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[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 #ifdef SUPPORTD3D
32 #include <d3d9.h>
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
34 #endif
35
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
38
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
40
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
43 qboolean r_loadfog;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
46
47 //
48 // screen size info
49 //
50 r_refdef_t r_refdef;
51
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
60
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
66
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
99
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
113 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
119
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
128
129 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
130 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
131
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
137
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
141
142 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
150 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
151
152 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157
158 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
159 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
160 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
161 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
162
163 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
164 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
165 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
166 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
167 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
168 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
169 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
170
171 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
172 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
173 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
174 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)"};
175
176 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"};
177
178 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"};
179
180 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
181
182 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
183 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"};
184 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
185 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
186 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
187 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
188 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)"};
189
190 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
191
192 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)"};
193
194 extern cvar_t v_glslgamma;
195
196 extern qboolean v_flipped_state;
197
198 static struct r_bloomstate_s
199 {
200         qboolean enabled;
201         qboolean hdr;
202
203         int bloomwidth, bloomheight;
204
205         int screentexturewidth, screentextureheight;
206         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
207
208         int bloomtexturewidth, bloomtextureheight;
209         rtexture_t *texture_bloom;
210
211         // arrays for rendering the screen passes
212         float screentexcoord2f[8];
213         float bloomtexcoord2f[8];
214         float offsettexcoord2f[8];
215
216         r_viewport_t viewport;
217 }
218 r_bloomstate;
219
220 r_waterstate_t r_waterstate;
221
222 /// shadow volume bsp struct with automatically growing nodes buffer
223 svbsp_t r_svbsp;
224
225 rtexture_t *r_texture_blanknormalmap;
226 rtexture_t *r_texture_white;
227 rtexture_t *r_texture_grey128;
228 rtexture_t *r_texture_black;
229 rtexture_t *r_texture_notexture;
230 rtexture_t *r_texture_whitecube;
231 rtexture_t *r_texture_normalizationcube;
232 rtexture_t *r_texture_fogattenuation;
233 rtexture_t *r_texture_fogheighttexture;
234 rtexture_t *r_texture_gammaramps;
235 unsigned int r_texture_gammaramps_serial;
236 //rtexture_t *r_texture_fogintensity;
237 rtexture_t *r_texture_reflectcube;
238
239 // TODO: hash lookups?
240 typedef struct cubemapinfo_s
241 {
242         char basename[64];
243         rtexture_t *texture;
244 }
245 cubemapinfo_t;
246
247 int r_texture_numcubemaps;
248 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
249
250 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
251 unsigned int r_numqueries;
252 unsigned int r_maxqueries;
253
254 typedef struct r_qwskincache_s
255 {
256         char name[MAX_QPATH];
257         skinframe_t *skinframe;
258 }
259 r_qwskincache_t;
260
261 static r_qwskincache_t *r_qwskincache;
262 static int r_qwskincache_size;
263
264 /// vertex coordinates for a quad that covers the screen exactly
265 extern const float r_screenvertex3f[12];
266 extern const float r_d3dscreenvertex3f[12];
267 const float r_screenvertex3f[12] =
268 {
269         0, 0, 0,
270         1, 0, 0,
271         1, 1, 0,
272         0, 1, 0
273 };
274 const float r_d3dscreenvertex3f[12] =
275 {
276         0, 1, 0,
277         1, 1, 0,
278         1, 0, 0,
279         0, 0, 0
280 };
281
282 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
283 {
284         int i;
285         for (i = 0;i < verts;i++)
286         {
287                 out[0] = in[0] * r;
288                 out[1] = in[1] * g;
289                 out[2] = in[2] * b;
290                 out[3] = in[3];
291                 in += 4;
292                 out += 4;
293         }
294 }
295
296 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
297 {
298         int i;
299         for (i = 0;i < verts;i++)
300         {
301                 out[0] = r;
302                 out[1] = g;
303                 out[2] = b;
304                 out[3] = a;
305                 out += 4;
306         }
307 }
308
309 // FIXME: move this to client?
310 void FOG_clear(void)
311 {
312         if (gamemode == GAME_NEHAHRA)
313         {
314                 Cvar_Set("gl_fogenable", "0");
315                 Cvar_Set("gl_fogdensity", "0.2");
316                 Cvar_Set("gl_fogred", "0.3");
317                 Cvar_Set("gl_foggreen", "0.3");
318                 Cvar_Set("gl_fogblue", "0.3");
319         }
320         r_refdef.fog_density = 0;
321         r_refdef.fog_red = 0;
322         r_refdef.fog_green = 0;
323         r_refdef.fog_blue = 0;
324         r_refdef.fog_alpha = 1;
325         r_refdef.fog_start = 0;
326         r_refdef.fog_end = 16384;
327         r_refdef.fog_height = 1<<30;
328         r_refdef.fog_fadedepth = 128;
329         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
330 }
331
332 static void R_BuildBlankTextures(void)
333 {
334         unsigned char data[4];
335         data[2] = 128; // normal X
336         data[1] = 128; // normal Y
337         data[0] = 255; // normal Z
338         data[3] = 128; // height
339         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
340         data[0] = 255;
341         data[1] = 255;
342         data[2] = 255;
343         data[3] = 255;
344         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345         data[0] = 128;
346         data[1] = 128;
347         data[2] = 128;
348         data[3] = 255;
349         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350         data[0] = 0;
351         data[1] = 0;
352         data[2] = 0;
353         data[3] = 255;
354         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
355 }
356
357 static void R_BuildNoTexture(void)
358 {
359         int x, y;
360         unsigned char pix[16][16][4];
361         // this makes a light grey/dark grey checkerboard texture
362         for (y = 0;y < 16;y++)
363         {
364                 for (x = 0;x < 16;x++)
365                 {
366                         if ((y < 8) ^ (x < 8))
367                         {
368                                 pix[y][x][0] = 128;
369                                 pix[y][x][1] = 128;
370                                 pix[y][x][2] = 128;
371                                 pix[y][x][3] = 255;
372                         }
373                         else
374                         {
375                                 pix[y][x][0] = 64;
376                                 pix[y][x][1] = 64;
377                                 pix[y][x][2] = 64;
378                                 pix[y][x][3] = 255;
379                         }
380                 }
381         }
382         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
383 }
384
385 static void R_BuildWhiteCube(void)
386 {
387         unsigned char data[6*1*1*4];
388         memset(data, 255, sizeof(data));
389         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
390 }
391
392 static void R_BuildNormalizationCube(void)
393 {
394         int x, y, side;
395         vec3_t v;
396         vec_t s, t, intensity;
397 #define NORMSIZE 64
398         unsigned char *data;
399         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
400         for (side = 0;side < 6;side++)
401         {
402                 for (y = 0;y < NORMSIZE;y++)
403                 {
404                         for (x = 0;x < NORMSIZE;x++)
405                         {
406                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
407                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
408                                 switch(side)
409                                 {
410                                 default:
411                                 case 0:
412                                         v[0] = 1;
413                                         v[1] = -t;
414                                         v[2] = -s;
415                                         break;
416                                 case 1:
417                                         v[0] = -1;
418                                         v[1] = -t;
419                                         v[2] = s;
420                                         break;
421                                 case 2:
422                                         v[0] = s;
423                                         v[1] = 1;
424                                         v[2] = t;
425                                         break;
426                                 case 3:
427                                         v[0] = s;
428                                         v[1] = -1;
429                                         v[2] = -t;
430                                         break;
431                                 case 4:
432                                         v[0] = s;
433                                         v[1] = -t;
434                                         v[2] = 1;
435                                         break;
436                                 case 5:
437                                         v[0] = -s;
438                                         v[1] = -t;
439                                         v[2] = -1;
440                                         break;
441                                 }
442                                 intensity = 127.0f / sqrt(DotProduct(v, v));
443                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
444                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
445                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
446                                 data[((side*64+y)*64+x)*4+3] = 255;
447                         }
448                 }
449         }
450         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
451         Mem_Free(data);
452 }
453
454 static void R_BuildFogTexture(void)
455 {
456         int x, b;
457 #define FOGWIDTH 256
458         unsigned char data1[FOGWIDTH][4];
459         //unsigned char data2[FOGWIDTH][4];
460         double d, r, alpha;
461
462         r_refdef.fogmasktable_start = r_refdef.fog_start;
463         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
464         r_refdef.fogmasktable_range = r_refdef.fogrange;
465         r_refdef.fogmasktable_density = r_refdef.fog_density;
466
467         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
468         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
469         {
470                 d = (x * r - r_refdef.fogmasktable_start);
471                 if(developer_extra.integer)
472                         Con_DPrintf("%f ", d);
473                 d = max(0, d);
474                 if (r_fog_exp2.integer)
475                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
476                 else
477                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
478                 if(developer_extra.integer)
479                         Con_DPrintf(" : %f ", alpha);
480                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
481                 if(developer_extra.integer)
482                         Con_DPrintf(" = %f\n", alpha);
483                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
484         }
485
486         for (x = 0;x < FOGWIDTH;x++)
487         {
488                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
489                 data1[x][0] = b;
490                 data1[x][1] = b;
491                 data1[x][2] = b;
492                 data1[x][3] = 255;
493                 //data2[x][0] = 255 - b;
494                 //data2[x][1] = 255 - b;
495                 //data2[x][2] = 255 - b;
496                 //data2[x][3] = 255;
497         }
498         if (r_texture_fogattenuation)
499         {
500                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
501                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
502         }
503         else
504         {
505                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
506                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
507         }
508 }
509
510 static void R_BuildFogHeightTexture(void)
511 {
512         unsigned char *inpixels;
513         int size;
514         int x;
515         int y;
516         int j;
517         float c[4];
518         float f;
519         inpixels = NULL;
520         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
521         if (r_refdef.fogheighttexturename[0])
522                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
523         if (!inpixels)
524         {
525                 r_refdef.fog_height_tablesize = 0;
526                 if (r_texture_fogheighttexture)
527                         R_FreeTexture(r_texture_fogheighttexture);
528                 r_texture_fogheighttexture = NULL;
529                 if (r_refdef.fog_height_table2d)
530                         Mem_Free(r_refdef.fog_height_table2d);
531                 r_refdef.fog_height_table2d = NULL;
532                 if (r_refdef.fog_height_table1d)
533                         Mem_Free(r_refdef.fog_height_table1d);
534                 r_refdef.fog_height_table1d = NULL;
535                 return;
536         }
537         size = image_width;
538         r_refdef.fog_height_tablesize = size;
539         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
540         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
541         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
542         Mem_Free(inpixels);
543         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
544         // average fog color table accounting for every fog layer between a point
545         // and the camera.  (Note: attenuation is handled separately!)
