurface.batchfirsttriangle = firsttriangle;
11359                         rsurface.batchnumtriangles = numtriangles;
11360                 }
11361                 return;
11362         }
11363
11364         // something needs software processing, do it for real...
11365         // we only directly handle interleaved array data in this case...
11366         rsurface.batchgeneratedvertex = true;
11367
11368         // now copy the vertex data into a combined array and make an index array
11369         // (this is what Quake3 does all the time)
11370         //if (gaps || rsurface.batchfirstvertex)
11371         {
11372                 rsurface.batchvertexposition = NULL;
11373                 rsurface.batchvertexpositionbuffer = NULL;
11374                 rsurface.batchvertexmesh = NULL;
11375                 rsurface.batchvertexmeshbuffer = NULL;
11376                 rsurface.batchvertex3f = NULL;
11377                 rsurface.batchvertex3f_vertexbuffer = NULL;
11378                 rsurface.batchvertex3f_bufferoffset = 0;
11379                 rsurface.batchsvector3f = NULL;
11380                 rsurface.batchsvector3f_vertexbuffer = NULL;
11381                 rsurface.batchsvector3f_bufferoffset = 0;
11382                 rsurface.batchtvector3f = NULL;
11383                 rsurface.batchtvector3f_vertexbuffer = NULL;
11384                 rsurface.batchtvector3f_bufferoffset = 0;
11385                 rsurface.batchnormal3f = NULL;
11386                 rsurface.batchnormal3f_vertexbuffer = NULL;
11387                 rsurface.batchnormal3f_bufferoffset = 0;
11388                 rsurface.batchlightmapcolor4f = NULL;
11389                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11390                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11391                 rsurface.batchtexcoordtexture2f = NULL;
11392                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11393                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11394                 rsurface.batchtexcoordlightmap2f = NULL;
11395                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11396                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11397                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11398                 rsurface.batchelement3i_indexbuffer = NULL;
11399                 rsurface.batchelement3i_bufferoffset = 0;
11400                 rsurface.batchelement3s = NULL;
11401                 rsurface.batchelement3s_indexbuffer = NULL;
11402                 rsurface.batchelement3s_bufferoffset = 0;
11403                 // we'll only be setting up certain arrays as needed
11404                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11405                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11406                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11407                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11408                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11409                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11410                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11411                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11412                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11413                 {
11414                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11415                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11416                 }
11417                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11418                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11419                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11420                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11421                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11422                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11423                 numvertices = 0;
11424                 numtriangles = 0;
11425                 for (i = 0;i < texturenumsurfaces;i++)
11426                 {
11427                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11428                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11429                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11430                         surfaceadjustvertex = numvertices - surfacefirstvertex;
11431                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11432                         // copy only the data requested
11433                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11434                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11435                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11436                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11437                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11438                         {
11439                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11440                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11441                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11442                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11443                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11444                                 {
11445                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11446                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11447                                 }
11448                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11449                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11450                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11451                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11452                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11453                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11454                         }
11455                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11456                         numvertices += surfacenumvertices;
11457                         numtriangles += surfacenumtriangles;
11458                 }
11459
11460                 // generate a 16bit index array as well if possible
11461                 // (in general, dynamic batches fit)
11462                 if (numvertices <= 65536)
11463                 {
11464                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11465                         for (i = 0;i < numtriangles*3;i++)
11466                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11467                 }
11468
11469                 // since we've copied everything, the batch now starts at 0
11470                 rsurface.batchfirstvertex = 0;
11471                 rsurface.batchnumvertices = numvertices;
11472                 rsurface.batchfirsttriangle = 0;
11473                 rsurface.batchnumtriangles = numtriangles;
11474         }
11475
11476         // q1bsp surfaces rendered in vertex color mode have to have colors
11477         // calculated based on lightstyles
11478         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11479         {
11480                 // generate color arrays for the surfaces in this list
11481                 int c[4];
11482                 int scale;
11483                 int size3;
11484                 const int *offsets;
11485                 const unsigned char *lm;
11486                 numvertices = 0;
11487                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11488                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11489                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11490                 for (i = 0;i < texturenumsurfaces;i++)
11491                 {
11492                         surface = texturesurfacelist[i];
11493                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11494                         surfacenumvertices = surface->num_vertices;
11495                         if (surface->lightmapinfo->samples)
11496                         {
11497                                 for (j = 0;j < surfacenumvertices;j++)
11498                                 {
11499                                         lm = surface->lightmapinfo->samples + offsets[j];
11500                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11501                                         VectorScale(lm, scale, c);
11502                                         if (surface->lightmapinfo->styles[1] != 255)
11503                                         {
11504                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11505                                                 lm += size3;
11506                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11507                                                 VectorMA(c, scale, lm, c);
11508                                                 if (surface->lightmapinfo->styles[2] != 255)
11509                                                 {
11510                                                         lm += size3;
11511                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11512                                                         VectorMA(c, scale, lm, c);
11513                                                         if (surface->lightmapinfo->styles[3] != 255)
11514                                                         {
11515                                                                 lm += size3;
11516                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11517                                                                 VectorMA(c, scale, lm, c);
11518                                                         }
11519                                                 }
11520                                         }
11521                                         c[0] >>= 15;
11522                                         c[1] >>= 15;
11523                                         c[2] >>= 15;
11524                                         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);
11525                                         numvertices++;
11526                                 }
11527                         }
11528                         else
11529                         {
11530                                 for (j = 0;j < surfacenumvertices;j++)
11531                                 {
11532                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11533                                         numvertices++;
11534                                 }
11535                         }
11536                 }
11537         }
11538
11539         // if vertices are deformed (sprite flares and things in maps, possibly
11540         // water waves, bulges and other deformations), modify the copied vertices
11541         // in place
11542         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11543         {
11544                 switch (deform->deform)
11545                 {
11546                 default:
11547                 case Q3DEFORM_PROJECTIONSHADOW:
11548                 case Q3DEFORM_TEXT0:
11549                 case Q3DEFORM_TEXT1:
11550                 case Q3DEFORM_TEXT2:
11551                 case Q3DEFORM_TEXT3:
11552                 case Q3DEFORM_TEXT4:
11553                 case Q3DEFORM_TEXT5:
11554                 case Q3DEFORM_TEXT6:
11555                 case Q3DEFORM_TEXT7:
11556                 case Q3DEFORM_NONE:
11557                         break;
11558                 case Q3DEFORM_AUTOSPRITE:
11559                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11560                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11561                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11562                         VectorNormalize(newforward);
11563                         VectorNormalize(newright);
11564                         VectorNormalize(newup);
11565                         // a single autosprite surface can contain multiple sprites...
11566                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11567                         {
11568                                 VectorClear(center);
11569                                 for (i = 0;i < 4;i++)
11570                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11571                                 VectorScale(center, 0.25f, center);
11572                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11573                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11574                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11575                                 for (i = 0;i < 4;i++)
11576                                 {
11577                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11578                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11579                                 }
11580                         }
11581                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11582                         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);
11583                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11584                         rsurface.batchvertex3f_vertexbuffer = NULL;
11585                         rsurface.batchvertex3f_bufferoffset = 0;
11586                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11587                         rsurface.batchsvector3f_vertexbuffer = NULL;
11588                         rsurface.batchsvector3f_bufferoffset = 0;
11589                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11590                         rsurface.batchtvector3f_vertexbuffer = NULL;
11591                         rsurface.batchtvector3f_bufferoffset = 0;
11592                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11593                         rsurface.batchnormal3f_vertexbuffer = NULL;
11594                         rsurface.batchnormal3f_bufferoffset = 0;
11595                         break;
11596                 case Q3DEFORM_AUTOSPRITE2:
11597                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11598                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11599                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11600                         VectorNormalize(newforward);
11601                         VectorNormalize(newright);
11602                         VectorNormalize(newup);
11603                         {
11604                                 const float *v1, *v2;
11605                                 vec3_t start, end;
11606                                 float f, l;
11607                                 struct
11608                                 {
11609                                         float length2;
11610                                         const float *v1;
11611                                         const float *v2;
11612                                 }
11613                                 shortest[2];
11614                                 memset(shortest, 0, sizeof(shortest));
11615                                 // a single autosprite surface can contain multiple sprites...
11616                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11617                                 {
11618                                         VectorClear(center);
11619                                         for (i = 0;i < 4;i++)
11620                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11621                                         VectorScale(center, 0.25f, center);
11622                                         // find the two shortest edges, then use them to define the
11623                                         // axis vectors for rotating around the central axis
11624                                         for (i = 0;i < 6;i++)
11625                                         {
11626                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11627                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11628                                                 l = VectorDistance2(v1, v2);
11629                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11630                                                 if (v1[2] != v2[2])
11631                                                         l += (1.0f / 1024.0f);
11632                                                 if (shortest[0].length2 > l || i == 0)
11633                                                 {
11634                                                         shortest[1] = shortest[0];
11635                                                         shortest[0].length2 = l;
11636                                                         shortest[0].v1 = v1;
11637                                                         shortest[0].v2 = v2;
11638                                                 }
11639                                                 else if (shortest[1].length2 > l || i == 1)
11640                                                 {
11641                                                         shortest[1].length2 = l;
11642                                                         shortest[1].v1 = v1;
11643                                                         shortest[1].v2 = v2;
11644                                                 }
11645                                         }
11646                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11647                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11648                                         // this calculates the right vector from the shortest edge
11649                                         // and the up vector from the edge midpoints
11650                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11651                                         VectorNormalize(right);
11652                                         VectorSubtract(end, start, up);
11653                                         VectorNormalize(up);
11654                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11655                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11656                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11657                                         VectorNegate(forward, forward);
11658                                         VectorReflect(forward, 0, up, forward);
11659                                         VectorNormalize(forward);
11660                                         CrossProduct(up, forward, newright);
11661                                         VectorNormalize(newright);
11662                                         // rotate the quad around the up axis vector, this is made
11663                                         // especially easy by the fact we know the quad is flat,
11664                                         // so we only have to subtract the center position and
11665                                         // measure distance along the right vector, and then
11666                                         // multiply that by the newright vector and add back the
11667                                         // center position
11668                                         // we also need to subtract the old position to undo the
11669                                         // displacement from the center, which we do with a
11670                                         // DotProduct, the subtraction/addition of center is also
11671                                         // optimized into DotProducts here
11672                                         l = DotProduct(right, center);
11673                                         for (i = 0;i < 4;i++)
11674                                         {
11675                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11676                                                 f = DotProduct(right, v1) - l;
11677                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11678                                         }
11679                                 }
11680                         }
11681                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11682                         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);
11683                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11684                         rsurface.batchvertex3f_vertexbuffer = NULL;
11685                         rsurface.batchvertex3f_bufferoffset = 0;
11686                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11687                         rsurface.batchsvector3f_vertexbuffer = NULL;
11688                         rsurface.batchsvector3f_bufferoffset = 0;
11689                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11690                         rsurface.batchtvector3f_vertexbuffer = NULL;
11691                         rsurface.batchtvector3f_bufferoffset = 0;
11692                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11693                         rsurface.batchnormal3f_vertexbuffer = NULL;
11694                         rsurface.batchnormal3f_bufferoffset = 0;
11695                         break;
11696                 case Q3DEFORM_NORMAL:
11697                         // deform the normals to make reflections wavey
11698                         for (j = 0;j < rsurface.batchnumvertices;j++)
11699                         {
11700                                 float vertex[3];
11701                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11702                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11703                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11704                                 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]);
11705                                 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]);
11706                                 VectorNormalize(normal);
11707                         }
11708                         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);
11709                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11710                         rsurface.batchsvector3f_vertexbuffer = NULL;
11711                         rsurface.batchsvector3f_bufferoffset = 0;
11712                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11713                         rsurface.batchtvector3f_vertexbuffer = NULL;
11714                         rsurface.batchtvector3f_bufferoffset = 0;
11715                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11716                         rsurface.batchnormal3f_vertexbuffer = NULL;
11717                         rsurface.batchnormal3f_bufferoffset = 0;
11718                         break;
11719                 case Q3DEFORM_WAVE:
11720                         // deform vertex array to make wavey water and flags and such
11721                         waveparms[0] = deform->waveparms[0];
11722                         waveparms[1] = deform->waveparms[1];
11723                         waveparms[2] = deform->waveparms[2];
11724                         waveparms[3] = deform->waveparms[3];
11725                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11726                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11727                         // this is how a divisor of vertex influence on deformation
11728                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11729                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11730                         for (j = 0;j < rsurface.batchnumvertices;j++)
11731                         {
11732                                 // if the wavefunc depends on time, evaluate it per-vertex
11733                                 if (waveparms[3])
11734                                 {
11735                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11736                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11737                                 }
11738                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11739                         }
11740                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11741                         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);
11742                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11743                         rsurface.batchvertex3f_vertexbuffer = NULL;
11744                         rsurface.batchvertex3f_bufferoffset = 0;
11745                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11746                         rsurface.batchsvector3f_vertexbuffer = NULL;
11747                         rsurface.batchsvector3f_bufferoffset = 0;
11748                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11749                         rsurface.batchtvector3f_vertexbuffer = NULL;
11750                         rsurface.batchtvector3f_bufferoffset = 0;
11751                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11752                         rsurface.batchnormal3f_vertexbuffer = NULL;
11753                         rsurface.batchnormal3f_bufferoffset = 0;
11754                         break;
11755                 case Q3DEFORM_BULGE:
11756                         // deform vertex array to make the surface have moving bulges
11757                         for (j = 0;j < rsurface.batchnumvertices;j++)
11758                         {
11759                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11760                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11761                         }
11762                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11763                         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);
11764                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11765                         rsurface.batchvertex3f_vertexbuffer = NULL;
11766                         rsurface.batchvertex3f_bufferoffset = 0;
11767                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11768                         rsurface.batchsvector3f_vertexbuffer = NULL;
11769                         rsurface.batchsvector3f_bufferoffset = 0;
11770                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11771                         rsurface.batchtvector3f_vertexbuffer = NULL;
11772                         rsurface.batchtvector3f_bufferoffset = 0;
11773                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11774                         rsurface.batchnormal3f_vertexbuffer = NULL;
11775                         rsurface.batchnormal3f_bufferoffset = 0;
11776                         break;
11777                 case Q3DEFORM_MOVE:
11778                         // deform vertex array
11779                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11780                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11781                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11782                         VectorScale(deform->parms, scale, waveparms);
11783                         for (j = 0;j < rsurface.batchnumvertices;j++)
11784                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11785                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11786                         rsurface.batchvertex3f_vertexbuffer = NULL;
11787                         rsurface.batchvertex3f_bufferoffset = 0;
11788                         break;
11789                 }
11790         }
11791
11792         // generate texcoords based on the chosen texcoord source
11793         switch(rsurface.texture->tcgen.tcgen)
11794         {
11795         default:
11796         case Q3TCGEN_TEXTURE:
11797                 break;
11798         case Q3TCGEN_LIGHTMAP:
11799                 if (rsurface.batchtexcoordlightmap2f)
11800                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11801                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11802                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11803                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11804                 break;
11805         case Q3TCGEN_VECTOR:
11806                 for (j = 0;j < rsurface.batchnumvertices;j++)
11807                 {
11808                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11809                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11810                 }
11811                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11812                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11813                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11814                 break;
11815         case Q3TCGEN_ENVIRONMENT:
11816                 // make environment reflections using a spheremap
11817                 for (j = 0;j < rsurface.batchnumvertices;j++)
11818                 {
11819                         // identical to Q3A's method, but executed in worldspace so
11820                         // carried models can be shiny too
11821
11822                         float viewer[3], d, reflected[3], worldreflected[3];
11823
11824                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11825                         // VectorNormalize(viewer);
11826
11827                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11828
11829                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11830                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11831                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11832                         // note: this is proportinal to viewer, so we can normalize later
11833
11834                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11835                         VectorNormalize(worldreflected);
11836
11837                         // note: this sphere map only uses world x and z!
11838                         // so positive and negative y will LOOK THE SAME.
11839                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11840                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11841                 }
11842                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11843                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11844                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11845                 break;
11846         }
11847         // the only tcmod that needs software vertex processing is turbulent, so
11848         // check for it here and apply the changes if needed
11849         // and we only support that as the first one
11850         // (handling a mixture of turbulent and other tcmods would be problematic
11851         //  without punting it entirely to a software path)
11852         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11853         {
11854                 amplitude = rsurface.texture->tcmods[0].parms[1];
11855                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11856                 for (j = 0;j < rsurface.batchnumvertices;j++)
11857                 {
11858                         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);
11859                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11860                 }
11861                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11862                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11863                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11864         }
11865
11866         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11867         {
11868                 // convert the modified arrays to vertex structs
11869                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11870                 rsurface.batchvertexmeshbuffer = NULL;
11871                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11872                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11873                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11874                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11875                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11876                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11877                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11878                 {
11879                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11880                         {
11881                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11882                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11883                         }
11884                 }
11885                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11886                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11887                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11888                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11889                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11890                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11891                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11892                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11893                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11894         }
11895
11896         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11897         {
11898                 // convert the modified arrays to vertex structs
11899                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11900                 rsurface.batchvertexpositionbuffer = NULL;
11901                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11902                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11903                 else
11904                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11905                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11906         }
11907 }
11908
11909 void RSurf_DrawBatch(void)
11910 {
11911         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);
11912 }
11913
11914 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11915 {
11916         // pick the closest matching water plane
11917         int planeindex, vertexindex, bestplaneindex = -1;
11918         float d, bestd;
11919         vec3_t vert;
11920         const float *v;
11921         r_waterstate_waterplane_t *p;
11922         bestd = 0;
11923         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11924         {
11925                 if(p->camera_entity != rsurface.texture->camera_entity)
11926                         continue;
11927                 d = 0;