546         for (y = 0;y < size;y++)
547         {
548                 for (x = 0;x < size;x++)
549                 {
550                         Vector4Clear(c);
551                         f = 0;
552                         if (x < y)
553                         {
554                                 for (j = x;j <= y;j++)
555                                 {
556                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557                                         f++;
558                                 }
559                         }
560                         else
561                         {
562                                 for (j = x;j >= y;j--)
563                                 {
564                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
565                                         f++;
566                                 }
567                         }
568                         f = 1.0f / f;
569                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
570                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
571                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
572                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
573                 }
574         }
575         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
576 }
577
578 //=======================================================================================================================================================
579
580 static const char *builtinshaderstring =
581 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
582 "// written by Forest 'LordHavoc' Hale\n"
583 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
584 "\n"
585 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
586 "# define USEFOG\n"
587 "#endif\n"
588 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
589 "#define USELIGHTMAP\n"
590 "#endif\n"
591 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
592 "#define USEEYEVECTOR\n"
593 "#endif\n"
594 "\n"
595 "#ifdef USESHADOWMAP2D\n"
596 "# ifdef GL_EXT_gpu_shader4\n"
597 "#   extension GL_EXT_gpu_shader4 : enable\n"
598 "# endif\n"
599 "# ifdef GL_ARB_texture_gather\n"
600 "#   extension GL_ARB_texture_gather : enable\n"
601 "# else\n"
602 "#   ifdef GL_AMD_texture_texture4\n"
603 "#     extension GL_AMD_texture_texture4 : enable\n"
604 "#   endif\n"
605 "# endif\n"
606 "#endif\n"
607 "\n"
608 "//#ifdef USESHADOWSAMPLER\n"
609 "//# extension GL_ARB_shadow : enable\n"
610 "//#endif\n"
611 "\n"
612 "//#ifdef __GLSL_CG_DATA_TYPES\n"
613 "//# define myhalf half\n"
614 "//# define myhalf2 half2\n"
615 "//# define myhalf3 half3\n"
616 "//# define myhalf4 half4\n"
617 "//#else\n"
618 "# define myhalf float\n"
619 "# define myhalf2 vec2\n"
620 "# define myhalf3 vec3\n"
621 "# define myhalf4 vec4\n"
622 "//#endif\n"
623 "\n"
624 "#ifdef VERTEX_SHADER\n"
625 "uniform mat4 ModelViewProjectionMatrix;\n"
626 "#endif\n"
627 "\n"
628 "#ifdef MODE_DEPTH_OR_SHADOW\n"
629 "#ifdef VERTEX_SHADER\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 "}\n"
634 "#endif\n"
635 "#else // !MODE_DEPTH_ORSHADOW\n"
636 "\n"
637 "\n"
638 "\n"
639 "\n"
640 "#ifdef MODE_SHOWDEPTH\n"
641 "#ifdef VERTEX_SHADER\n"
642 "void main(void)\n"
643 "{\n"
644 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
645 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
646 "}\n"
647 "#endif\n"
648 "\n"
649 "#ifdef FRAGMENT_SHADER\n"
650 "void main(void)\n"
651 "{\n"
652 "       gl_FragColor = gl_Color;\n"
653 "}\n"
654 "#endif\n"
655 "#else // !MODE_SHOWDEPTH\n"
656 "\n"
657 "\n"
658 "\n"
659 "\n"
660 "#ifdef MODE_POSTPROCESS\n"
661 "varying vec2 TexCoord1;\n"
662 "varying vec2 TexCoord2;\n"
663 "\n"
664 "#ifdef VERTEX_SHADER\n"
665 "void main(void)\n"
666 "{\n"
667 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
668 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
669 "#ifdef USEBLOOM\n"
670 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
671 "#endif\n"
672 "}\n"
673 "#endif\n"
674 "\n"
675 "#ifdef FRAGMENT_SHADER\n"
676 "uniform sampler2D Texture_First;\n"
677 "#ifdef USEBLOOM\n"
678 "uniform sampler2D Texture_Second;\n"
679 "uniform vec4 BloomColorSubtract;\n"
680 "#endif\n"
681 "#ifdef USEGAMMARAMPS\n"
682 "uniform sampler2D Texture_GammaRamps;\n"
683 "#endif\n"
684 "#ifdef USESATURATION\n"
685 "uniform float Saturation;\n"
686 "#endif\n"
687 "#ifdef USEVIEWTINT\n"
688 "uniform vec4 ViewTintColor;\n"
689 "#endif\n"
690 "//uncomment these if you want to use them:\n"
691 "uniform vec4 UserVec1;\n"
692 "uniform vec4 UserVec2;\n"
693 "// uniform vec4 UserVec3;\n"
694 "// uniform vec4 UserVec4;\n"
695 "// uniform float ClientTime;\n"
696 "uniform vec2 PixelSize;\n"
697 "void main(void)\n"
698 "{\n"
699 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
700 "#ifdef USEBLOOM\n"
701 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
702 "#endif\n"
703 "#ifdef USEVIEWTINT\n"
704 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
705 "#endif\n"
706 "\n"
707 "#ifdef USEPOSTPROCESSING\n"
708 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
709 "// 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"
710 "       float sobel = 1.0;\n"
711 "       // vec2 ts = textureSize(Texture_First, 0);\n"
712 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
713 "       vec2 px = PixelSize;\n"
714 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
716 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
717 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
718 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
719 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
720 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
722 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
723 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
724 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
725 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
726 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
727 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
728 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
729 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
730 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
731 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
732 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
733 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
734 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
735 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
736 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
737 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
738 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
739 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
740 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
741 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
742 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
743 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
744 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
745 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
746 "#endif\n"
747 "\n"
748 "#ifdef USESATURATION\n"
749 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
750 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
751 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
752 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
753 "#endif\n"
754 "\n"
755 "#ifdef USEGAMMARAMPS\n"
756 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
757 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
758 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
759 "#endif\n"
760 "}\n"
761 "#endif\n"
762 "#else // !MODE_POSTPROCESS\n"
763 "\n"
764 "\n"
765 "\n"
766 "\n"
767 "#ifdef MODE_GENERIC\n"
768 "#ifdef USEDIFFUSE\n"
769 "varying vec2 TexCoord1;\n"
770 "#endif\n"
771 "#ifdef USESPECULAR\n"
772 "varying vec2 TexCoord2;\n"
773 "#endif\n"
774 "#ifdef VERTEX_SHADER\n"
775 "void main(void)\n"
776 "{\n"
777 "       gl_FrontColor = gl_Color;\n"
778 "#ifdef USEDIFFUSE\n"
779 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
780 "#endif\n"
781 "#ifdef USESPECULAR\n"
782 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
783 "#endif\n"
784 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
785 "}\n"
786 "#endif\n"
787 "\n"
788 "#ifdef FRAGMENT_SHADER\n"
789 "#ifdef USEDIFFUSE\n"
790 "uniform sampler2D Texture_First;\n"
791 "#endif\n"
792 "#ifdef USESPECULAR\n"
793 "uniform sampler2D Texture_Second;\n"
794 "#endif\n"
795 "\n"
796 "void main(void)\n"
797 "{\n"
798 "       gl_FragColor = gl_Color;\n"
799 "#ifdef USEDIFFUSE\n"
800 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
801 "#endif\n"
802 "\n"
803 "#ifdef USESPECULAR\n"
804 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
805 "# ifdef USECOLORMAPPING\n"
806 "       gl_FragColor *= tex2;\n"
807 "# endif\n"
808 "# ifdef USEGLOW\n"
809 "       gl_FragColor += tex2;\n"
810 "# endif\n"
811 "# ifdef USEVERTEXTEXTUREBLEND\n"
812 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
813 "# endif\n"
814 "#endif\n"
815 "}\n"
816 "#endif\n"
817 "#else // !MODE_GENERIC\n"
818 "\n"
819 "\n"
820 "\n"
821 "\n"
822 "#ifdef MODE_BLOOMBLUR\n"
823 "varying TexCoord;\n"
824 "#ifdef VERTEX_SHADER\n"
825 "void main(void)\n"
826 "{\n"
827 "       gl_FrontColor = gl_Color;\n"
828 "       TexCoord = gl_MultiTexCoord0.xy;\n"
829 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
830 "}\n"
831 "#endif\n"
832 "\n"
833 "#ifdef FRAGMENT_SHADER\n"
834 "uniform sampler2D Texture_First;\n"
835 "uniform vec4 BloomBlur_Parameters;\n"
836 "\n"
837 "void main(void)\n"
838 "{\n"
839 "       int i;\n"
840 "       vec2 tc = TexCoord;\n"
841 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
842 "       tc += BloomBlur_Parameters.xy;\n"
843 "       for (i = 1;i < SAMPLES;i++)\n"
844 "       {\n"
845 "               color += texture2D(Texture_First, tc).rgb;\n"
846 "               tc += BloomBlur_Parameters.xy;\n"
847 "       }\n"
848 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
849 "}\n"
850 "#endif\n"
851 "#else // !MODE_BLOOMBLUR\n"
852 "#ifdef MODE_REFRACTION\n"
853 "varying vec2 TexCoord;\n"
854 "varying vec4 ModelViewProjectionPosition;\n"
855 "uniform mat4 TexMatrix;\n"
856 "#ifdef VERTEX_SHADER\n"
857 "\n"
858 "void main(void)\n"
859 "{\n"
860 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
861 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
862 "       ModelViewProjectionPosition = gl_Position;\n"
863 "}\n"
864 "#endif\n"
865 "\n"
866 "#ifdef FRAGMENT_SHADER\n"
867 "uniform sampler2D Texture_Normal;\n"
868 "uniform sampler2D Texture_Refraction;\n"
869 "uniform sampler2D Texture_Reflection;\n"
870 "\n"
871 "uniform vec4 DistortScaleRefractReflect;\n"
872 "uniform vec4 ScreenScaleRefractReflect;\n"
873 "uniform vec4 ScreenCenterRefractReflect;\n"
874 "uniform vec4 RefractColor;\n"
875 "uniform vec4 ReflectColor;\n"
876 "uniform float ReflectFactor;\n"
877 "uniform float ReflectOffset;\n"
878 "\n"
879 "void main(void)\n"
880 "{\n"
881 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
882 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
883 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
885 "       // FIXME temporary hack to detect the case that the reflection\n"
886 "       // gets blackened at edges due to leaving the area that contains actual\n"
887 "       // content.\n"
888 "       // Remove this 'ack once we have a better way to stop this thing from\n"
889 "       // 'appening.\n"
890 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
891 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
892 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
893 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
894 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
895 "       gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
896 "}\n"
897 "#endif\n"
898 "#else // !MODE_REFRACTION\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "#ifdef MODE_WATER\n"
904 "varying vec2 TexCoord;\n"
905 "varying vec3 EyeVector;\n"
906 "varying vec4 ModelViewProjectionPosition;\n"
907 "#ifdef VERTEX_SHADER\n"
908 "uniform vec3 EyePosition;\n"
909 "uniform mat4 TexMatrix;\n"
910 "\n"
911 "void main(void)\n"
912 "{\n"
913 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
914 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
915 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
916 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
917 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
918 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
919 "       ModelViewProjectionPosition = gl_Position;\n"
920 "}\n"
921 "#endif\n"
922 "\n"
923 "#ifdef FRAGMENT_SHADER\n"
924 "uniform sampler2D Texture_Normal;\n"
925 "uniform sampler2D Texture_Refraction;\n"
926 "uniform sampler2D Texture_Reflection;\n"
927 "\n"
928 "uniform vec4 DistortScaleRefractReflect;\n"
929 "uniform vec4 ScreenScaleRefractReflect;\n"
930 "uniform vec4 ScreenCenterRefractReflect;\n"
931 "uniform vec4 RefractColor;\n"
932 "uniform vec4 ReflectColor;\n"
933 "uniform float ReflectFactor;\n"
934 "uniform float ReflectOffset;\n"
935 "\n"
936 "void main(void)\n"
937 "{\n"
938 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
939 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
940 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
941 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
942 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
943 "       // FIXME temporary hack to detect the case that the reflection\n"
944 "       // gets blackened at edges due to leaving the area that contains actual\n"
945 "       // content.\n"
946 "       // Remove this 'ack once we have a better way to stop this thing from\n"
947 "       // 'appening.\n"
948 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
949 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
950 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
951 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
952 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
953 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
954 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
955 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
956 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
957 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
958 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
959 "       gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
960 "}\n"
961 "#endif\n"
962 "#else // !MODE_WATER\n"
963 "\n"
964 "\n"
965 "\n"
966 "\n"
967 "// common definitions between vertex shader and fragment shader:\n"
968 "\n"
969 "varying vec2 TexCoord;\n"
970 "#ifdef USEVERTEXTEXTUREBLEND\n"
971 "varying vec2 TexCoord2;\n"
972 "#endif\n"
973 "#ifdef USELIGHTMAP\n"
974 "varying vec2 TexCoordLightmap;\n"
975 "#endif\n"
976 "\n"
977 "#ifdef MODE_LIGHTSOURCE\n"
978 "varying vec3 CubeVector;\n"
979 "#endif\n"
980 "\n"
981 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
982 "varying vec3 LightVector;\n"
983 "#endif\n"
984 "\n"