11928                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11929                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11930                 {
11931                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
11932                         d += fabs(PlaneDiff(vert, &p->plane));
11933                 }
11934                 if (bestd > d || bestplaneindex < 0)
11935                 {
11936                         bestd = d;
11937                         bestplaneindex = planeindex;
11938                 }
11939         }
11940         return bestplaneindex;
11941 }
11942
11943 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11944 {
11945         int i;
11946         for (i = 0;i < rsurface.batchnumvertices;i++)
11947                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11948         rsurface.passcolor4f = rsurface.array_passcolor4f;
11949         rsurface.passcolor4f_vertexbuffer = 0;
11950         rsurface.passcolor4f_bufferoffset = 0;
11951 }
11952
11953 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11954 {
11955         int i;
11956         float f;
11957         const float *v;
11958         const float *c;
11959         float *c2;
11960         if (rsurface.passcolor4f)
11961         {
11962                 // generate color arrays
11963                 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)
11964                 {
11965                         f = RSurf_FogVertex(v);
11966                         c2[0] = c[0] * f;
11967                         c2[1] = c[1] * f;
11968                         c2[2] = c[2] * f;
11969                         c2[3] = c[3];
11970                 }
11971         }
11972         else
11973         {
11974                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11975                 {
11976                         f = RSurf_FogVertex(v);
11977                         c2[0] = f;
11978                         c2[1] = f;
11979                         c2[2] = f;
11980                         c2[3] = 1;
11981                 }
11982         }
11983         rsurface.passcolor4f = rsurface.array_passcolor4f;
11984         rsurface.passcolor4f_vertexbuffer = 0;
11985         rsurface.passcolor4f_bufferoffset = 0;
11986 }
11987
11988 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11989 {
11990         int i;
11991         float f;
11992         const float *v;
11993         const float *c;
11994         float *c2;
11995         if (!rsurface.passcolor4f)
11996                 return;
11997         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)
11998         {
11999                 f = RSurf_FogVertex(v);
12000                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12001                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12002                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12003                 c2[3] = c[3];
12004         }
12005         rsurface.passcolor4f = rsurface.array_passcolor4f;
12006         rsurface.passcolor4f_vertexbuffer = 0;
12007         rsurface.passcolor4f_bufferoffset = 0;
12008 }
12009
12010 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12011 {
12012         int i;
12013         const float *c;
12014         float *c2;
12015         if (!rsurface.passcolor4f)
12016                 return;
12017         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12018         {
12019                 c2[0] = c[0] * r;
12020                 c2[1] = c[1] * g;
12021                 c2[2] = c[2] * b;
12022                 c2[3] = c[3] * a;
12023         }
12024         rsurface.passcolor4f = rsurface.array_passcolor4f;
12025         rsurface.passcolor4f_vertexbuffer = 0;
12026         rsurface.passcolor4f_bufferoffset = 0;
12027 }
12028
12029 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12030 {
12031         int i;
12032         const float *c;
12033         float *c2;
12034         if (!rsurface.passcolor4f)
12035                 return;
12036         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12037         {
12038                 c2[0] = c[0] + r_refdef.scene.ambient;
12039                 c2[1] = c[1] + r_refdef.scene.ambient;
12040                 c2[2] = c[2] + r_refdef.scene.ambient;
12041                 c2[3] = c[3];
12042         }
12043         rsurface.passcolor4f = rsurface.array_passcolor4f;
12044         rsurface.passcolor4f_vertexbuffer = 0;
12045         rsurface.passcolor4f_bufferoffset = 0;
12046 }
12047
12048 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12049 {
12050         // TODO: optimize
12051         rsurface.passcolor4f = NULL;
12052         rsurface.passcolor4f_vertexbuffer = 0;
12053         rsurface.passcolor4f_bufferoffset = 0;
12054         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12055         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12056         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12057         GL_Color(r, g, b, a);
12058         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12059         RSurf_DrawBatch();
12060 }
12061
12062 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12063 {
12064         // TODO: optimize applyfog && applycolor case
12065         // just apply fog if necessary, and tint the fog color array if necessary
12066         rsurface.passcolor4f = NULL;
12067         rsurface.passcolor4f_vertexbuffer = 0;
12068         rsurface.passcolor4f_bufferoffset = 0;
12069         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12070         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12071         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12072         GL_Color(r, g, b, a);
12073         RSurf_DrawBatch();
12074 }
12075
12076 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12077 {
12078         // TODO: optimize
12079         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12080         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12081         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12082         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12083         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12084         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12085         GL_Color(r, g, b, a);
12086         RSurf_DrawBatch();
12087 }
12088
12089 static void RSurf_DrawBatch_GL11_ClampColor(void)
12090 {
12091         int i;
12092         const float *c1;
12093         float *c2;
12094         if (!rsurface.passcolor4f)
12095                 return;
12096         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12097         {
12098                 c2[0] = bound(0.0f, c1[0], 1.0f);
12099                 c2[1] = bound(0.0f, c1[1], 1.0f);
12100                 c2[2] = bound(0.0f, c1[2], 1.0f);
12101                 c2[3] = bound(0.0f, c1[3], 1.0f);
12102         }
12103 }
12104
12105 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12106 {
12107         int i;
12108         float f;
12109         float alpha;
12110         const float *v;
12111         const float *n;
12112         float *c;
12113         vec3_t ambientcolor;
12114         vec3_t diffusecolor;
12115         vec3_t lightdir;
12116         // TODO: optimize
12117         // model lighting
12118         VectorCopy(rsurface.modellight_lightdir, lightdir);
12119         f = 0.5f * r_refdef.lightmapintensity;
12120         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12121         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12122         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12123         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12124         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12125         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12126         alpha = *a;
12127         if (VectorLength2(diffusecolor) > 0)
12128         {
12129                 // q3-style directional shading
12130                 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)
12131                 {
12132                         if ((f = DotProduct(n, lightdir)) > 0)
12133                                 VectorMA(ambientcolor, f, diffusecolor, c);
12134                         else
12135                                 VectorCopy(ambientcolor, c);
12136                         c[3] = alpha;
12137                 }
12138                 *r = 1;
12139                 *g = 1;
12140                 *b = 1;
12141                 *a = 1;
12142                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12143                 rsurface.passcolor4f_vertexbuffer = 0;
12144                 rsurface.passcolor4f_bufferoffset = 0;
12145                 *applycolor = false;
12146         }
12147         else
12148         {
12149                 *r = ambientcolor[0];
12150                 *g = ambientcolor[1];
12151                 *b = ambientcolor[2];
12152                 rsurface.passcolor4f = NULL;
12153                 rsurface.passcolor4f_vertexbuffer = 0;
12154                 rsurface.passcolor4f_bufferoffset = 0;
12155         }
12156 }
12157
12158 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12159 {
12160         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12161         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12162         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12163         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12164         GL_Color(r, g, b, a);
12165         RSurf_DrawBatch();
12166 }
12167
12168 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12169 {
12170         int i;
12171         float f;
12172         const float *v;
12173         float *c;
12174         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12175         {
12176                 f = 1 - RSurf_FogVertex(v);
12177                 c[0] = r;
12178                 c[1] = g;
12179                 c[2] = b;
12180                 c[3] = f * a;
12181         }
12182 }
12183
12184 void RSurf_SetupDepthAndCulling(void)
12185 {
12186         // submodels are biased to avoid z-fighting with world surfaces that they
12187         // may be exactly overlapping (avoids z-fighting artifacts on certain
12188         // doors and things in Quake maps)
12189         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12190         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12191         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12192         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12193 }
12194
12195 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12196 {
12197         // transparent sky would be ridiculous
12198         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12199                 return;
12200         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12201         skyrenderlater = true;
12202         RSurf_SetupDepthAndCulling();
12203         GL_DepthMask(true);
12204         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12205         // skymasking on them, and Quake3 never did sky masking (unlike
12206         // software Quake and software Quake2), so disable the sky masking
12207         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12208         // and skymasking also looks very bad when noclipping outside the
12209         // level, so don't use it then either.
12210         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12211         {
12212                 R_Mesh_ResetTextureState();
12213                 if (skyrendermasked)
12214                 {
12215                         R_SetupShader_DepthOrShadow();
12216                         // depth-only (masking)
12217                         GL_ColorMask(0,0,0,0);
12218                         // just to make sure that braindead drivers don't draw
12219                         // anything despite that colormask...
12220                         GL_BlendFunc(GL_ZERO, GL_ONE);
12221                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12222                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12223                 }
12224                 else
12225                 {
12226                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12227                         // fog sky
12228                         GL_BlendFunc(GL_ONE, GL_ZERO);
12229                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12230                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12231                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12232                 }
12233                 RSurf_DrawBatch();
12234                 if (skyrendermasked)
12235                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12236         }
12237         R_Mesh_ResetTextureState();
12238         GL_Color(1, 1, 1, 1);
12239 }
12240
12241 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12242 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12243 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12244 {
12245         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12246                 return;
12247         if (prepass)
12248         {
12249                 // render screenspace normalmap to texture
12250                 GL_DepthMask(true);
12251                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12252                 RSurf_DrawBatch();
12253                 return;
12254         }
12255
12256         // bind lightmap texture
12257
12258         // water/refraction/reflection/camera surfaces have to be handled specially
12259         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12260         {
12261                 int start, end, startplaneindex;
12262                 for (start = 0;start < texturenumsurfaces;start = end)
12263                 {
12264                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12265                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12266                                 ;
12267                         // now that we have a batch using the same planeindex, render it
12268                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12269                         {
12270                                 // render water or distortion background
12271                                 GL_DepthMask(true);
12272                                 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));
12273                                 RSurf_DrawBatch();
12274                                 // blend surface on top
12275                                 GL_DepthMask(false);
12276                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12277                                 RSurf_DrawBatch();
12278                         }
12279                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12280                         {
12281                                 // render surface with reflection texture as input
12282                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12283                                 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));
12284                                 RSurf_DrawBatch();
12285                         }
12286                 }
12287                 return;
12288         }
12289
12290         // render surface batch normally
12291         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12292         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12293         RSurf_DrawBatch();
12294 }
12295
12296 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12297 {
12298         // OpenGL 1.3 path - anything not completely ancient
12299         qboolean applycolor;
12300         qboolean applyfog;
12301         int layerindex;
12302         const texturelayer_t *layer;
12303         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);
12304         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12305
12306         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12307         {
12308                 vec4_t layercolor;
12309                 int layertexrgbscale;
12310                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12311                 {
12312                         if (layerindex == 0)
12313                                 GL_AlphaTest(true);
12314                         else
12315                         {
12316                                 GL_AlphaTest(false);
12317                                 GL_DepthFunc(GL_EQUAL);
12318                         }
12319                 }
12320                 GL_DepthMask(layer->depthmask && writedepth);
12321                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12322                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12323                 {
12324                         layertexrgbscale = 4;
12325                         VectorScale(layer->color, 0.25f, layercolor);
12326                 }
12327                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12328                 {
12329                         layertexrgbscale = 2;
12330                         VectorScale(layer->color, 0.5f, layercolor);
12331                 }
12332                 else
12333                 {
12334                         layertexrgbscale = 1;
12335                         VectorScale(layer->color, 1.0f, layercolor);
12336                 }
12337                 layercolor[3] = layer->color[3];
12338                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12339                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12340                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12341                 switch (layer->type)
12342                 {
12343                 case TEXTURELAYERTYPE_LITTEXTURE:
12344                         // single-pass lightmapped texture with 2x rgbscale
12345                         R_Mesh_TexBind(0, r_texture_white);
12346                         R_Mesh_TexMatrix(0, NULL);
12347                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12348                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12349                         R_Mesh_TexBind(1, layer->texture);
12350                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12351                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12352                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12353                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12354                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12355                         else if (rsurface.uselightmaptexture)
12356                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12357                         else
12358                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12359                         break;
12360                 case TEXTURELAYERTYPE_TEXTURE:
12361                         // singletexture unlit texture with transparency support
12362                         R_Mesh_TexBind(0, layer->texture);
12363                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12364                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12365                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12366                         R_Mesh_TexBind(1, 0);
12367                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12368                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12369                         break;
12370                 case TEXTURELAYERTYPE_FOG:
12371                         // singletexture fogging
12372                         if (layer->texture)
12373                         {
12374                                 R_Mesh_TexBind(0, layer->texture);
12375                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12376                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12377                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12378                         }
12379                         else
12380                         {
12381                                 R_Mesh_TexBind(0, 0);
12382                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12383                         }
12384                         R_Mesh_TexBind(1, 0);
12385                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12386                         // generate a color array for the fog pass
12387                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12388                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12389                         RSurf_DrawBatch();
12390                         break;
12391                 default:
12392                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12393                 }
12394         }
12395         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12396         {
12397                 GL_DepthFunc(GL_LEQUAL);
12398                 GL_AlphaTest(false);
12399         }
12400 }
12401
12402 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12403 {
12404         // OpenGL 1.1 - crusty old voodoo path
12405         qboolean applyfog;
12406         int layerindex;
12407         const texturelayer_t *layer;
12408         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);
12409         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12410
12411         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12412         {
12413                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12414                 {
12415                         if (layerindex == 0)
12416                                 GL_AlphaTest(true);
12417                         else
12418                         {
12419                                 GL_AlphaTest(false);
12420                                 GL_DepthFunc(GL_EQUAL);
12421                         }
12422                 }
12423                 GL_DepthMask(layer->depthmask && writedepth);
12424                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12425                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12426                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12427                 switch (layer->type)
12428                 {
12429                 case TEXTURELAYERTYPE_LITTEXTURE:
12430                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12431                         {
12432                                 // two-pass lit texture with 2x rgbscale
12433                                 // first the lightmap pass
12434                                 R_Mesh_TexBind(0, r_texture_white);
12435                                 R_Mesh_TexMatrix(0, NULL);
12436                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12437                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12438                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12439                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12440                                 else if (rsurface.uselightmaptexture)
12441                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12442                                 else
12443                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12444                                 // then apply the texture to it
12445                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12446                                 R_Mesh_TexBind(0, layer->texture);
12447                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12448                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12449                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12450                                 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);
12451                         }
12452                         else
12453                         {
12454                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12455                                 R_Mesh_TexBind(0, layer->texture);
12456                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12457                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12458                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12459                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12460                                         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);
12461                                 else
12462                                         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);
12463                         }
12464                         break;
12465                 case TEXTURELAYERTYPE_TEXTURE:
12466                         // singletexture unlit texture with transparency support
12467                         R_Mesh_TexBind(0, layer->texture);
12468                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12469                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12470                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12471                         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);
12472                         break;
12473                 case TEXTURELAYERTYPE_FOG:
12474                         // singletexture fogging
12475                         if (layer->texture)
12476                         {
12477                                 R_Mesh_TexBind(0, layer->texture);
12478                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12479                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12480                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12481                         }
12482                         else
12483                         {
12484                                 R_Mesh_TexBind(0, 0);
12485                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12486                         }
12487                         // generate a color array for the fog pass
12488                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12489                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12490                         RSurf_DrawBatch();
12491                         break;
12492                 default:
12493                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12494                 }
12495         }
12496         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12497         {
12498                 GL_DepthFunc(GL_LEQUAL);
12499                 GL_AlphaTest(false);
12500         }
12501 }
12502
12503 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12504 {
12505         int vi;
12506         int j;
12507         r_vertexgeneric_t *batchvertex;
12508         float c[4];
12509
12510         GL_AlphaTest(false);
12511         R_Mesh_ResetTextureState();
12512         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12513
12514         if(rsurface.texture && rsurface.texture->currentskinframe)
12515         {
12516                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12517                 c[3] *= rsurface.texture->currentalpha;
12518         }
12519         else
12520         {
12521                 c[0] = 1;
12522                 c[1] = 0;
12523                 c[2] = 1;
12524                 c[3] = 1;
12525         }
12526
12527         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12528         {
12529                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12530                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12531                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12532         }
12533
12534         // brighten it up (as texture value 127 means "unlit")
12535         c[0] *= 2 * r_refdef.view.colorscale;
12536         c[1] *= 2 * r_refdef.view.colorscale;
12537         c[2] *= 2 * r_refdef.view.colorscale;
12538
12539         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12540                 c[3] *= r_wateralpha.value;
12541
12542         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12543         {
12544                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12545                 GL_DepthMask(false);
12546         }
12547         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12548         {
12549                 GL_BlendFunc(GL_ONE, GL_ONE);
12550                 GL_DepthMask(false);
12551         }
12552         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12553         {
12554                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12555                 GL_DepthMask(false);
12556         }
12557         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12558         {
12559                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12560                 GL_DepthMask(false);
12561         }
12562         else
12563         {
12564                 GL_BlendFunc(GL_ONE, GL_ZERO);
12565                 GL_DepthMask(writedepth);
12566         }
12567
12568         if (r_showsurfaces.integer == 3)
12569         {
12570                 rsurface.passcolor4f = NULL;
12571
12572                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12573                 {
12574                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12575
12576                         rsurface.passcolor4f = NULL;
12577                         rsurface.passcolor4f_vertexbuffer = 0;
12578                         rsurface.passcolor4f_bufferoffset = 0;
12579                 }
12580                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12581                 {
12582                         qboolean applycolor = true;
12583                         float one = 1.0;
12584
12585                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12586
12587                         r_refdef.lightmapintensity = 1;
12588                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12589                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12590                 }
12591                 else
12592                 {
12593                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12594
12595                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12596                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12597                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12598                 }
12599
12600                 if(!rsurface.passcolor4f)
12601                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12602
12603                 RSurf_DrawBatch_GL11_ApplyAmbient();
12604                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12605                 if(r_refdef.fogenabled)
12606                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12607                 RSurf_DrawBatch_GL11_ClampColor();
12608
12609                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12610                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12611                 RSurf_DrawBatch();
12612         }
12613         else if (!r_refdef.view.showdebug)
12614         {
12615                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12616                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12617                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12618                 {
12619                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12620                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12621                 }
12622                 R_Mesh_PrepareVertices_Generic_Unlock();
12623                 RSurf_DrawBatch();
12624         }
12625         else if (r_showsurfaces.integer == 4)
12626         {
12627                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12628                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12629                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12630                 {
12631                         unsigned char c = vi << 3;
12632                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12633                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12634                 }
12635                 R_Mesh_PrepareVertices_Generic_Unlock();
12636                 RSurf_DrawBatch();
12637         }
12638         else if (r_showsurfaces.integer == 2)
12639         {
12640                 const int *e;
12641                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12642                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12643                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12644                 {
12645                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12646                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12647                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12648                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12649                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12650                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12651                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12652                 }
12653                 R_Mesh_PrepareVertices_Generic_Unlock();
12654                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12655         }
12656         else
12657         {
12658                 int texturesurfaceindex;
12659                 int k;
12660                 const msurface_t *surface;
12661                 unsigned char surfacecolor4ub[4];
12662                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12663                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12664                 vi = 0;
12665                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12666                 {
12667                         surface = texturesurfacelist[texturesurfaceindex];
12668                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12669                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12670                         for (j = 0;j < surface->num_vertices;j++)
12671                         {
12672                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12673                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12674                                 vi++;
12675                         }
12676                 }
12677                 R_Mesh_PrepareVertices_Generic_Unlock();
12678                 RSurf_DrawBatch();
12679         }
12680 }
12681
12682 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12683 {
12684         CHECKGLERROR
12685         RSurf_SetupDepthAndCulling();
12686         if (r_showsurfaces.integer)
12687         {
12688                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12689                 return;
12690         }
12691         switch (vid.renderpath)
12692         {
12693         case RENDERPATH_GL20:
12694         case RENDERPATH_CGGL:
12695         case RENDERPATH_D3D9:
12696         case RENDERPATH_D3D10:
12697         case RENDERPATH_D3D11:
12698                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12699                 break;
12700         case RENDERPATH_GL13:
12701                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12702                 break;
12703         case RENDERPATH_GL11:
12704                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12705                 break;
12706         }
12707         CHECKGLERROR
12708 }
12709
12710 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12711 {
12712         CHECKGLERROR
12713         RSurf_SetupDepthAndCulling();
12714         if (r_showsurfaces.integer)
12715         {
12716                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12717                 return;
12718         }
12719         switch (vid.renderpath)
12720         {
12721         case RENDERPATH_GL20:
12722         case RENDERPATH_CGGL:
12723         case RENDERPATH_D3D9:
12724         case RENDERPATH_D3D10:
12725         case RENDERPATH_D3D11:
12726                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12727                 break;
12728         case RENDERPATH_GL13:
12729                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12730                 break;
12731         case RENDERPATH_GL11:
12732                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12733                 break;
12734         }
12735         CHECKGLERROR
12736 }
12737
12738 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12739 {
12740         int i, j;
12741         int texturenumsurfaces, endsurface;
12742         texture_t *texture;
12743         const msurface_t *surface;
12744 #define MAXBATCH_TRANSPARENTSURFACES 256
12745         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12746
12747         // if the model is static it doesn't matter what value we give for
12748         // wantnormals and wanttangents, so this logic uses only rules applicable
12749         // to a model, knowing that they are meaningless otherwise
12750         if (ent == r_refdef.scene.worldentity)
12751                 RSurf_ActiveWorldEntity();
12752         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12753                 RSurf_ActiveModelEntity(ent, false, false, false);
12754         else
12755         {
12756                 switch (vid.renderpath)
12757                 {
12758                 case RENDERPATH_GL20:
12759                 case RENDERPATH_CGGL:
12760                 case RENDERPATH_D3D9:
12761                 case RENDERPATH_D3D10:
12762                 case RENDERPATH_D3D11:
12763                         RSurf_ActiveModelEntity(ent, true, true, false);
12764                         break;
12765                 case RENDERPATH_GL13:
12766                 case RENDERPATH_GL11:
12767                         RSurf_ActiveModelEntity(ent, true, false, false);
12768                         break;
12769                 }
12770         }
12771
12772         if (r_transparentdepthmasking.integer)
12773         {
12774                 qboolean setup = false;
12775                 for (i = 0;i < numsurfaces;i = j)
12776                 {
12777                         j = i + 1;
12778                         surface = rsurface.modelsurfaces + surfacelist[i];
12779                         texture = surface->texture;
12780                         rsurface.texture = R_GetCurrentTexture(texture);
12781                         rsurface.lightmaptexture = NULL;
12782                         rsurface.deluxemaptexture = NULL;
12783                         rsurface.uselightmaptexture = false;
12784                         // scan ahead until we find a different texture
12785                         endsurface = min(i + 1024, numsurfaces);
12786                         texturenumsurfaces = 0;
12787                         texturesurfacelist[texturenumsurfaces++] = surface;
12788                         for (;j < endsurface;j++)
12789                         {
12790                                 surface = rsurface.modelsurfaces + surfacelist[j];
12791                                 if (texture != surface->texture)
12792                                         break;