985 "#ifdef USEEYEVECTOR\n"
986 "varying vec3 EyeVector;\n"
987 "#endif\n"
988 "#ifdef USEFOG\n"
989 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
990 "#endif\n"
991 "\n"
992 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
993 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
994 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
995 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
996 "#endif\n"
997 "\n"
998 "#ifdef USEREFLECTION\n"
999 "varying vec4 ModelViewProjectionPosition;\n"
1000 "#endif\n"
1001 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1002 "uniform vec3 LightPosition;\n"
1003 "varying vec4 ModelViewPosition;\n"
1004 "#endif\n"
1005 "\n"
1006 "#ifdef MODE_LIGHTSOURCE\n"
1007 "uniform vec3 LightPosition;\n"
1008 "#endif\n"
1009 "uniform vec3 EyePosition;\n"
1010 "#ifdef MODE_LIGHTDIRECTION\n"
1011 "uniform vec3 LightDir;\n"
1012 "#endif\n"
1013 "uniform vec4 FogPlane;\n"
1014 "\n"
1015 "#ifdef USESHADOWMAPORTHO\n"
1016 "varying vec3 ShadowMapTC;\n"
1017 "#endif\n"
1018 "\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "// 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"
1024 "\n"
1025 "// fragment shader specific:\n"
1026 "#ifdef FRAGMENT_SHADER\n"
1027 "\n"
1028 "uniform sampler2D Texture_Normal;\n"
1029 "uniform sampler2D Texture_Color;\n"
1030 "uniform sampler2D Texture_Gloss;\n"
1031 "#ifdef USEGLOW\n"
1032 "uniform sampler2D Texture_Glow;\n"
1033 "#endif\n"
1034 "#ifdef USEVERTEXTEXTUREBLEND\n"
1035 "uniform sampler2D Texture_SecondaryNormal;\n"
1036 "uniform sampler2D Texture_SecondaryColor;\n"
1037 "uniform sampler2D Texture_SecondaryGloss;\n"
1038 "#ifdef USEGLOW\n"
1039 "uniform sampler2D Texture_SecondaryGlow;\n"
1040 "#endif\n"
1041 "#endif\n"
1042 "#ifdef USECOLORMAPPING\n"
1043 "uniform sampler2D Texture_Pants;\n"
1044 "uniform sampler2D Texture_Shirt;\n"
1045 "#endif\n"
1046 "#ifdef USEFOG\n"
1047 "#ifdef USEFOGHEIGHTTEXTURE\n"
1048 "uniform sampler2D Texture_FogHeightTexture;\n"
1049 "#endif\n"
1050 "uniform sampler2D Texture_FogMask;\n"
1051 "#endif\n"
1052 "#ifdef USELIGHTMAP\n"
1053 "uniform sampler2D Texture_Lightmap;\n"
1054 "#endif\n"
1055 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1056 "uniform sampler2D Texture_Deluxemap;\n"
1057 "#endif\n"
1058 "#ifdef USEREFLECTION\n"
1059 "uniform sampler2D Texture_Reflection;\n"
1060 "#endif\n"
1061 "\n"
1062 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1063 "uniform sampler2D Texture_ScreenDepth;\n"
1064 "uniform sampler2D Texture_ScreenNormalMap;\n"
1065 "#endif\n"
1066 "#ifdef USEDEFERREDLIGHTMAP\n"
1067 "uniform sampler2D Texture_ScreenDiffuse;\n"
1068 "uniform sampler2D Texture_ScreenSpecular;\n"
1069 "#endif\n"
1070 "\n"
1071 "uniform myhalf3 Color_Pants;\n"
1072 "uniform myhalf3 Color_Shirt;\n"
1073 "uniform myhalf3 FogColor;\n"
1074 "\n"
1075 "#ifdef USEFOG\n"
1076 "uniform float FogRangeRecip;\n"
1077 "uniform float FogPlaneViewDist;\n"
1078 "uniform float FogHeightFade;\n"
1079 "vec3 FogVertex(vec3 surfacecolor)\n"
1080 "{\n"
1081 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1082 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1083 "       float fogfrac;\n"
1084 "#ifdef USEFOGHEIGHTTEXTURE\n"
1085 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1086 "       fogfrac = fogheightpixel.a;\n"
1087 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1088 "#else\n"
1089 "# ifdef USEFOGOUTSIDE\n"
1090 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1091 "# else\n"
1092 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1093 "# endif\n"
1094 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1095 "#endif\n"
1096 "}\n"
1097 "#endif\n"
1098 "\n"
1099 "#ifdef USEOFFSETMAPPING\n"
1100 "uniform float OffsetMapping_Scale;\n"
1101 "vec2 OffsetMapping(vec2 TexCoord)\n"
1102 "{\n"
1103 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1104 "       // 14 sample relief mapping: linear search and then binary search\n"
1105 "       // this basically steps forward a small amount repeatedly until it finds\n"
1106 "       // itself inside solid, then jitters forward and back using decreasing\n"
1107 "       // amounts to find the impact\n"
1108 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1109 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1110 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1111 "       vec3 RT = vec3(TexCoord, 1);\n"
1112 "       OffsetVector *= 0.1;\n"
1113 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1123 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1124 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1125 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1126 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1127 "       return RT.xy;\n"
1128 "#else\n"
1129 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1130 "       // this basically moves forward the full distance, and then backs up based\n"
1131 "       // on height of samples\n"
1132 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1133 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1134 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1135 "       TexCoord += OffsetVector;\n"
1136 "       OffsetVector *= 0.333;\n"
1137 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1138 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1139 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 "       return TexCoord;\n"
1141 "#endif\n"
1142 "}\n"
1143 "#endif // USEOFFSETMAPPING\n"
1144 "\n"
1145 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1146 "uniform sampler2D Texture_Attenuation;\n"
1147 "uniform samplerCube Texture_Cube;\n"
1148 "#endif\n"
1149 "\n"
1150 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1151 "\n"
1152 "#ifdef USESHADOWMAP2D\n"
1153 "# ifdef USESHADOWSAMPLER\n"
1154 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1155 "# else\n"
1156 "uniform sampler2D Texture_ShadowMap2D;\n"
1157 "# endif\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef USESHADOWMAPVSDCT\n"
1161 "uniform samplerCube Texture_CubeProjection;\n"
1162 "#endif\n"
1163 "\n"
1164 "#if defined(USESHADOWMAP2D)\n"
1165 "uniform vec2 ShadowMap_TextureScale;\n"
1166 "uniform vec4 ShadowMap_Parameters;\n"
1167 "#endif\n"
1168 "\n"
1169 "#if defined(USESHADOWMAP2D)\n"
1170 "# ifdef USESHADOWMAPORTHO\n"
1171 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1172 "# else\n"
1173 "#  ifdef USESHADOWMAPVSDCT\n"
1174 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1175 "{\n"
1176 "       vec3 adir = abs(dir);\n"
1177 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1178 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1179 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1180 "}\n"
1181 "#  else\n"
1182 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1183 "{\n"
1184 "       vec3 adir = abs(dir);\n"
1185 "       float ma = adir.z;\n"
1186 "       vec4 proj = vec4(dir, 2.5);\n"
1187 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1188 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1189 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1190 "       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"
1191 "}\n"
1192 "#  endif\n"
1193 "# endif\n"
1194 "#endif // defined(USESHADOWMAP2D)\n"
1195 "\n"
1196 "# ifdef USESHADOWMAP2D\n"
1197 "float ShadowMapCompare(vec3 dir)\n"
1198 "{\n"
1199 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1200 "       float f;\n"
1201 "\n"
1202 "#  ifdef USESHADOWSAMPLER\n"
1203 "#    ifdef USESHADOWMAPPCF\n"
1204 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1205 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1206 "       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"
1207 "#    else\n"
1208 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1209 "#    endif\n"
1210 "#  else\n"
1211 "#    ifdef USESHADOWMAPPCF\n"
1212 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1213 "#      ifdef GL_ARB_texture_gather\n"
1214 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1215 "#      else\n"
1216 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1217 "#      endif\n"
1218 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1219 "#      if USESHADOWMAPPCF > 1\n"
1220 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1221 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1222 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1223 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1224 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1225 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1226 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1227 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1228 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1229 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1230 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1231 "       locols.yz += group2.ab;\n"
1232 "       hicols.yz += group8.rg;\n"
1233 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1234 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1235 "                               mix(locols, hicols, offset.y);\n"
1236 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1237 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1238 "       f = dot(cols, vec4(1.0/25.0));\n"
1239 "#      else\n"
1240 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1241 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1242 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1243 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1244 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1245 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1246 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1247 "#      endif\n"
1248 "#     else\n"
1249 "#      ifdef GL_EXT_gpu_shader4\n"
1250 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1251 "#      else\n"
1252 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1253 "#      endif\n"
1254 "#      if USESHADOWMAPPCF > 1\n"
1255 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1256 "       center *= ShadowMap_TextureScale;\n"
1257 "       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"
1258 "       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"
1259 "       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"
1260 "       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"
1261 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1262 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1263 "#      else\n"
1264 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1265 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1266 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1267 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1268 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1269 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1270 "#      endif\n"
1271 "#     endif\n"
1272 "#    else\n"
1273 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1274 "#    endif\n"
1275 "#  endif\n"
1276 "#  ifdef USESHADOWMAPORTHO\n"
1277 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1278 "#  else\n"
1279 "       return f;\n"
1280 "#  endif\n"
1281 "}\n"
1282 "# endif\n"
1283 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1284 "#endif // FRAGMENT_SHADER\n"
1285 "\n"
1286 "\n"
1287 "\n"
1288 "\n"
1289 "#ifdef MODE_DEFERREDGEOMETRY\n"
1290 "#ifdef VERTEX_SHADER\n"
1291 "uniform mat4 TexMatrix;\n"
1292 "#ifdef USEVERTEXTEXTUREBLEND\n"
1293 "uniform mat4 BackgroundTexMatrix;\n"
1294 "#endif\n"
1295 "uniform mat4 ModelViewMatrix;\n"
1296 "void main(void)\n"
1297 "{\n"
1298 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1299 "#ifdef USEVERTEXTEXTUREBLEND\n"
1300 "       gl_FrontColor = gl_Color;\n"
1301 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1302 "#endif\n"
1303 "\n"
1304 "       // transform unnormalized eye direction into tangent space\n"
1305 "#ifdef USEOFFSETMAPPING\n"
1306 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1307 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1308 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1309 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1310 "#endif\n"
1311 "\n"
1312 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1313 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1314 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1315 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1316 "}\n"
1317 "#endif // VERTEX_SHADER\n"
1318 "\n"
1319 "#ifdef FRAGMENT_SHADER\n"
1320 "void main(void)\n"
1321 "{\n"
1322 "#ifdef USEOFFSETMAPPING\n"
1323 "       // apply offsetmapping\n"
1324 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1325 "#define TexCoord TexCoordOffset\n"
1326 "#endif\n"
1327 "\n"
1328 "#ifdef USEALPHAKILL\n"
1329 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1330 "               discard;\n"
1331 "#endif\n"
1332 "\n"
1333 "#ifdef USEVERTEXTEXTUREBLEND\n"
1334 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1335 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1336 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1337 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1338 "#endif\n"
1339 "\n"
1340 "#ifdef USEVERTEXTEXTUREBLEND\n"
1341 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1342 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1343 "#else\n"
1344 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1345 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1346 "#endif\n"
1347 "\n"
1348 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1349 "}\n"
1350 "#endif // FRAGMENT_SHADER\n"
1351 "#else // !MODE_DEFERREDGEOMETRY\n"
1352 "\n"
1353 "\n"
1354 "\n"
1355 "\n"
1356 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1357 "#ifdef VERTEX_SHADER\n"
1358 "uniform mat4 ModelViewMatrix;\n"
1359 "void main(void)\n"
1360 "{\n"
1361 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1362 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1363 "}\n"
1364 "#endif // VERTEX_SHADER\n"
1365 "\n"
1366 "#ifdef FRAGMENT_SHADER\n"
1367 "uniform mat4 ViewToLight;\n"
1368 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1369 "uniform vec2 ScreenToDepth;\n"
1370 "uniform myhalf3 DeferredColor_Ambient;\n"
1371 "uniform myhalf3 DeferredColor_Diffuse;\n"
1372 "#ifdef USESPECULAR\n"
1373 "uniform myhalf3 DeferredColor_Specular;\n"
1374 "uniform myhalf SpecularPower;\n"
1375 "#endif\n"
1376 "uniform myhalf2 PixelToScreenTexCoord;\n"
1377 "void main(void)\n"
1378 "{\n"
1379 "       // calculate viewspace pixel position\n"
1380 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1381 "       vec3 position;\n"
1382 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1383 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1384 "       // decode viewspace pixel normal\n"
1385 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1386 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1387 "       // surfacenormal = pixel normal in viewspace\n"
1388 "       // LightVector = pixel to light in viewspace\n"
1389 "       // CubeVector = position in lightspace\n"
1390 "       // eyevector = pixel to view in viewspace\n"
1391 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1392 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1393 "#ifdef USEDIFFUSE\n"
1394 "       // calculate diffuse shading\n"
1395 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1396 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1397 "#endif\n"
1398 "#ifdef USESPECULAR\n"
1399 "       // calculate directional shading\n"
1400 "       vec3 eyevector = position * -1.0;\n"
1401 "#  ifdef USEEXACTSPECULARMATH\n"
1402 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1403 "#  else\n"
1404 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1405 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1406 "#  endif\n"
1407 "#endif\n"
1408 "\n"
1409 "#if defined(USESHADOWMAP2D)\n"
1410 "       fade *= ShadowMapCompare(CubeVector);\n"
1411 "#endif\n"
1412 "\n"
1413 "#ifdef USEDIFFUSE\n"
1414 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1415 "#else\n"
1416 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1417 "#endif\n"
1418 "#ifdef USESPECULAR\n"
1419 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1420 "#else\n"
1421 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1422 "#endif\n"
1423 "\n"
1424 "# ifdef USECUBEFILTER\n"
1425 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1426 "       gl_FragData[0].rgb *= cubecolor;\n"
1427 "       gl_FragData[1].rgb *= cubecolor;\n"
1428 "# endif\n"
1429 "}\n"
1430 "#endif // FRAGMENT_SHADER\n"
1431 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1432 "\n"
1433 "\n"
1434 "\n"
1435 "\n"
1436 "#ifdef VERTEX_SHADER\n"
1437 "uniform mat4 TexMatrix;\n"
1438 "#ifdef USEVERTEXTEXTUREBLEND\n"
1439 "uniform mat4 BackgroundTexMatrix;\n"
1440 "#endif\n"
1441 "#ifdef MODE_LIGHTSOURCE\n"
1442 "uniform mat4 ModelToLight;\n"
1443 "#endif\n"
1444 "#ifdef USESHADOWMAPORTHO\n"
1445 "uniform mat4 ShadowMapMatrix;\n"
1446 "#endif\n"
1447 "void main(void)\n"
1448 "{\n"
1449 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1450 "       gl_FrontColor = gl_Color;\n"
1451 "#endif\n"
1452 "       // copy the surface texcoord\n"
1453 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1454 "#ifdef USEVERTEXTEXTUREBLEND\n"
1455 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1456 "#endif\n"
1457 "#ifdef USELIGHTMAP\n"
1458 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1459 "#endif\n"
1460 "\n"
1461 "#ifdef MODE_LIGHTSOURCE\n"
1462 "       // transform vertex position into light attenuation/cubemap space\n"
1463 "       // (-1 to +1 across the light box)\n"
1464 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1465 "\n"
1466 "# ifdef USEDIFFUSE\n"
1467 "       // transform unnormalized light direction into tangent space\n"
1468 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1469 "       //  normalize it per pixel)\n"
1470 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1471 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1472 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1473 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1474 "# endif\n"
1475 "#endif\n"
1476 "\n"
1477 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1478 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1479 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1480 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1481 "#endif\n"
1482 "\n"
1483 "       // transform unnormalized eye direction into tangent space\n"
1484 "#ifdef USEEYEVECTOR\n"
1485 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1486 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1487 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1488 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1489 "#endif\n"
1490 "\n"
1491 "#ifdef USEFOG\n"
1492 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1493 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1494 "#endif\n"
1495 "\n"
1496 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1497 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1498 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1499 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1500 "#endif\n"
1501 "\n"
1502 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1503 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1504 "\n"
1505 "#ifdef USESHADOWMAPORTHO\n"
1506 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1507 "#endif\n"
1508 "\n"
1509 "#ifdef USEREFLECTION\n"
1510 "       ModelViewProjectionPosition = gl_Position;\n"
1511 "#endif\n"
1512 "}\n"
1513 "#endif // VERTEX_SHADER\n"
1514 "\n"
1515 "\n"
1516 "\n"
1517 "\n"
1518 "#ifdef FRAGMENT_SHADER\n"
1519 "#ifdef USEDEFERREDLIGHTMAP\n"
1520 "uniform myhalf2 PixelToScreenTexCoord;\n"
1521 "uniform myhalf3 DeferredMod_Diffuse;\n"
1522 "uniform myhalf3 DeferredMod_Specular;\n"
1523 "#endif\n"
1524 "uniform myhalf3 Color_Ambient;\n"
1525 "uniform myhalf3 Color_Diffuse;\n"
1526 "uniform myhalf3 Color_Specular;\n"
1527 "uniform myhalf SpecularPower;\n"
1528 "#ifdef USEGLOW\n"
1529 "uniform myhalf3 Color_Glow;\n"
1530 "#endif\n"
1531 "uniform myhalf Alpha;\n"
1532 "#ifdef USEREFLECTION\n"
1533 "uniform vec4 DistortScaleRefractReflect;\n"
1534 "uniform vec4 ScreenScaleRefractReflect;\n"
1535 "uniform vec4 ScreenCenterRefractReflect;\n"
1536 "uniform myhalf4 ReflectColor;\n"
1537 "#endif\n"
1538 "#ifdef USEREFLECTCUBE\n"
1539 "uniform mat4 ModelToReflectCube;\n"
1540 "uniform sampler2D Texture_ReflectMask;\n"
1541 "uniform samplerCube Texture_ReflectCube;\n"
1542 "#endif\n"
1543 "#ifdef MODE_LIGHTDIRECTION\n"
1544 "uniform myhalf3 LightColor;\n"
1545 "#endif\n"
1546 "#ifdef MODE_LIGHTSOURCE\n"
1547 "uniform myhalf3 LightColor;\n"
1548 "#endif\n"
1549 "void main(void)\n"
1550 "{\n"
1551 "#ifdef USEOFFSETMAPPING\n"
1552 "       // apply offsetmapping\n"
1553 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1554 "#define TexCoord TexCoordOffset\n"
1555 "#endif\n"
1556 "\n"
1557 "       // combine the diffuse textures (base, pants, shirt)\n"
1558 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1559 "#ifdef USEALPHAKILL\n"
1560 "       if (color.a < 0.5)\n"
1561 "               discard;\n"
1562 "#endif\n"
1563 "       color.a *= Alpha;\n"
1564 "#ifdef USECOLORMAPPING\n"
1565 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1566 "#endif\n"
1567 "#ifdef USEVERTEXTEXTUREBLEND\n"
1568 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1569 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1570 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1571 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1572 "       color.a = 1.0;\n"
1573 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1574 "#endif\n"
1575 "\n"
1576 "       // get the surface normal\n"
1577 "#ifdef USEVERTEXTEXTUREBLEND\n"
1578 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1579 "#else\n"
1580 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1581 "#endif\n"
1582 "\n"
1583 "       // get the material colors\n"
1584 "       myhalf3 diffusetex = color.rgb;\n"
1585 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1586 "# ifdef USEVERTEXTEXTUREBLEND\n"
1587 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1588 "# else\n"
1589 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1590 "# endif\n"
1591 "#endif\n"
1592 "\n"
1593 "#ifdef USEREFLECTCUBE\n"
1594 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1595 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1596 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1597 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1598 "#endif\n"
1599 "\n"
1600 "\n"
1601 "\n"
1602 "\n"
1603 "#ifdef MODE_LIGHTSOURCE\n"
1604 "       // light source\n"
1605 "#ifdef USEDIFFUSE\n"
1606 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1607 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1608 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1609 "#ifdef USESPECULAR\n"
1610 "#ifdef USEEXACTSPECULARMATH\n"
1611 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1612 "#else\n"
1613 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1614 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1615 "#endif\n"
1616 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1617 "#endif\n"
1618 "#else\n"
1619 "       color.rgb = diffusetex * Color_Ambient;\n"
1620 "#endif\n"
1621 "       color.rgb *= LightColor;\n"
1622 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1623 "#if defined(USESHADOWMAP2D)\n"
1624 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1625 "#endif\n"
1626 "# ifdef USECUBEFILTER\n"
1627 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1628 "# endif\n"
1629 "#endif // MODE_LIGHTSOURCE\n"
1630 "\n"
1631 "\n"
1632 "\n"
1633 "\n"
1634 "#ifdef MODE_LIGHTDIRECTION\n"
1635 "#define SHADING\n"
1636 "#ifdef USEDIFFUSE\n"
1637 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1638 "#endif\n"
1639 "#define lightcolor LightColor\n"
1640 "#endif // MODE_LIGHTDIRECTION\n"
1641 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1642 "#define SHADING\n"
1643 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1644 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1645 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1646 "       // convert modelspace light vector to tangentspace\n"
1647 "       myhalf3 lightnormal;\n"
1648 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1649 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1650 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1651 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1652 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1653 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1654 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1655 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1656 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1657 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1658 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1659 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1660 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1661 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1662 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1663 "#define SHADING\n"
1664 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1665 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1666 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1667 "#endif\n"
1668 "\n"
1669 "\n"
1670 "\n"
1671 "\n"
1672 "#ifdef MODE_FAKELIGHT\n"
1673 "#define SHADING\n"
1674 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1675 "myhalf3 lightcolor = myhalf3(1.0);\n"
1676 "#endif // MODE_FAKELIGHT\n"
1677 "\n"
1678 "\n"
1679 "\n"
1680 "\n"
1681 "#ifdef MODE_LIGHTMAP\n"
1682 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1683 "#endif // MODE_LIGHTMAP\n"
1684 "#ifdef MODE_VERTEXCOLOR\n"
1685 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1686 "#endif // MODE_VERTEXCOLOR\n"
1687 "#ifdef MODE_FLATCOLOR\n"
1688 "       color.rgb = diffusetex * Color_Ambient;\n"
1689 "#endif // MODE_FLATCOLOR\n"
1690 "\n"
1691 "\n"
1692 "\n"
1693 "\n"
1694 "#ifdef SHADING\n"
1695 "# ifdef USEDIFFUSE\n"
1696 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1697 "#  ifdef USESPECULAR\n"
1698 "#   ifdef USEEXACTSPECULARMATH\n"
1699 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1700 "#   else\n"
1701 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1702 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1703 "#   endif\n"
1704 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1705 "#  else\n"
1706 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1707 "#  endif\n"
1708 "# else\n"
1709 "       color.rgb = diffusetex * Color_Ambient;\n"
1710 "# endif\n"
1711 "#endif\n"
1712 "\n"
1713 "#ifdef USESHADOWMAPORTHO\n"
1714 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1715 "#endif\n"
1716 "\n"
1717 "#ifdef USEDEFERREDLIGHTMAP\n"
1718 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1719 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1720 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1721 "#endif\n"
1722 "\n"
1723 "#ifdef USEGLOW\n"
1724 "#ifdef USEVERTEXTEXTUREBLEND\n"
1725 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1726 "#else\n"
1727 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1728 "#endif\n"
1729 "#endif\n"
1730 "\n"
1731 "#ifdef USEFOG\n"
1732 "       color.rgb = FogVertex(color.rgb);\n"
1733 "#endif\n"
1734 "\n"
1735 "       // 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"
1736 "#ifdef USEREFLECTION\n"
1737 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1738 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1739 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1740 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1741 "       // FIXME temporary hack to detect the case that the reflection\n"
1742 "       // gets blackened at edges due to leaving the area that contains actual\n"
1743 "       // content.\n"
1744 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1745 "       // 'appening.\n"
1746 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1747 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1748 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1749 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1750 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1751 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1752 "#endif\n"
1753 "\n"
1754 "       gl_FragColor = vec4(color);\n"
1755 "}\n"
1756 "#endif // FRAGMENT_SHADER\n"
1757 "\n"
1758 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1759 "#endif // !MODE_DEFERREDGEOMETRY\n"
1760 "#endif // !MODE_WATER\n"
1761 "#endif // !MODE_REFRACTION\n"
1762 "#endif // !MODE_BLOOMBLUR\n"
1763 "#endif // !MODE_GENERIC\n"
1764 "#endif // !MODE_POSTPROCESS\n"
1765 "#endif // !MODE_SHOWDEPTH\n"
1766 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1767 ;
1768
1769 /*
1770 =========================================================================================================================================================
1771
1772
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1775
1776
1777
1778 =========================================================================================================================================================
1779
1780
1781
1782 =========================================================================================================================================================
1783
1784
1785
1786 =========================================================================================================================================================
1787
1788
1789
1790 =========================================================================================================================================================
1791
1792
1793
1794 =========================================================================================================================================================
1795 */
1796
1797 const char *builtincgshaderstring =