12793                                 texturesurfacelist[texturenumsurfaces++] = surface;
12794                         }
12795                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12796                                 continue;
12797                         // render the range of surfaces as depth
12798                         if (!setup)
12799                         {
12800                                 setup = true;
12801                                 GL_ColorMask(0,0,0,0);
12802                                 GL_Color(1,1,1,1);
12803                                 GL_DepthTest(true);
12804                                 GL_BlendFunc(GL_ONE, GL_ZERO);
12805                                 GL_DepthMask(true);
12806                                 GL_AlphaTest(false);
12807                                 R_Mesh_ResetTextureState();
12808                                 R_SetupShader_DepthOrShadow();
12809                         }
12810                         RSurf_SetupDepthAndCulling();
12811                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12812                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12813                         RSurf_DrawBatch();
12814                 }
12815                 if (setup)
12816                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12817         }
12818
12819         for (i = 0;i < numsurfaces;i = j)
12820         {
12821                 j = i + 1;
12822                 surface = rsurface.modelsurfaces + surfacelist[i];
12823                 texture = surface->texture;
12824                 rsurface.texture = R_GetCurrentTexture(texture);
12825                 rsurface.lightmaptexture = surface->lightmaptexture;
12826                 rsurface.deluxemaptexture = surface->deluxemaptexture;
12827                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12828                 // scan ahead until we find a different texture
12829                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12830                 texturenumsurfaces = 0;
12831                 texturesurfacelist[texturenumsurfaces++] = surface;
12832                 for (;j < endsurface;j++)
12833                 {
12834                         surface = rsurface.modelsurfaces + surfacelist[j];
12835                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12836                                 break;
12837                         texturesurfacelist[texturenumsurfaces++] = surface;
12838                 }
12839                 // render the range of surfaces
12840                 if (ent == r_refdef.scene.worldentity)
12841                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12842                 else
12843                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12844         }
12845         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12846         GL_AlphaTest(false);
12847 }
12848
12849 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12850 {
12851         // transparent surfaces get pushed off into the transparent queue
12852         int surfacelistindex;
12853         const msurface_t *surface;
12854         vec3_t tempcenter, center;
12855         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12856         {
12857                 surface = texturesurfacelist[surfacelistindex];
12858                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12859                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12860                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12861                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12862                 if (queueentity->transparent_offset) // transparent offset
12863                 {
12864                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12865                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12866                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12867                 }
12868                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12869         }
12870 }
12871
12872 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12873 {
12874         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12875                 return;
12876         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12877                 return;
12878         RSurf_SetupDepthAndCulling();
12879         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12880         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12881         RSurf_DrawBatch();
12882 }
12883
12884 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12885 {
12886         const entity_render_t *queueentity = r_refdef.scene.worldentity;
12887         CHECKGLERROR
12888         if (depthonly)
12889                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12890         else if (prepass)
12891         {
12892                 if (!rsurface.texture->currentnumlayers)
12893                         return;
12894                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12895                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12896                 else
12897                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12898         }
12899         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12900                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12901         else if (!rsurface.texture->currentnumlayers)
12902                 return;
12903         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12904         {
12905                 // in the deferred case, transparent surfaces were queued during prepass
12906                 if (!r_shadow_usingdeferredprepass)
12907                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12908         }
12909         else
12910         {
12911                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12912                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12913         }
12914         CHECKGLERROR
12915 }
12916
12917 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12918 {
12919         int i, j;
12920         texture_t *texture;
12921         // break the surface list down into batches by texture and use of lightmapping
12922         for (i = 0;i < numsurfaces;i = j)
12923         {
12924                 j = i + 1;
12925                 // texture is the base texture pointer, rsurface.texture is the
12926                 // current frame/skin the texture is directing us to use (for example
12927                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12928                 // use skin 1 instead)
12929                 texture = surfacelist[i]->texture;
12930                 rsurface.texture = R_GetCurrentTexture(texture);
12931                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12932                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12933                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12934                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12935                 {
12936                         // if this texture is not the kind we want, skip ahead to the next one
12937                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12938                                 ;
12939                         continue;
12940                 }
12941                 // simply scan ahead until we find a different texture or lightmap state
12942                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12943                         ;
12944                 // render the range of surfaces
12945                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12946         }
12947 }
12948
12949 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12950 {
12951         CHECKGLERROR
12952         if (depthonly)
12953                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12954         else if (prepass)
12955         {
12956                 if (!rsurface.texture->currentnumlayers)
12957                         return;
12958                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12959                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12960                 else
12961                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12962         }
12963         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12964                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12965         else if (!rsurface.texture->currentnumlayers)
12966                 return;
12967         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12968         {
12969                 // in the deferred case, transparent surfaces were queued during prepass
12970                 if (!r_shadow_usingdeferredprepass)
12971                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12972         }
12973         else
12974         {
12975                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12976                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12977         }
12978         CHECKGLERROR
12979 }
12980
12981 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12982 {
12983         int i, j;
12984         texture_t *texture;
12985         // break the surface list down into batches by texture and use of lightmapping
12986         for (i = 0;i < numsurfaces;i = j)
12987         {
12988                 j = i + 1;
12989                 // texture is the base texture pointer, rsurface.texture is the
12990                 // current frame/skin the texture is directing us to use (for example
12991                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12992                 // use skin 1 instead)
12993                 texture = surfacelist[i]->texture;
12994                 rsurface.texture = R_GetCurrentTexture(texture);
12995                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12996                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12997                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12998                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12999                 {
13000                         // if this texture is not the kind we want, skip ahead to the next one
13001                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13002                                 ;
13003                         continue;
13004                 }
13005                 // simply scan ahead until we find a different texture or lightmap state
13006                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13007                         ;
13008                 // render the range of surfaces
13009                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13010         }
13011 }
13012
13013 float locboxvertex3f[6*4*3] =
13014 {
13015         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13016         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13017         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13018         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13019         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13020         1,0,0, 0,0,0, 0,1,0, 1,1,0
13021 };
13022
13023 unsigned short locboxelements[6*2*3] =
13024 {
13025          0, 1, 2, 0, 2, 3,
13026          4, 5, 6, 4, 6, 7,
13027          8, 9,10, 8,10,11,
13028         12,13,14, 12,14,15,
13029         16,17,18, 16,18,19,
13030         20,21,22, 20,22,23
13031 };
13032
13033 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13034 {
13035         int i, j;
13036         cl_locnode_t *loc = (cl_locnode_t *)ent;
13037         vec3_t mins, size;
13038         float vertex3f[6*4*3];
13039         CHECKGLERROR
13040         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13041         GL_DepthMask(false);
13042         GL_DepthRange(0, 1);
13043         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13044         GL_DepthTest(true);
13045         GL_CullFace(GL_NONE);
13046         R_EntityMatrix(&identitymatrix);
13047
13048         R_Mesh_ResetTextureState();
13049
13050         i = surfacelist[0];
13051         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13052                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13053                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13054                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13055
13056         if (VectorCompare(loc->mins, loc->maxs))
13057         {
13058                 VectorSet(size, 2, 2, 2);
13059                 VectorMA(loc->mins, -0.5f, size, mins);
13060         }
13061         else
13062         {
13063                 VectorCopy(loc->mins, mins);
13064                 VectorSubtract(loc->maxs, loc->mins, size);
13065         }
13066
13067         for (i = 0;i < 6*4*3;)
13068                 for (j = 0;j < 3;j++, i++)
13069                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13070
13071         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13072         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13073         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13074 }
13075
13076 void R_DrawLocs(void)
13077 {
13078         int index;
13079         cl_locnode_t *loc, *nearestloc;
13080         vec3_t center;
13081         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13082         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13083         {
13084                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13085                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13086         }
13087 }
13088
13089 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13090 {
13091         if (decalsystem->decals)
13092                 Mem_Free(decalsystem->decals);
13093         memset(decalsystem, 0, sizeof(*decalsystem));
13094 }
13095
13096 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)
13097 {
13098         tridecal_t *decal;
13099         tridecal_t *decals;
13100         int i;
13101
13102         // expand or initialize the system
13103         if (decalsystem->maxdecals <= decalsystem->numdecals)
13104         {
13105                 decalsystem_t old = *decalsystem;
13106                 qboolean useshortelements;
13107                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13108                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13109                 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)));
13110                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13111                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13112                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13113                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13114                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13115                 if (decalsystem->numdecals)
13116                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13117                 if (old.decals)
13118                         Mem_Free(old.decals);
13119                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13120                         decalsystem->element3i[i] = i;
13121                 if (useshortelements)
13122                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13123                                 decalsystem->element3s[i] = i;
13124         }
13125
13126         // grab a decal and search for another free slot for the next one
13127         decals = decalsystem->decals;
13128         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13129         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13130                 ;
13131         decalsystem->freedecal = i;
13132         if (decalsystem->numdecals <= i)
13133                 decalsystem->numdecals = i + 1;
13134
13135         // initialize the decal
13136         decal->lived = 0;
13137         decal->triangleindex = triangleindex;
13138         decal->surfaceindex = surfaceindex;
13139         decal->decalsequence = decalsequence;
13140         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13141         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13142         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13143         decal->color4ub[0][3] = 255;
13144         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13145         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13146         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13147         decal->color4ub[1][3] = 255;
13148         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13149         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13150         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13151         decal->color4ub[2][3] = 255;
13152         decal->vertex3f[0][0] = v0[0];
13153         decal->vertex3f[0][1] = v0[1];
13154         decal->vertex3f[0][2] = v0[2];
13155         decal->vertex3f[1][0] = v1[0];
13156         decal->vertex3f[1][1] = v1[1];
13157         decal->vertex3f[1][2] = v1[2];
13158         decal->vertex3f[2][0] = v2[0];
13159         decal->vertex3f[2][1] = v2[1];
13160         decal->vertex3f[2][2] = v2[2];
13161         decal->texcoord2f[0][0] = t0[0];
13162         decal->texcoord2f[0][1] = t0[1];
13163         decal->texcoord2f[1][0] = t1[0];
13164         decal->texcoord2f[1][1] = t1[1];
13165         decal->texcoord2f[2][0] = t2[0];
13166         decal->texcoord2f[2][1] = t2[1];
13167 }
13168
13169 extern cvar_t cl_decals_bias;
13170 extern cvar_t cl_decals_models;
13171 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13172 // baseparms, parms, temps
13173 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)
13174 {
13175         int cornerindex;
13176         int index;
13177         float v[9][3];
13178         const float *vertex3f;
13179         int numpoints;
13180         float points[2][9][3];
13181         float temp[3];
13182         float tc[9][2];
13183         float f;
13184         float c[9][4];
13185         const int *e;
13186
13187         e = rsurface.modelelement3i + 3*triangleindex;
13188
13189         vertex3f = rsurface.modelvertex3f;
13190
13191         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13192         {
13193                 index = 3*e[cornerindex];
13194                 VectorCopy(vertex3f + index, v[cornerindex]);
13195         }
13196         // cull backfaces
13197         //TriangleNormal(v[0], v[1], v[2], normal);
13198         //if (DotProduct(normal, localnormal) < 0.0f)
13199         //      continue;
13200         // clip by each of the box planes formed from the projection matrix
13201         // if anything survives, we emit the decal
13202         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]);
13203         if (numpoints < 3)
13204                 return;
13205         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]);
13206         if (numpoints < 3)
13207                 return;
13208         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]);
13209         if (numpoints < 3)
13210                 return;
13211         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]);
13212         if (numpoints < 3)
13213                 return;
13214         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]);
13215         if (numpoints < 3)
13216                 return;
13217         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]);
13218         if (numpoints < 3)
13219                 return;
13220         // some part of the triangle survived, so we have to accept it...
13221         if (dynamic)
13222         {
13223                 // dynamic always uses the original triangle
13224                 numpoints = 3;
13225                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13226                 {
13227                         index = 3*e[cornerindex];
13228                         VectorCopy(vertex3f + index, v[cornerindex]);
13229                 }
13230         }
13231         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13232         {
13233                 // convert vertex positions to texcoords
13234                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13235                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13236                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13237                 // calculate distance fade from the projection origin
13238                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13239                 f = bound(0.0f, f, 1.0f);
13240                 c[cornerindex][0] = r * f;
13241                 c[cornerindex][1] = g * f;
13242                 c[cornerindex][2] = b * f;
13243                 c[cornerindex][3] = 1.0f;
13244                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13245         }
13246         if (dynamic)
13247                 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);
13248         else
13249                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13250                         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);
13251 }
13252 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)
13253 {
13254         matrix4x4_t projection;
13255         decalsystem_t *decalsystem;
13256         qboolean dynamic;
13257         dp_model_t *model;
13258         const msurface_t *surface;
13259         const msurface_t *surfaces;
13260         const int *surfacelist;
13261         const texture_t *texture;
13262         int numtriangles;
13263         int numsurfacelist;
13264         int surfacelistindex;
13265         int surfaceindex;
13266         int triangleindex;
13267         float localorigin[3];
13268         float localnormal[3];
13269         float localmins[3];
13270         float localmaxs[3];
13271         float localsize;
13272         //float normal[3];
13273         float planes[6][4];
13274         float angles[3];
13275         bih_t *bih;
13276         int bih_triangles_count;
13277         int bih_triangles[256];
13278         int bih_surfaces[256];
13279
13280         decalsystem = &ent->decalsystem;
13281         model = ent->model;
13282         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13283         {
13284                 R_DecalSystem_Reset(&ent->decalsystem);
13285                 return;
13286         }
13287
13288         if (!model->brush.data_leafs && !cl_decals_models.integer)
13289         {
13290                 if (decalsystem->model)
13291                         R_DecalSystem_Reset(decalsystem);
13292                 return;
13293         }
13294
13295         if (decalsystem->model != model)
13296                 R_DecalSystem_Reset(decalsystem);
13297         decalsystem->model = model;
13298
13299         RSurf_ActiveModelEntity(ent, false, false, false);
13300
13301         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13302         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13303         VectorNormalize(localnormal);
13304         localsize = worldsize*rsurface.inversematrixscale;
13305         localmins[0] = localorigin[0] - localsize;
13306         localmins[1] = localorigin[1] - localsize;
13307         localmins[2] = localorigin[2] - localsize;
13308         localmaxs[0] = localorigin[0] + localsize;
13309         localmaxs[1] = localorigin[1] + localsize;
13310         localmaxs[2] = localorigin[2] + localsize;
13311
13312         //VectorCopy(localnormal, planes[4]);
13313         //VectorVectors(planes[4], planes[2], planes[0]);
13314         AnglesFromVectors(angles, localnormal, NULL, false);
13315         AngleVectors(angles, planes[0], planes[2], planes[4]);
13316         VectorNegate(planes[0], planes[1]);
13317         VectorNegate(planes[2], planes[3]);
13318         VectorNegate(planes[4], planes[5]);
13319         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13320         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13321         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13322         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13323         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13324         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13325
13326 #if 1
13327 // works
13328 {
13329         matrix4x4_t forwardprojection;
13330         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13331         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13332 }
13333 #else
13334 // broken
13335 {
13336         float projectionvector[4][3];
13337         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13338         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13339         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13340         projectionvector[0][0] = planes[0][0] * ilocalsize;
13341         projectionvector[0][1] = planes[1][0] * ilocalsize;
13342         projectionvector[0][2] = planes[2][0] * ilocalsize;
13343         projectionvector[1][0] = planes[0][1] * ilocalsize;
13344         projectionvector[1][1] = planes[1][1] * ilocalsize;
13345         projectionvector[1][2] = planes[2][1] * ilocalsize;
13346         projectionvector[2][0] = planes[0][2] * ilocalsize;
13347         projectionvector[2][1] = planes[1][2] * ilocalsize;
13348         projectionvector[2][2] = planes[2][2] * ilocalsize;
13349         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13350         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13351         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13352         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13353 }
13354 #endif
13355
13356         dynamic = model->surfmesh.isanimated;
13357         numsurfacelist = model->nummodelsurfaces;
13358         surfacelist = model->sortedmodelsurfaces;
13359         surfaces = model->data_surfaces;
13360
13361         bih = NULL;
13362         bih_triangles_count = -1;
13363         if(!dynamic)
13364         {
13365                 if(model->render_bih.numleafs)
13366                         bih = &model->render_bih;
13367                 else if(model->collision_bih.numleafs)
13368                         bih = &model->collision_bih;
13369         }
13370         if(bih)
13371                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13372         if(bih_triangles_count == 0)
13373                 return;
13374         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13375                 return;
13376         if(bih_triangles_count > 0)
13377         {
13378                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13379                 {
13380                         surfaceindex = bih_surfaces[triangleindex];
13381                         surface = surfaces + surfaceindex;
13382                         texture = surface->texture;
13383                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13384                                 continue;
13385                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13386                                 continue;
13387                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13388                 }
13389         }
13390         else
13391         {
13392                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13393                 {
13394                         surfaceindex = surfacelist[surfacelistindex];
13395                         surface = surfaces + surfaceindex;
13396                         // check cull box first because it rejects more than any other check
13397                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13398                                 continue;
13399                         // skip transparent surfaces
13400                         texture = surface->texture;
13401                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13402                                 continue;
13403                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13404                                 continue;
13405                         numtriangles = surface->num_triangles;
13406                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13407                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13408                 }
13409         }
13410 }
13411
13412 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13413 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)
13414 {
13415         int renderentityindex;
13416         float worldmins[3];
13417         float worldmaxs[3];
13418         entity_render_t *ent;
13419
13420         if (!cl_decals_newsystem.integer)
13421                 return;
13422
13423         worldmins[0] = worldorigin[0] - worldsize;
13424         worldmins[1] = worldorigin[1] - worldsize;
13425         worldmins[2] = worldorigin[2] - worldsize;
13426         worldmaxs[0] = worldorigin[0] + worldsize;
13427         worldmaxs[1] = worldorigin[1] + worldsize;
13428         worldmaxs[2] = worldorigin[2] + worldsize;
13429
13430         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13431
13432         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13433         {
13434                 ent = r_refdef.scene.entities[renderentityindex];
13435                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13436                         continue;
13437
13438                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13439         }
13440 }
13441
13442 typedef struct r_decalsystem_splatqueue_s
13443 {
13444         vec3_t worldorigin;
13445         vec3_t worldnormal;
13446         float color[4];
13447         float tcrange[4];
13448         float worldsize;
13449         int decalsequence;
13450 }
13451 r_decalsystem_splatqueue_t;
13452
13453 int r_decalsystem_numqueued = 0;
13454 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13455
13456 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)
13457 {
13458         r_decalsystem_splatqueue_t *queue;
13459
13460         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13461                 return;
13462
13463         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13464         VectorCopy(worldorigin, queue->worldorigin);
13465         VectorCopy(worldnormal, queue->worldnormal);
13466         Vector4Set(queue->color, r, g, b, a);
13467         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13468         queue->worldsize = worldsize;
13469         queue->decalsequence = cl.decalsequence++;
13470 }
13471
13472 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13473 {
13474         int i;
13475         r_decalsystem_splatqueue_t *queue;
13476
13477         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13478                 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);
13479         r_decalsystem_numqueued = 0;
13480 }
13481
13482 extern cvar_t cl_decals_max;
13483 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13484 {
13485         int i;
13486         decalsystem_t *decalsystem = &ent->decalsystem;
13487         int numdecals;
13488         int killsequence;
13489         tridecal_t *decal;
13490         float frametime;
13491         float lifetime;
13492
13493         if (!decalsystem->numdecals)
13494                 return;
13495
13496         if (r_showsurfaces.integer)
13497                 return;
13498
13499         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13500         {
13501                 R_DecalSystem_Reset(decalsystem);
13502                 return;
13503         }
13504
13505         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13506         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13507
13508         if (decalsystem->lastupdatetime)
13509                 frametime = (cl.time - decalsystem->lastupdatetime);
13510         else
13511                 frametime = 0;
13512         decalsystem->lastupdatetime = cl.time;
13513         decal = decalsystem->decals;
13514         numdecals = decalsystem->numdecals;
13515
13516         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13517         {
13518                 if (decal->color4ub[0][3])
13519                 {
13520                         decal->lived += frametime;
13521                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13522                         {
13523                                 memset(decal, 0, sizeof(*decal));
13524                                 if (decalsystem->freedecal > i)
13525                                         decalsystem->freedecal = i;
13526                         }
13527                 }
13528         }
13529         decal = decalsystem->decals;
13530         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13531                 numdecals--;
13532
13533         // collapse the array by shuffling the tail decals into the gaps
13534         for (;;)
13535         {
13536                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13537                         decalsystem->freedecal++;
13538                 if (decalsystem->freedecal == numdecals)
13539                         break;
13540                 decal[decalsystem->freedecal] = decal[--numdecals];
13541         }
13542
13543         decalsystem->numdecals = numdecals;
13544
13545         if (numdecals <= 0)
13546         {
13547                 // if there are no decals left, reset decalsystem
13548                 R_DecalSystem_Reset(decalsystem);
13549         }
13550 }
13551
13552 extern skinframe_t *decalskinframe;
13553 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13554 {
13555         int i;
13556         decalsystem_t *decalsystem = &ent->decalsystem;
13557         int numdecals;
13558         tridecal_t *decal;
13559         float faderate;
13560         float alpha;
13561         float *v3f;
13562         float *c4f;
13563         float *t2f;
13564         const int *e;
13565         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13566         int numtris = 0;