1798 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1799 "// written by Forest 'LordHavoc' Hale\n"
1800 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1801 "\n"
1802 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1803 "#if defined(USEREFLECTION)\n"
1804 "#undef USESHADOWMAPORTHO\n"
1805 "#endif\n"
1806 "\n"
1807 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1808 "# define USEFOG\n"
1809 "#endif\n"
1810 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1811 "#define USELIGHTMAP\n"
1812 "#endif\n"
1813 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1814 "#define USEEYEVECTOR\n"
1815 "#endif\n"
1816 "\n"
1817 "#ifdef FRAGMENT_SHADER\n"
1818 "#ifdef HLSL\n"
1819 "//#undef USESHADOWMAPPCF\n"
1820 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1821 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1822 "#else\n"
1823 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1824 "#endif\n"
1825 "#endif\n"
1826 "\n"
1827 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1828 "#ifdef VERTEX_SHADER\n"
1829 "void main\n"
1830 "(\n"
1831 "float4 gl_Vertex : POSITION,\n"
1832 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1833 "out float4 gl_Position : POSITION,\n"
1834 "out float Depth : TEXCOORD0\n"
1835 ")\n"
1836 "{\n"
1837 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1838 "       Depth = gl_Position.z;\n"
1839 "}\n"
1840 "#endif\n"
1841 "\n"
1842 "#ifdef FRAGMENT_SHADER\n"
1843 "void main\n"
1844 "(\n"
1845 "float Depth : TEXCOORD0,\n"
1846 "out float4 gl_FragColor : COLOR\n"
1847 ")\n"
1848 "{\n"
1849 "//     float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1850 "       float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1851 "       temp.yz -= floor(temp.yz);\n"
1852 "       gl_FragColor = temp;\n"
1853 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1854 "}\n"
1855 "#endif\n"
1856 "#else // !MODE_DEPTH_ORSHADOW\n"
1857 "\n"
1858 "\n"
1859 "\n"
1860 "\n"
1861 "#ifdef MODE_SHOWDEPTH\n"
1862 "#ifdef VERTEX_SHADER\n"
1863 "void main\n"
1864 "(\n"
1865 "float4 gl_Vertex : POSITION,\n"
1866 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1867 "out float4 gl_Position : POSITION,\n"
1868 "out float4 gl_FrontColor : COLOR0\n"
1869 ")\n"
1870 "{\n"
1871 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1872 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1873 "}\n"
1874 "#endif\n"
1875 "\n"
1876 "#ifdef FRAGMENT_SHADER\n"
1877 "void main\n"
1878 "(\n"
1879 "float4 gl_FrontColor : COLOR0,\n"
1880 "out float4 gl_FragColor : COLOR\n"
1881 ")\n"
1882 "{\n"
1883 "       gl_FragColor = gl_FrontColor;\n"
1884 "}\n"
1885 "#endif\n"
1886 "#else // !MODE_SHOWDEPTH\n"
1887 "\n"
1888 "\n"
1889 "\n"
1890 "\n"
1891 "#ifdef MODE_POSTPROCESS\n"
1892 "\n"
1893 "#ifdef VERTEX_SHADER\n"
1894 "void main\n"
1895 "(\n"
1896 "float4 gl_Vertex : POSITION,\n"
1897 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1898 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1899 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1900 "out float4 gl_Position : POSITION,\n"
1901 "out float2 TexCoord1 : TEXCOORD0,\n"
1902 "out float2 TexCoord2 : TEXCOORD1\n"
1903 ")\n"
1904 "{\n"
1905 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1906 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1907 "#ifdef USEBLOOM\n"
1908 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1909 "#endif\n"
1910 "}\n"
1911 "#endif\n"
1912 "\n"
1913 "#ifdef FRAGMENT_SHADER\n"
1914 "void main\n"
1915 "(\n"
1916 "float2 TexCoord1 : TEXCOORD0,\n"
1917 "float2 TexCoord2 : TEXCOORD1,\n"
1918 "uniform sampler Texture_First : register(s0),\n"
1919 "#ifdef USEBLOOM\n"
1920 "uniform sampler Texture_Second : register(s1),\n"
1921 "#endif\n"
1922 "#ifdef USEGAMMARAMPS\n"
1923 "uniform sampler Texture_GammaRamps : register(s2),\n"
1924 "#endif\n"
1925 "#ifdef USESATURATION\n"
1926 "uniform float Saturation : register(c30),\n"
1927 "#endif\n"
1928 "#ifdef USEVIEWTINT\n"
1929 "uniform float4 ViewTintColor : register(c41),\n"
1930 "#endif\n"
1931 "uniform float4 UserVec1 : register(c37),\n"
1932 "uniform float4 UserVec2 : register(c38),\n"
1933 "uniform float4 UserVec3 : register(c39),\n"
1934 "uniform float4 UserVec4 : register(c40),\n"
1935 "uniform float ClientTime : register(c2),\n"
1936 "uniform float2 PixelSize : register(c25),\n"
1937 "uniform float4 BloomColorSubtract : register(c43),\n"
1938 "out float4 gl_FragColor : COLOR\n"
1939 ")\n"
1940 "{\n"
1941 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1942 "#ifdef USEBLOOM\n"
1943 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1944 "#endif\n"
1945 "#ifdef USEVIEWTINT\n"
1946 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1947 "#endif\n"
1948 "\n"
1949 "#ifdef USEPOSTPROCESSING\n"
1950 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1951 "// 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"
1952 "       float sobel = 1.0;\n"
1953 "       // float2 ts = textureSize(Texture_First, 0);\n"
1954 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
1955 "       float2 px = PixelSize;\n"
1956 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1957 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
1958 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1959 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1960 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
1961 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1962 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1963 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
1964 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1965 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1966 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
1967 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1968 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1969 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1970 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1971 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1972 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1973 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1974 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1975 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1976 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1977 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1978 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1979 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1980 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1981 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1982 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1983 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1984 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1985 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1986 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1987 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1988 "#endif\n"
1989 "\n"
1990 "#ifdef USESATURATION\n"
1991 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1992 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1993 "       //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1994 "       gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1995 "#endif\n"
1996 "\n"
1997 "#ifdef USEGAMMARAMPS\n"
1998 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1999 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2000 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2001 "#endif\n"
2002 "}\n"
2003 "#endif\n"
2004 "#else // !MODE_POSTPROCESS\n"
2005 "\n"
2006 "\n"
2007 "\n"
2008 "\n"
2009 "#ifdef MODE_GENERIC\n"
2010 "#ifdef VERTEX_SHADER\n"
2011 "void main\n"
2012 "(\n"
2013 "float4 gl_Vertex : POSITION,\n"
2014 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2015 "float4 gl_Color : COLOR0,\n"
2016 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2017 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2018 "out float4 gl_Position : POSITION,\n"
2019 "#ifdef USEDIFFUSE\n"
2020 "out float2 TexCoord1 : TEXCOORD0,\n"
2021 "#endif\n"
2022 "#ifdef USESPECULAR\n"
2023 "out float2 TexCoord2 : TEXCOORD1,\n"
2024 "#endif\n"
2025 "out float4 gl_FrontColor : COLOR\n"
2026 ")\n"
2027 "{\n"
2028 "#ifdef HLSL\n"
2029 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2030 "#else\n"
2031 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2032 "#endif\n"
2033 "#ifdef USEDIFFUSE\n"
2034 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2035 "#endif\n"
2036 "#ifdef USESPECULAR\n"
2037 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2038 "#endif\n"
2039 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2040 "}\n"
2041 "#endif\n"
2042 "\n"
2043 "#ifdef FRAGMENT_SHADER\n"
2044 "\n"
2045 "void main\n"
2046 "(\n"
2047 "float4 gl_FrontColor : COLOR0,\n"
2048 "float2 TexCoord1 : TEXCOORD0,\n"
2049 "float2 TexCoord2 : TEXCOORD1,\n"
2050 "#ifdef USEDIFFUSE\n"
2051 "uniform sampler Texture_First : register(s0),\n"
2052 "#endif\n"
2053 "#ifdef USESPECULAR\n"
2054 "uniform sampler Texture_Second : register(s1),\n"
2055 "#endif\n"
2056 "out float4 gl_FragColor : COLOR\n"
2057 ")\n"
2058 "{\n"
2059 "       gl_FragColor = gl_FrontColor;\n"
2060 "#ifdef USEDIFFUSE\n"
2061 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2062 "#endif\n"
2063 "\n"
2064 "#ifdef USESPECULAR\n"
2065 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2066 "# ifdef USECOLORMAPPING\n"
2067 "       gl_FragColor *= tex2;\n"
2068 "# endif\n"
2069 "# ifdef USEGLOW\n"
2070 "       gl_FragColor += tex2;\n"
2071 "# endif\n"
2072 "# ifdef USEVERTEXTEXTUREBLEND\n"
2073 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2074 "# endif\n"
2075 "#endif\n"
2076 "}\n"
2077 "#endif\n"
2078 "#else // !MODE_GENERIC\n"
2079 "\n"
2080 "\n"
2081 "\n"
2082 "\n"
2083 "#ifdef MODE_BLOOMBLUR\n"
2084 "#ifdef VERTEX_SHADER\n"
2085 "void main\n"
2086 "(\n"
2087 "float4 gl_Vertex : POSITION,\n"
2088 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2089 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2090 "out float4 gl_Position : POSITION,\n"
2091 "out float2 TexCoord : TEXCOORD0\n"
2092 ")\n"
2093 "{\n"
2094 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2095 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2096 "}\n"
2097 "#endif\n"
2098 "\n"
2099 "#ifdef FRAGMENT_SHADER\n"
2100 "\n"
2101 "void main\n"
2102 "(\n"
2103 "float2 TexCoord : TEXCOORD0,\n"
2104 "uniform sampler Texture_First : register(s0),\n"
2105 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2106 "out float4 gl_FragColor : COLOR\n"
2107 ")\n"
2108 "{\n"
2109 "       int i;\n"
2110 "       float2 tc = TexCoord;\n"
2111 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2112 "       tc += BloomBlur_Parameters.xy;\n"
2113 "       for (i = 1;i < SAMPLES;i++)\n"
2114 "       {\n"
2115 "               color += tex2D(Texture_First, tc).rgb;\n"
2116 "               tc += BloomBlur_Parameters.xy;\n"
2117 "       }\n"
2118 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2119 "}\n"
2120 "#endif\n"
2121 "#else // !MODE_BLOOMBLUR\n"
2122 "#ifdef MODE_REFRACTION\n"
2123 "#ifdef VERTEX_SHADER\n"
2124 "void main\n"
2125 "(\n"
2126 "float4 gl_Vertex : POSITION,\n"
2127 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2128 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2129 "uniform float4x4 TexMatrix : register(c0),\n"
2130 "uniform float3 EyePosition : register(c24),\n"
2131 "out float4 gl_Position : POSITION,\n"
2132 "out float2 TexCoord : TEXCOORD0,\n"
2133 "out float3 EyeVector : TEXCOORD1,\n"
2134 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2135 ")\n"
2136 "{\n"
2137 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2138 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2139 "       ModelViewProjectionPosition = gl_Position;\n"
2140 "}\n"
2141 "#endif\n"
2142 "\n"
2143 "#ifdef FRAGMENT_SHADER\n"
2144 "void main\n"
2145 "(\n"
2146 "float2 TexCoord : TEXCOORD0,\n"
2147 "float3 EyeVector : TEXCOORD1,\n"
2148 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2149 "uniform sampler Texture_Normal : register(s0),\n"
2150 "uniform sampler Texture_Refraction : register(s3),\n"
2151 "uniform sampler Texture_Reflection : register(s7),\n"
2152 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2153 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2154 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2155 "uniform float4 RefractColor : register(c29),\n"
2156 "out float4 gl_FragColor : COLOR\n"
2157 ")\n"
2158 "{\n"
2159 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2160 "       //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"
2161 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2162 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2163 "       // FIXME temporary hack to detect the case that the reflection\n"
2164 "       // gets blackened at edges due to leaving the area that contains actual\n"
2165 "       // content.\n"
2166 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2167 "       // 'appening.\n"
2168 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2169 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2170 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2171 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2172 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2173 "       gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2174 "}\n"
2175 "#endif\n"
2176 "#else // !MODE_REFRACTION\n"
2177 "\n"
2178 "\n"
2179 "\n"
2180 "\n"
2181 "#ifdef MODE_WATER\n"
2182 "#ifdef VERTEX_SHADER\n"
2183 "\n"
2184 "void main\n"
2185 "(\n"
2186 "float4 gl_Vertex : POSITION,\n"
2187 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2188 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2189 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2190 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2191 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2192 "uniform float4x4 TexMatrix : register(c0),\n"
2193 "uniform float3 EyePosition : register(c24),\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2198 ")\n"
2199 "{\n"
2200 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2201 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 "       ModelViewProjectionPosition = gl_Position;\n"
2207 "}\n"
2208 "#endif\n"
2209 "\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2211 "void main\n"
2212 "(\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler Texture_Normal : register(s0),\n"
2217 "uniform sampler Texture_Refraction : register(s3),\n"
2218 "uniform sampler Texture_Reflection : register(s7),\n"
2219 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2220 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2221 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2222 "uniform float4 RefractColor : register(c29),\n"
2223 "uniform float4 ReflectColor : register(c26),\n"
2224 "uniform float ReflectFactor : register(c27),\n"
2225 "uniform float ReflectOffset : register(c28),\n"
2226 "out float4 gl_FragColor : COLOR\n"
2227 ")\n"
2228 "{\n"
2229 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2233 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2234 "       // FIXME temporary hack to detect the case that the reflection\n"
2235 "       // gets blackened at edges due to leaving the area that contains actual\n"
2236 "       // content.\n"
2237 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2238 "       // 'appening.\n"
2239 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 "       gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2251 "}\n"
2252 "#endif\n"
2253 "#else // !MODE_WATER\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "// 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"
2259 "\n"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2262 "\n"
2263 "#ifdef USEFOG\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2265 "{\n"
2266 "       float fogfrac;\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 "       fogfrac = fogheightpixel.a;\n"
2270 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2271 "#else\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2274 "# else\n"
2275 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2276 "# endif\n"
2277 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2278 "#endif\n"
2279 "}\n"
2280 "#endif\n"
2281 "\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2284 "{\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 "       // 14 sample relief mapping: linear search and then binary search\n"
2287 "       // this basically steps forward a small amount repeatedly until it finds\n"
2288 "       // itself inside solid, then jitters forward and back using decreasing\n"
2289 "       // amounts to find the impact\n"
2290 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 RT = float3(TexCoord, 1);\n"
2294 "       OffsetVector *= 0.1;\n"
2295 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2309 "       return RT.xy;\n"
2310 "#else\n"
2311 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 "       // this basically moves forward the full distance, and then backs up based\n"
2313 "       // on height of samples\n"
2314 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       TexCoord += OffsetVector;\n"
2318 "       OffsetVector *= 0.333;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       return TexCoord;\n"
2323 "#endif\n"
2324 "}\n"
2325 "#endif // USEOFFSETMAPPING\n"
2326 "\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2331 "# else\n"
2332 "#  ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2334 "{\n"
2335 "       float3 adir = abs(dir);\n"
2336 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2339 "}\n"
2340 "#  else\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2342 "{\n"
2343 "       float3 adir = abs(dir);\n"
2344 "       float ma = adir.z;\n"
2345 "       float4 proj = float4(dir, 2.5);\n"
2346 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 "#ifdef HLSL\n"
2349 "       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"
2350 "#else\n"
2351 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2352 "       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"
2353 "#endif\n"
2354 "}\n"
2355 "#  endif\n"
2356 "# endif\n"
2357 "#endif // defined(USESHADOWMAP2D)\n"
2358 "\n"
2359 "# ifdef USESHADOWMAP2D\n"
2360 "#ifdef USESHADOWMAPVSDCT\n"
2361 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2362 "#else\n"
2363 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2364 "#endif\n"
2365 "{\n"
2366 "#ifdef USESHADOWMAPVSDCT\n"
2367 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2368 "#else\n"
2369 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2370 "#endif\n"
2371 "       float f;\n"
2372 "\n"
2373 "#  ifdef USESHADOWSAMPLER\n"
2374 "#    ifdef USESHADOWMAPPCF\n"
2375 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2376 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2377 "       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"
2378 "#    else\n"
2379 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2380 "#    endif\n"
2381 "#  else\n"
2382 "#    ifdef USESHADOWMAPPCF\n"
2383 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2384 "#      ifdef GL_ARB_texture_gather\n"
2385 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2386 "#      else\n"
2387 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2388 "#      endif\n"
2389 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2390 "#      if USESHADOWMAPPCF > 1\n"
2391 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2392 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2393 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2394 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2395 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2396 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2397 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2398 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2399 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2400 "       float4 locols = float4(group1.ab, group3.ab);\n"
2401 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2402 "       locols.yz += group2.ab;\n"
2403 "       hicols.yz += group8.rg;\n"
2404 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2405 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2406 "                               lerp(locols, hicols, offset.y);\n"
2407 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2408 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2409 "       f = dot(cols, float4(1.0/25.0));\n"
2410 "#      else\n"
2411 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2412 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2413 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2414 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2415 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2416 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2417 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2418 "#      endif\n"
2419 "#     else\n"
2420 "#      ifdef GL_EXT_gpu_shader4\n"
2421 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2422 "#      else\n"
2423 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2424 "#      endif\n"
2425 "#      if USESHADOWMAPPCF > 1\n"
2426 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2427 "       center *= ShadowMap_TextureScale;\n"
2428 "       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"
2429 "       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"
2430 "       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"
2431 "       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"
2432 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2433 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2434 "#      else\n"
2435 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2436 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2437 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2438 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2439 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2440 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2441 "#      endif\n"
2442 "#     endif\n"
2443 "#    else\n"
2444 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2445 "#    endif\n"
2446 "#  endif\n"
2447 "#  ifdef USESHADOWMAPORTHO\n"
2448 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2449 "#  else\n"
2450 "       return f;\n"
2451 "#  endif\n"
2452 "}\n"
2453 "# endif\n"
2454 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2455 "#endif // FRAGMENT_SHADER\n"
2456 "\n"
2457 "\n"
2458 "\n"
2459 "\n"
2460 "#ifdef MODE_DEFERREDGEOMETRY\n"
2461 "#ifdef VERTEX_SHADER\n"
2462 "void main\n"
2463 "(\n"
2464 "float4 gl_Vertex : POSITION,\n"
2465 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2466 "#ifdef USEVERTEXTEXTUREBLEND\n"
2467 "float4 gl_Color : COLOR0,\n"
2468 "#endif\n"
2469 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2470 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2471 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2472 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2473 "uniform float4x4 TexMatrix : register(c0),\n"
2474 "#ifdef USEVERTEXTEXTUREBLEND\n"
2475 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2476 "#endif\n"
2477 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2478 "#ifdef USEOFFSETMAPPING\n"
2479 "uniform float3 EyePosition : register(c24),\n"
2480 "#endif\n"
2481 "out float4 gl_Position : POSITION,\n"
2482 "#ifdef USEVERTEXTEXTUREBLEND\n"
2483 "out float4 gl_FrontColor : COLOR,\n"
2484 "#endif\n"
2485 "out float4 TexCoordBoth : TEXCOORD0,\n"
2486 "#ifdef USEOFFSETMAPPING\n"
2487 "out float3 EyeVector : TEXCOORD2,\n"
2488 "#endif\n"
2489 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2490 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2491 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2492 ")\n"
2493 "{\n"
2494 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2495 "#ifdef USEVERTEXTEXTUREBLEND\n"
2496 "#ifdef HLSL\n"
2497 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2498 "#else\n"
2499 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2500 "#endif\n"
2501 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2502 "#endif\n"
2503 "\n"
2504 "       // transform unnormalized eye direction into tangent space\n"
2505 "#ifdef USEOFFSETMAPPING\n"
2506 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2507 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2508 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2509 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2510 "#endif\n"
2511 "\n"
2512 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2513 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2514 "       VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2515 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2516 "       VectorR.w = gl_Position.z;\n"
2517 "}\n"
2518 "#endif // VERTEX_SHADER\n"
2519 "\n"
2520 "#ifdef FRAGMENT_SHADER\n"
2521 "void main\n"
2522 "(\n"
2523 "float4 TexCoordBoth : TEXCOORD0,\n"
2524 "float3 EyeVector : TEXCOORD2,\n"
2525 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2526 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2527 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2528 "uniform sampler Texture_Normal : register(s0),\n"
2529 "#ifdef USEALPHAKILL\n"
2530 "uniform sampler Texture_Color : register(s1),\n"
2531 "#endif\n"
2532 "uniform sampler Texture_Gloss : register(s2),\n"
2533 "#ifdef USEVERTEXTEXTUREBLEND\n"
2534 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2535 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2536 "#endif\n"
2537 "#ifdef USEOFFSETMAPPING\n"
2538 "uniform float OffsetMapping_Scale : register(c24),\n"
2539 "#endif\n"
2540 "uniform half SpecularPower : register(c36),\n"
2541 "#ifdef HLSL\n"
2542 "out float4 gl_FragData0 : COLOR0,\n"
2543 "out float4 gl_FragData1 : COLOR1\n"
2544 "#else\n"
2545 "out float4 gl_FragColor : COLOR\n"
2546 "#endif\n"
2547 ")\n"
2548 "{\n"
2549 "       float2 TexCoord = TexCoordBoth.xy;\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 "       // apply offsetmapping\n"
2552 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2553 "#define TexCoord TexCoordOffset\n"
2554 "#endif\n"
2555 "\n"
2556 "#ifdef USEALPHAKILL\n"
2557 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2558 "               discard;\n"
2559 "#endif\n"
2560 "\n"
2561 "#ifdef USEVERTEXTEXTUREBLEND\n"
2562 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2563 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2564 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2565 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2566 "#endif\n"
2567 "\n"
2568 "#ifdef USEVERTEXTEXTUREBLEND\n"
2569 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2570 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2571 "#else\n"
2572 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2573 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2574 "#endif\n"
2575 "\n"
2576 "#ifdef HLSL\n"
2577 "       gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2578 "       float Depth = VectorR.w / 256.0;\n"
2579 "       float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2580 "//     float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2581 "       depthcolor.yz -= floor(depthcolor.yz);\n"
2582 "       gl_FragData1 = depthcolor;\n"
2583 "#else\n"
2584 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2585 "#endif\n"
2586 "}\n"
2587 "#endif // FRAGMENT_SHADER\n"
2588 "#else // !MODE_DEFERREDGEOMETRY\n"
2589 "\n"
2590 "\n"
2591 "\n"
2592 "\n"
2593 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2594 "#ifdef VERTEX_SHADER\n"
2595 "void main\n"
2596 "(\n"
2597 "float4 gl_Vertex : POSITION,\n"
2598 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2599 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2600 "out float4 gl_Position : POSITION,\n"
2601 "out float4 ModelViewPosition : TEXCOORD0\n"
2602 ")\n"
2603 "{\n"
2604 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2605 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2606 "}\n"
2607 "#endif // VERTEX_SHADER\n"
2608 "\n"
2609 "#ifdef FRAGMENT_SHADER\n"
2610 "void main\n"
2611 "(\n"
2612 "#ifdef HLSL\n"
2613 "float2 Pixel : VPOS,\n"
2614 "#else\n"
2615 "float2 Pixel : WPOS,\n"
2616 "#endif\n"
2617 "float4 ModelViewPosition : TEXCOORD0,\n"
2618 "uniform float4x4 ViewToLight : register(c44),\n"
2619 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2620 "uniform float3 LightPosition : register(c23),\n"
2621 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2622 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2623 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2624 "#ifdef USESPECULAR\n"
2625 "uniform half3 DeferredColor_Specular : register(c11),\n"
2626 "uniform half SpecularPower : register(c36),\n"
2627 "#endif\n"
2628 "uniform sampler Texture_Attenuation : register(s9),\n"
2629 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2630 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2631 "\n"
2632 "#ifdef USECUBEFILTER\n"
2633 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2634 "#endif\n"
2635 "\n"
2636 "#ifdef USESHADOWMAP2D\n"
2637 "# ifdef USESHADOWSAMPLER\n"
2638 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2639 "# else\n"
2640 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2641 "# endif\n"
2642 "#endif\n"
2643 "\n"
2644 "#ifdef USESHADOWMAPVSDCT\n"
2645 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2646 "#endif\n"
2647 "\n"
2648 "#if defined(USESHADOWMAP2D)\n"
2649 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2650 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2651 "#endif\n"
2652 "\n"
2653 "out float4 gl_FragData0 : COLOR0,\n"
2654 "out float4 gl_FragData1 : COLOR1\n"
2655 ")\n"
2656 "{\n"
2657 "       // calculate viewspace pixel position\n"
2658 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2659 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2660 "       float3 position;\n"
2661 "#ifdef HLSL\n"
2662 "       position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2663 "#else\n"