13567
13568         numdecals = decalsystem->numdecals;
13569         if (!numdecals)
13570                 return;
13571
13572         if (r_showsurfaces.integer)
13573                 return;
13574
13575         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13576         {
13577                 R_DecalSystem_Reset(decalsystem);
13578                 return;
13579         }
13580
13581         // if the model is static it doesn't matter what value we give for
13582         // wantnormals and wanttangents, so this logic uses only rules applicable
13583         // to a model, knowing that they are meaningless otherwise
13584         if (ent == r_refdef.scene.worldentity)
13585                 RSurf_ActiveWorldEntity();
13586         else
13587                 RSurf_ActiveModelEntity(ent, false, false, false);
13588
13589         decalsystem->lastupdatetime = cl.time;
13590         decal = decalsystem->decals;
13591
13592         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13593
13594         // update vertex positions for animated models
13595         v3f = decalsystem->vertex3f;
13596         c4f = decalsystem->color4f;
13597         t2f = decalsystem->texcoord2f;
13598         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13599         {
13600                 if (!decal->color4ub[0][3])
13601                         continue;
13602
13603                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13604                         continue;
13605
13606                 // update color values for fading decals
13607                 if (decal->lived >= cl_decals_time.value)
13608                 {
13609                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13610                         alpha *= (1.0f/255.0f);
13611                 }
13612                 else
13613                         alpha = 1.0f/255.0f;
13614
13615                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13616                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13617                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13618                 c4f[ 3] = 1;
13619                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13620                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13621                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13622                 c4f[ 7] = 1;
13623                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13624                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13625                 c4f[10] = decal->color4ub[2][2] * alpha;
13626                 c4f[11] = 1;
13627
13628                 t2f[0] = decal->texcoord2f[0][0];
13629                 t2f[1] = decal->texcoord2f[0][1];
13630                 t2f[2] = decal->texcoord2f[1][0];
13631                 t2f[3] = decal->texcoord2f[1][1];
13632                 t2f[4] = decal->texcoord2f[2][0];
13633                 t2f[5] = decal->texcoord2f[2][1];
13634
13635                 // update vertex positions for animated models
13636                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13637                 {
13638                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13639                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13640                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13641                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13642                 }
13643                 else
13644                 {
13645                         VectorCopy(decal->vertex3f[0], v3f);
13646                         VectorCopy(decal->vertex3f[1], v3f + 3);
13647                         VectorCopy(decal->vertex3f[2], v3f + 6);
13648                 }
13649
13650                 if (r_refdef.fogenabled)
13651                 {
13652                         alpha = RSurf_FogVertex(v3f);
13653                         VectorScale(c4f, alpha, c4f);
13654                         alpha = RSurf_FogVertex(v3f + 3);
13655                         VectorScale(c4f + 4, alpha, c4f + 4);
13656                         alpha = RSurf_FogVertex(v3f + 6);
13657                         VectorScale(c4f + 8, alpha, c4f + 8);
13658                 }
13659
13660                 v3f += 9;
13661                 c4f += 12;
13662                 t2f += 6;
13663                 numtris++;
13664         }
13665
13666         if (numtris > 0)
13667         {
13668                 r_refdef.stats.drawndecals += numtris;
13669
13670                 // now render the decals all at once
13671                 // (this assumes they all use one particle font texture!)
13672                 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);
13673                 R_Mesh_ResetTextureState();
13674                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13675                 GL_DepthMask(false);
13676                 GL_DepthRange(0, 1);
13677                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13678                 GL_DepthTest(true);
13679                 GL_CullFace(GL_NONE);
13680                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13681                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13682                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13683         }
13684 }
13685
13686 static void R_DrawModelDecals(void)
13687 {
13688         int i, numdecals;
13689
13690         // fade faster when there are too many decals
13691         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13692         for (i = 0;i < r_refdef.scene.numentities;i++)
13693                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13694
13695         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13696         for (i = 0;i < r_refdef.scene.numentities;i++)
13697                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13698                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13699
13700         R_DecalSystem_ApplySplatEntitiesQueue();
13701
13702         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13703         for (i = 0;i < r_refdef.scene.numentities;i++)
13704                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13705
13706         r_refdef.stats.totaldecals += numdecals;
13707
13708         if (r_showsurfaces.integer)
13709                 return;
13710
13711         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13712
13713         for (i = 0;i < r_refdef.scene.numentities;i++)
13714         {
13715                 if (!r_refdef.viewcache.entityvisible[i])
13716                         continue;
13717                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13718                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13719         }
13720 }
13721
13722 extern cvar_t mod_collision_bih;
13723 void R_DrawDebugModel(void)
13724 {
13725         entity_render_t *ent = rsurface.entity;
13726         int i, j, k, l, flagsmask;
13727         const msurface_t *surface;
13728         dp_model_t *model = ent->model;
13729         vec3_t v;
13730
13731         switch(vid.renderpath)
13732         {
13733         case RENDERPATH_GL11:
13734         case RENDERPATH_GL13:
13735         case RENDERPATH_GL20:
13736         case RENDERPATH_CGGL:
13737                 break;
13738         case RENDERPATH_D3D9:
13739                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13740                 return;
13741         case RENDERPATH_D3D10:
13742                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13743                 return;
13744         case RENDERPATH_D3D11:
13745                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13746                 return;
13747         }
13748
13749         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13750
13751         R_Mesh_ResetTextureState();
13752         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13753         GL_DepthRange(0, 1);
13754         GL_DepthTest(!r_showdisabledepthtest.integer);
13755         GL_DepthMask(false);
13756         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13757
13758         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13759         {
13760                 int triangleindex;
13761                 int bihleafindex;
13762                 qboolean cullbox = ent == r_refdef.scene.worldentity;
13763                 const q3mbrush_t *brush;
13764                 const bih_t *bih = &model->collision_bih;
13765                 const bih_leaf_t *bihleaf;
13766                 float vertex3f[3][3];
13767                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13768                 cullbox = false;
13769                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13770                 {
13771                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13772                                 continue;
13773                         switch (bihleaf->type)
13774                         {
13775                         case BIH_BRUSH:
13776                                 brush = model->brush.data_brushes + bihleaf->itemindex;
13777                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
13778                                 {
13779                                         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);
13780                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13781                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13782                                 }
13783                                 break;
13784                         case BIH_COLLISIONTRIANGLE:
13785                                 triangleindex = bihleaf->itemindex;
13786                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13787                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13788                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13789                                 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);
13790                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13791                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13792                                 break;
13793                         case BIH_RENDERTRIANGLE:
13794                                 triangleindex = bihleaf->itemindex;
13795                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13796                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13797                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13798                                 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);
13799                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13800                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13801                                 break;
13802                         }
13803                 }
13804         }
13805
13806         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13807
13808         if (r_showtris.integer || r_shownormals.integer)
13809         {
13810                 if (r_showdisabledepthtest.integer)
13811                 {
13812                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13813                         GL_DepthMask(false);
13814                 }
13815                 else
13816                 {
13817                         GL_BlendFunc(GL_ONE, GL_ZERO);
13818                         GL_DepthMask(true);
13819                 }
13820                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13821                 {
13822                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13823                                 continue;
13824                         rsurface.texture = R_GetCurrentTexture(surface->texture);
13825                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13826                         {
13827                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13828                                 if (r_showtris.value > 0)
13829                                 {
13830                                         if (!rsurface.texture->currentlayers->depthmask)
13831                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13832                                         else if (ent == r_refdef.scene.worldentity)
13833                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13834                                         else
13835                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13836                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13837                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13838                                         RSurf_DrawBatch();
13839                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13840                                         CHECKGLERROR
13841                                 }
13842                                 if (r_shownormals.value < 0)
13843                                 {
13844                                         qglBegin(GL_LINES);
13845                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13846                                         {
13847                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13848                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13849                                                 qglVertex3f(v[0], v[1], v[2]);
13850                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13851                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13852                                                 qglVertex3f(v[0], v[1], v[2]);
13853                                         }
13854                                         qglEnd();
13855                                         CHECKGLERROR
13856                                 }
13857                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13858                                 {
13859                                         qglBegin(GL_LINES);
13860                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13861                                         {