2664 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2665 "#endif\n"
2666 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2667 "       // decode viewspace pixel normal\n"
2668 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2669 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2670 "       // surfacenormal = pixel normal in viewspace\n"
2671 "       // LightVector = pixel to light in viewspace\n"
2672 "       // CubeVector = position in lightspace\n"
2673 "       // eyevector = pixel to view in viewspace\n"
2674 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2675 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2676 "#ifdef USEDIFFUSE\n"
2677 "       // calculate diffuse shading\n"
2678 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2679 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2680 "#endif\n"
2681 "#ifdef USESPECULAR\n"
2682 "       // calculate directional shading\n"
2683 "       float3 eyevector = position * -1.0;\n"
2684 "#  ifdef USEEXACTSPECULARMATH\n"
2685 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2686 "#  else\n"
2687 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2688 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2689 "#  endif\n"
2690 "#endif\n"
2691 "\n"
2692 "#if defined(USESHADOWMAP2D)\n"
2693 "       fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2694 "#ifdef USESHADOWMAPVSDCT\n"
2695 ", Texture_CubeProjection\n"
2696 "#endif\n"
2697 "       ));\n"
2698 "#endif\n"
2699 "\n"
2700 "#ifdef USEDIFFUSE\n"
2701 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2702 "#else\n"
2703 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2704 "#endif\n"
2705 "#ifdef USESPECULAR\n"
2706 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2707 "#else\n"
2708 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2709 "#endif\n"
2710 "\n"
2711 "# ifdef USECUBEFILTER\n"
2712 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2713 "       gl_FragData0.rgb *= cubecolor;\n"
2714 "       gl_FragData1.rgb *= cubecolor;\n"
2715 "# endif\n"
2716 "}\n"
2717 "#endif // FRAGMENT_SHADER\n"
2718 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2719 "\n"
2720 "\n"
2721 "\n"
2722 "\n"
2723 "#ifdef VERTEX_SHADER\n"
2724 "void main\n"
2725 "(\n"
2726 "float4 gl_Vertex : POSITION,\n"
2727 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2728 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2729 "float4 gl_Color : COLOR0,\n"
2730 "#endif\n"
2731 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2732 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2733 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2734 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2735 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2736 "\n"
2737 "uniform float3 EyePosition : register(c24),\n"
2738 "uniform float4x4 TexMatrix : register(c0),\n"
2739 "#ifdef USEVERTEXTEXTUREBLEND\n"
2740 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2741 "#endif\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 "uniform float4x4 ModelToLight : register(c20),\n"
2744 "#endif\n"
2745 "#ifdef MODE_LIGHTSOURCE\n"
2746 "uniform float3 LightPosition : register(c27),\n"
2747 "#endif\n"
2748 "#ifdef MODE_LIGHTDIRECTION\n"
2749 "uniform float3 LightDir : register(c26),\n"
2750 "#endif\n"
2751 "uniform float4 FogPlane : register(c25),\n"
2752 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2753 "uniform float3 LightPosition : register(c27),\n"
2754 "#endif\n"
2755 "#ifdef USESHADOWMAPORTHO\n"
2756 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2757 "#endif\n"
2758 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2759 "out float4 gl_FrontColor : COLOR,\n"
2760 "#endif\n"
2761 "out float4 TexCoordBoth : TEXCOORD0,\n"
2762 "#ifdef USELIGHTMAP\n"
2763 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2764 "#endif\n"
2765 "#ifdef USEEYEVECTOR\n"
2766 "out float3 EyeVector : TEXCOORD2,\n"
2767 "#endif\n"
2768 "#ifdef USEREFLECTION\n"
2769 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2770 "#endif\n"
2771 "#ifdef USEFOG\n"
2772 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2773 "#endif\n"
2774 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2775 "out float3 LightVector : TEXCOORD1,\n"
2776 "#endif\n"
2777 "#ifdef MODE_LIGHTSOURCE\n"
2778 "out float3 CubeVector : TEXCOORD3,\n"
2779 "#endif\n"
2780 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2781 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2782 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2783 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2784 "#endif\n"
2785 "#ifdef USESHADOWMAPORTHO\n"
2786 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2787 "#endif\n"
2788 "out float4 gl_Position : POSITION\n"
2789 ")\n"
2790 "{\n"
2791 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2792 "#ifdef HLSL\n"
2793 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2794 "#else\n"
2795 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2796 "#endif\n"
2797 "#endif\n"
2798 "       // copy the surface texcoord\n"
2799 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2800 "#ifdef USEVERTEXTEXTUREBLEND\n"
2801 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2802 "#endif\n"
2803 "#ifdef USELIGHTMAP\n"
2804 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2805 "#endif\n"
2806 "\n"
2807 "#ifdef MODE_LIGHTSOURCE\n"
2808 "       // transform vertex position into light attenuation/cubemap space\n"
2809 "       // (-1 to +1 across the light box)\n"
2810 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2811 "\n"
2812 "# ifdef USEDIFFUSE\n"
2813 "       // transform unnormalized light direction into tangent space\n"
2814 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2815 "       //  normalize it per pixel)\n"
2816 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2817 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2818 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2819 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2820 "# endif\n"
2821 "#endif\n"
2822 "\n"
2823 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2824 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2825 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2826 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2827 "#endif\n"
2828 "\n"
2829 "       // transform unnormalized eye direction into tangent space\n"
2830 "#ifdef USEEYEVECTOR\n"
2831 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2832 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2833 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2834 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2835 "#endif\n"
2836 "\n"
2837 "#ifdef USEFOG\n"
2838 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2839 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2840 "#endif\n"
2841 "\n"
2842 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2843 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2844 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2845 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2846 "#endif\n"
2847 "\n"
2848 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2849 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2850 "\n"
2851 "#ifdef USESHADOWMAPORTHO\n"
2852 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2853 "#endif\n"
2854 "\n"
2855 "#ifdef USEREFLECTION\n"
2856 "       ModelViewProjectionPosition = gl_Position;\n"
2857 "#endif\n"
2858 "}\n"
2859 "#endif // VERTEX_SHADER\n"
2860 "\n"
2861 "\n"
2862 "\n"
2863 "\n"
2864 "#ifdef FRAGMENT_SHADER\n"
2865 "void main\n"
2866 "(\n"
2867 "#ifdef USEDEFERREDLIGHTMAP\n"
2868 "#ifdef HLSL\n"
2869 "float2 Pixel : VPOS,\n"
2870 "#else\n"
2871 "float2 Pixel : WPOS,\n"
2872 "#endif\n"
2873 "#endif\n"
2874 "float4 gl_FrontColor : COLOR,\n"
2875 "float4 TexCoordBoth : TEXCOORD0,\n"
2876 "#ifdef USELIGHTMAP\n"
2877 "float2 TexCoordLightmap : TEXCOORD1,\n"
2878 "#endif\n"
2879 "#ifdef USEEYEVECTOR\n"
2880 "float3 EyeVector : TEXCOORD2,\n"
2881 "#endif\n"
2882 "#ifdef USEREFLECTION\n"
2883 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2884 "#endif\n"
2885 "#ifdef USEFOG\n"
2886 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2887 "#endif\n"
2888 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2889 "float3 LightVector : TEXCOORD1,\n"
2890 "#endif\n"
2891 "#ifdef MODE_LIGHTSOURCE\n"
2892 "float3 CubeVector : TEXCOORD3,\n"
2893 "#endif\n"
2894 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2895 "float4 ModelViewPosition : TEXCOORD0,\n"
2896 "#endif\n"
2897 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2898 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2899 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2900 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2901 "#endif\n"
2902 "#ifdef USESHADOWMAPORTHO\n"
2903 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2904 "#endif\n"
2905 "\n"
2906 "uniform sampler Texture_Normal : register(s0),\n"
2907 "uniform sampler Texture_Color : register(s1),\n"
2908 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2909 "uniform sampler Texture_Gloss : register(s2),\n"
2910 "#endif\n"
2911 "#ifdef USEGLOW\n"
2912 "uniform sampler Texture_Glow : register(s3),\n"
2913 "#endif\n"
2914 "#ifdef USEVERTEXTEXTUREBLEND\n"
2915 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2916 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2917 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2918 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2919 "#endif\n"
2920 "#ifdef USEGLOW\n"
2921 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2922 "#endif\n"
2923 "#endif\n"
2924 "#ifdef USECOLORMAPPING\n"
2925 "uniform sampler Texture_Pants : register(s4),\n"
2926 "uniform sampler Texture_Shirt : register(s7),\n"
2927 "#endif\n"
2928 "#ifdef USEFOG\n"
2929 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2930 "uniform sampler Texture_FogMask : register(s8),\n"
2931 "#endif\n"
2932 "#ifdef USELIGHTMAP\n"
2933 "uniform sampler Texture_Lightmap : register(s9),\n"
2934 "#endif\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2936 "uniform sampler Texture_Deluxemap : register(s10),\n"
2937 "#endif\n"
2938 "#ifdef USEREFLECTION\n"
2939 "uniform sampler Texture_Reflection : register(s7),\n"
2940 "#endif\n"
2941 "\n"
2942 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2943 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2944 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2945 "#endif\n"
2946 "#ifdef USEDEFERREDLIGHTMAP\n"
2947 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2948 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2949 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2950 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2951 "#endif\n"
2952 "\n"
2953 "#ifdef USECOLORMAPPING\n"
2954 "uniform half3 Color_Pants : register(c7),\n"
2955 "uniform half3 Color_Shirt : register(c8),\n"
2956 "#endif\n"
2957 "#ifdef USEFOG\n"
2958 "uniform float3 FogColor : register(c16),\n"
2959 "uniform float FogRangeRecip : register(c20),\n"
2960 "uniform float FogPlaneViewDist : register(c19),\n"
2961 "uniform float FogHeightFade : register(c17),\n"
2962 "#endif\n"
2963 "\n"
2964 "#ifdef USEOFFSETMAPPING\n"
2965 "uniform float OffsetMapping_Scale : register(c24),\n"
2966 "#endif\n"
2967 "\n"
2968 "#ifdef USEDEFERREDLIGHTMAP\n"
2969 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2970 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2971 "uniform half3 DeferredMod_Specular : register(c13),\n"
2972 "#endif\n"
2973 "uniform half3 Color_Ambient : register(c3),\n"
2974 "uniform half3 Color_Diffuse : register(c4),\n"
2975 "uniform half3 Color_Specular : register(c5),\n"
2976 "uniform half SpecularPower : register(c36),\n"
2977 "#ifdef USEGLOW\n"
2978 "uniform half3 Color_Glow : register(c6),\n"
2979 "#endif\n"
2980 "uniform half Alpha : register(c0),\n"
2981 "#ifdef USEREFLECTION\n"
2982 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2983 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2984 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2985 "uniform half4 ReflectColor : register(c26),\n"
2986 "#endif\n"
2987 "#ifdef USEREFLECTCUBE\n"
2988 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2989 "uniform sampler Texture_ReflectMask : register(s5),\n"
2990 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2991 "#endif\n"
2992 "#ifdef MODE_LIGHTDIRECTION\n"
2993 "uniform half3 LightColor : register(c21),\n"
2994 "#endif\n"
2995 "#ifdef MODE_LIGHTSOURCE\n"
2996 "uniform half3 LightColor : register(c21),\n"
2997 "#endif\n"
2998 "\n"
2999 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3000 "uniform sampler Texture_Attenuation : register(s9),\n"
3001 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3002 "#endif\n"
3003 "\n"
3004 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3005 "\n"
3006 "#ifdef USESHADOWMAP2D\n"
3007 "# ifdef USESHADOWSAMPLER\n"
3008 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3009 "# else\n"
3010 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3011 "# endif\n"
3012 "#endif\n"
3013 "\n"
3014 "#ifdef USESHADOWMAPVSDCT\n"
3015 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3016 "#endif\n"
3017 "\n"
3018 "#if defined(USESHADOWMAP2D)\n"
3019 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3020 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3021 "#endif\n"
3022 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3023 "\n"
3024 "out float4 gl_FragColor : COLOR\n"
3025 ")\n"
3026 "{\n"
3027 "       float2 TexCoord = TexCoordBoth.xy;\n"
3028 "#ifdef USEVERTEXTEXTUREBLEND\n"
3029 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3030 "#endif\n"
3031 "#ifdef USEOFFSETMAPPING\n"
3032 "       // apply offsetmapping\n"
3033 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3034 "#define TexCoord TexCoordOffset\n"
3035 "#endif\n"
3036 "\n"
3037 "       // combine the diffuse textures (base, pants, shirt)\n"
3038 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3039 "#ifdef USEALPHAKILL\n"
3040 "       if (color.a < 0.5)\n"
3041 "               discard;\n"
3042 "#endif\n"
3043 "       color.a *= Alpha;\n"
3044 "#ifdef USECOLORMAPPING\n"
3045 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3046 "#endif\n"
3047 "#ifdef USEVERTEXTEXTUREBLEND\n"
3048 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3049 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3050 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3051 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3052 "       color.a = 1.0;\n"
3053 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3054 "#endif\n"
3055 "\n"
3056 "       // get the surface normal\n"
3057 "#ifdef USEVERTEXTEXTUREBLEND\n"
3058 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3059 "#else\n"
3060 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3061 "#endif\n"
3062 "\n"
3063 "       // get the material colors\n"
3064 "       half3 diffusetex = color.rgb;\n"
3065 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3066 "# ifdef USEVERTEXTEXTUREBLEND\n"