13862                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13863                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13864                                                 qglVertex3f(v[0], v[1], v[2]);
13865                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13866                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13867                                                 qglVertex3f(v[0], v[1], v[2]);
13868                                         }
13869                                         qglEnd();
13870                                         CHECKGLERROR
13871                                         qglBegin(GL_LINES);
13872                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13873                                         {
13874                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13875                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13876                                                 qglVertex3f(v[0], v[1], v[2]);
13877                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13878                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13879                                                 qglVertex3f(v[0], v[1], v[2]);
13880                                         }
13881                                         qglEnd();
13882                                         CHECKGLERROR
13883                                         qglBegin(GL_LINES);
13884                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13885                                         {
13886                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13887                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13888                                                 qglVertex3f(v[0], v[1], v[2]);
13889                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13890                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13891                                                 qglVertex3f(v[0], v[1], v[2]);
13892                                         }
13893                                         qglEnd();
13894                                         CHECKGLERROR
13895                                 }
13896                         }
13897                 }
13898                 rsurface.texture = NULL;
13899         }
13900 }
13901
13902 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13903 int r_maxsurfacelist = 0;
13904 const msurface_t **r_surfacelist = NULL;
13905 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13906 {
13907         int i, j, endj, flagsmask;
13908         dp_model_t *model = r_refdef.scene.worldmodel;
13909         msurface_t *surfaces;
13910         unsigned char *update;
13911         int numsurfacelist = 0;
13912         if (model == NULL)
13913                 return;
13914
13915         if (r_maxsurfacelist < model->num_surfaces)
13916         {
13917                 r_maxsurfacelist = model->num_surfaces;
13918                 if (r_surfacelist)
13919                         Mem_Free((msurface_t**)r_surfacelist);
13920                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13921         }
13922
13923         RSurf_ActiveWorldEntity();
13924
13925         surfaces = model->data_surfaces;
13926         update = model->brushq1.lightmapupdateflags;
13927
13928         // update light styles on this submodel
13929         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13930         {
13931                 model_brush_lightstyleinfo_t *style;
13932                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13933                 {
13934                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13935                         {
13936                                 int *list = style->surfacelist;
13937                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13938                                 for (j = 0;j < style->numsurfaces;j++)
13939                                         update[list[j]] = true;
13940                         }
13941                 }
13942         }
13943
13944         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13945
13946         if (debug)
13947         {
13948                 R_DrawDebugModel();
13949                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13950                 return;
13951         }
13952
13953         rsurface.lightmaptexture = NULL;
13954         rsurface.deluxemaptexture = NULL;
13955         rsurface.uselightmaptexture = false;
13956         rsurface.texture = NULL;
13957         rsurface.rtlight = NULL;
13958         numsurfacelist = 0;
13959         // add visible surfaces to draw list
13960         for (i = 0;i < model->nummodelsurfaces;i++)
13961         {
13962                 j = model->sortedmodelsurfaces[i];
13963                 if (r_refdef.viewcache.world_surfacevisible[j])
13964                         r_surfacelist[numsurfacelist++] = surfaces + j;
13965         }
13966         // update lightmaps if needed
13967         if (model->brushq1.firstrender)
13968         {
13969                 model->brushq1.firstrender = false;
13970                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13971                         if (update[j])
13972                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13973         }
13974         else if (update)
13975         {
13976                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13977                         if (r_refdef.viewcache.world_surfacevisible[j])
13978                                 if (update[j])
13979                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13980         }
13981         // don't do anything if there were no surfaces
13982         if (!numsurfacelist)
13983         {
13984                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13985                 return;
13986         }
13987         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13988         GL_AlphaTest(false);
13989
13990         // add to stats if desired
13991         if (r_speeds.integer && !skysurfaces && !depthonly)
13992         {
13993                 r_refdef.stats.world_surfaces += numsurfacelist;
13994                 for (j = 0;j < numsurfacelist;j++)
13995                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13996         }
13997
13998         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13999 }
14000
14001 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14002 {
14003         int i, j, endj, flagsmask;
14004         dp_model_t *model = ent->model;
14005         msurface_t *surfaces;
14006         unsigned char *update;
14007         int numsurfacelist = 0;
14008         if (model == NULL)
14009                 return;
14010
14011         if (r_maxsurfacelist < model->num_surfaces)
14012         {
14013                 r_maxsurfacelist = model->num_surfaces;
14014                 if (r_surfacelist)
14015                         Mem_Free((msurface_t **)r_surfacelist);
14016                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14017         }
14018
14019         // if the model is static it doesn't matter what value we give for
14020         // wantnormals and wanttangents, so this logic uses only rules applicable
14021         // to a model, knowing that they are meaningless otherwise
14022         if (ent == r_refdef.scene.worldentity)
14023                 RSurf_ActiveWorldEntity();
14024         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14025                 RSurf_ActiveModelEntity(ent, false, false, false);
14026         else if (prepass)
14027                 RSurf_ActiveModelEntity(ent, true, true, true);
14028         else if (depthonly)
14029         {
14030                 switch (vid.renderpath)
14031                 {
14032                 case RENDERPATH_GL20:
14033                 case RENDERPATH_CGGL:
14034                 case RENDERPATH_D3D9:
14035                 case RENDERPATH_D3D10:
14036                 case RENDERPATH_D3D11:
14037                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14038                         break;
14039                 case RENDERPATH_GL13:
14040                 case RENDERPATH_GL11:
14041                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14042                         break;
14043                 }
14044         }
14045         else
14046         {
14047                 switch (vid.renderpath)
14048                 {
14049                 case RENDERPATH_GL20:
14050                 case RENDERPATH_CGGL:
14051                 case RENDERPATH_D3D9:
14052                 case RENDERPATH_D3D10:
14053                 case RENDERPATH_D3D11:
14054                         RSurf_ActiveModelEntity(ent, true, true, false);
14055                         break;
14056                 case RENDERPATH_GL13:
14057                 case RENDERPATH_GL11:
14058                         RSurf_ActiveModelEntity(ent, true, false, false);
14059                         break;
14060                 }
14061         }
14062
14063         surfaces = model->data_surfaces;
14064         update = model->brushq1.lightmapupdateflags;
14065
14066         // update light styles
14067         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14068         {
14069                 model_brush_lightstyleinfo_t *style;
14070                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14071                 {
14072                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14073                         {
14074                                 int *list = style->surfacelist;
14075                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14076                                 for (j = 0;j < style->numsurfaces;j++)
14077                                         update[list[j]] = true;
14078                         }
14079                 }
14080         }
14081
14082         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14083
14084         if (debug)
14085         {
14086                 R_DrawDebugModel();
14087                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14088                 return;
14089         }
14090
14091         rsurface.lightmaptexture = NULL;
14092         rsurface.deluxemaptexture = NULL;
14093         rsurface.uselightmaptexture = false;
14094         rsurface.texture = NULL;
14095         rsurface.rtlight = NULL;
14096         numsurfacelist = 0;
14097         // add visible surfaces to draw list
14098         for (i = 0;i < model->nummodelsurfaces;i++)
14099                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14100         // don't do anything if there were no surfaces
14101         if (!numsurfacelist)
14102         {
14103                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14104                 return;
14105         }
14106         // update lightmaps if needed
14107         if (update)
14108         {
14109                 int updated = 0;
14110                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14111                 {
14112                         if (update[j])
14113                         {
14114                                 updated++;
14115                                 R_BuildLightMap(ent, surfaces + j);
14116                         }
14117                 }
14118         }
14119         if (update)
14120                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14121                         if (update[j])
14122                                 R_BuildLightMap(ent, surfaces + j);
14123         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14124         GL_AlphaTest(false);
14125
14126         // add to stats if desired
14127         if (r_speeds.integer && !skysurfaces && !depthonly)
14128         {
14129                 r_refdef.stats.entities_surfaces += numsurfacelist;
14130                 for (j = 0;j < numsurfacelist;j++)
14131                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14132         }
14133
14134         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14135 }
14136
14137 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14138 {
14139         static texture_t texture;
14140         static msurface_t surface;
14141         const msurface_t *surfacelist = &surface;
14142
14143         // fake enough texture and surface state to render this geometry
14144
14145         texture.update_lastrenderframe = -1; // regenerate this texture
14146         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14147         texture.currentskinframe = skinframe;
14148         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14149         texture.offsetmapping = OFFSETMAPPING_OFF;
14150         texture.offsetscale = 1;
14151         texture.specularscalemod = 1;
14152         texture.specularpowermod = 1;
14153
14154         surface.texture = &texture;
14155         surface.num_triangles = numtriangles;
14156         surface.num_firsttriangle = firsttriangle;
14157         surface.num_vertices = numvertices;
14158         surface.num_firstvertex = firstvertex;
14159
14160         // now render it
14161         rsurface.texture = R_GetCurrentTexture(surface.texture);
14162         rsurface.lightmaptexture = NULL;
14163         rsurface.deluxemaptexture = NULL;
14164         rsurface.uselightmaptexture = false;
14165         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14166 }
14167
14168 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)
14169 {
14170         static msurface_t surface;
14171         const msurface_t *surfacelist = &surface;
14172
14173         // fake enough texture and surface state to render this geometry
14174
14175         surface.texture = texture;
14176         surface.num_triangles = numtriangles;
14177         surface.num_firsttriangle = firsttriangle;
14178         surface.num_vertices = numvertices;
14179         surface.num_firstvertex = firstvertex;
14180
14181         // now render it
14182         rsurface.texture = R_GetCurrentTexture(surface.texture);
14183         rsurface.lightmaptexture = NULL;
14184         rsurface.deluxemaptexture = NULL;
14185         rsurface.uselightmaptexture = false;
14186         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14187 }