3067 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3068 "# else\n"
3069 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3070 "# endif\n"
3071 "#endif\n"
3072 "\n"
3073 "#ifdef USEREFLECTCUBE\n"
3074 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3075 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3076 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3077 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3078 "#endif\n"
3079 "\n"
3080 "\n"
3081 "\n"
3082 "\n"
3083 "#ifdef MODE_LIGHTSOURCE\n"
3084 "       // light source\n"
3085 "#ifdef USEDIFFUSE\n"
3086 "       half3 lightnormal = half3(normalize(LightVector));\n"
3087 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3088 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3089 "#ifdef USESPECULAR\n"
3090 "#ifdef USEEXACTSPECULARMATH\n"
3091 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3092 "#else\n"
3093 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3094 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3095 "#endif\n"
3096 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3097 "#endif\n"
3098 "#else\n"
3099 "       color.rgb = diffusetex * Color_Ambient;\n"
3100 "#endif\n"
3101 "       color.rgb *= LightColor;\n"
3102 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3103 "#if defined(USESHADOWMAP2D)\n"
3104 "       color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3105 "#ifdef USESHADOWMAPVSDCT\n"
3106 ", Texture_CubeProjection\n"
3107 "#endif\n"
3108 "       ));\n"
3109 "\n"
3110 "#endif\n"
3111 "# ifdef USECUBEFILTER\n"
3112 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3113 "# endif\n"
3114 "\n"
3115 "#ifdef USESHADOWMAP2D\n"
3116 "#ifdef USESHADOWMAPVSDCT\n"
3117 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3118 "#else\n"
3119 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3120 "#endif\n"
3121 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3122 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3123 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3124 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3125 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3126 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3127 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3128 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3129 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3130 "//     color.r = half(shadowmaptc.z);\n"
3131 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3132 "//     color.r = half(shadowmaptc.z);\n"
3133 "//     color.r = 1;\n"
3134 "//     color.rgb = abs(CubeVector);\n"
3135 "#endif\n"
3136 "//     color.rgb = half3(1,1,1);\n"
3137 "#endif // MODE_LIGHTSOURCE\n"
3138 "\n"
3139 "\n"
3140 "\n"
3141 "\n"
3142 "#ifdef MODE_LIGHTDIRECTION\n"
3143 "#define SHADING\n"
3144 "#ifdef USEDIFFUSE\n"
3145 "       half3 lightnormal = half3(normalize(LightVector));\n"
3146 "#endif\n"
3147 "#define lightcolor LightColor\n"
3148 "#endif // MODE_LIGHTDIRECTION\n"
3149 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3150 "#define SHADING\n"
3151 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3152 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3153 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3154 "       // convert modelspace light vector to tangentspace\n"
3155 "       half3 lightnormal;\n"
3156 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3157 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3158 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3159 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3160 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3161 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3162 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3163 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3164 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3165 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3166 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3167 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3168 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3169 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3170 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3171 "#define SHADING\n"
3172 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3173 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3174 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3175 "#endif\n"
3176 "\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "#ifdef MODE_FAKELIGHT\n"
3181 "#define SHADING\n"
3182 "half3 lightnormal = half3(normalize(EyeVector));\n"
3183 "half3 lightcolor = half3(1.0);\n"
3184 "#endif // MODE_FAKELIGHT\n"
3185 "\n"
3186 "\n"
3187 "\n"
3188 "\n"
3189 "#ifdef MODE_LIGHTMAP\n"
3190 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3191 "#endif // MODE_LIGHTMAP\n"
3192 "#ifdef MODE_VERTEXCOLOR\n"
3193 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3194 "#endif // MODE_VERTEXCOLOR\n"
3195 "#ifdef MODE_FLATCOLOR\n"
3196 "       color.rgb = diffusetex * Color_Ambient;\n"
3197 "#endif // MODE_FLATCOLOR\n"
3198 "\n"
3199 "\n"
3200 "\n"
3201 "\n"
3202 "#ifdef SHADING\n"
3203 "# ifdef USEDIFFUSE\n"
3204 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3205 "#  ifdef USESPECULAR\n"
3206 "#   ifdef USEEXACTSPECULARMATH\n"
3207 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3208 "#   else\n"
3209 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3210 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3211 "#   endif\n"
3212 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3213 "#  else\n"
3214 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3215 "#  endif\n"
3216 "# else\n"
3217 "       color.rgb = diffusetex * Color_Ambient;\n"
3218 "# endif\n"
3219 "#endif\n"
3220 "\n"
3221 "#ifdef USESHADOWMAPORTHO\n"
3222 "       color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3223 "#endif\n"
3224 "\n"
3225 "#ifdef USEDEFERREDLIGHTMAP\n"
3226 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3227 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3228 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3229 "//     color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3230 "//     color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3231 "#endif\n"
3232 "\n"
3233 "#ifdef USEGLOW\n"
3234 "#ifdef USEVERTEXTEXTUREBLEND\n"
3235 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3236 "#else\n"
3237 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3238 "#endif\n"
3239 "#endif\n"
3240 "\n"
3241 "#ifdef USEFOG\n"
3242 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3243 "#endif\n"
3244 "\n"
3245 "       // 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"
3246 "#ifdef USEREFLECTION\n"
3247 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3248 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3249 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3250 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3251 "       // FIXME temporary hack to detect the case that the reflection\n"
3252 "       // gets blackened at edges due to leaving the area that contains actual\n"
3253 "       // content.\n"
3254 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3255 "       // 'appening.\n"
3256 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3257 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3258 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3259 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3260 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3261 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3262 "#endif\n"
3263 "\n"
3264 "       gl_FragColor = float4(color);\n"
3265 "}\n"
3266 "#endif // FRAGMENT_SHADER\n"
3267 "\n"
3268 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3269 "#endif // !MODE_DEFERREDGEOMETRY\n"
3270 "#endif // !MODE_WATER\n"
3271 "#endif // !MODE_REFRACTION\n"
3272 "#endif // !MODE_BLOOMBLUR\n"
3273 "#endif // !MODE_GENERIC\n"
3274 "#endif // !MODE_POSTPROCESS\n"
3275 "#endif // !MODE_SHOWDEPTH\n"
3276 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3277 ;
3278
3279 char *glslshaderstring = NULL;
3280 char *cgshaderstring = NULL;
3281 char *hlslshaderstring = NULL;
3282
3283 //=======================================================================================================================================================
3284
3285 typedef struct shaderpermutationinfo_s
3286 {
3287         const char *pretext;
3288         const char *name;
3289 }
3290 shaderpermutationinfo_t;
3291
3292 typedef struct shadermodeinfo_s
3293 {
3294         const char *vertexfilename;
3295         const char *geometryfilename;
3296         const char *fragmentfilename;
3297         const char *pretext;
3298         const char *name;
3299 }
3300 shadermodeinfo_t;
3301
3302 typedef enum shaderpermutation_e
3303 {
3304         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3305         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3306         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3307         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3308         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3309         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3310         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3311         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3312         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3313         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3314         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3315         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3316         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3317         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3318         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3319         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3320         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3321         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3322         SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3323         SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3324         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3325         SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3326         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3327         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3328         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3329         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3330         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3331         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3332         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3333 }
3334 shaderpermutation_t;
3335
3336 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3337 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3338 {
3339         {"#define USEDIFFUSE\n", " diffuse"},
3340         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3341         {"#define USEVIEWTINT\n", " viewtint"},
3342         {"#define USECOLORMAPPING\n", " colormapping"},
3343         {"#define USESATURATION\n", " saturation"},
3344         {"#define USEFOGINSIDE\n", " foginside"},
3345         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3346         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3347         {"#define USEGAMMARAMPS\n", " gammaramps"},
3348         {"#define USECUBEFILTER\n", " cubefilter"},
3349         {"#define USEGLOW\n", " glow"},
3350         {"#define USEBLOOM\n", " bloom"},
3351         {"#define USESPECULAR\n", " specular"},
3352         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3353         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3354         {"#define USEREFLECTION\n", " reflection"},
3355         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3356         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3357         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3358         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3359         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3360         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3361         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3362         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3363         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3364         {"#define USEALPHAKILL\n", " alphakill"},
3365         {"#define USEREFLECTCUBE\n", " reflectcube"},
3366 };
3367
3368 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3369 typedef enum shadermode_e
3370 {
3371         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3372         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3373         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3374         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3375         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3376         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3377         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3378         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3379         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3380         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3381         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3382         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3383         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3384         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3385         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3386         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3387         SHADERMODE_COUNT
3388 }
3389 shadermode_t;
3390
3391 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3392 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3393 {
3394         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3395         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3396         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3397         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3398         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3399         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3400         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3401         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3402         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3403         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3404         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3405         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3406         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3407         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3408         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3409         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3410 };
3411
3412 #ifdef SUPPORTCG
3413 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3414 {
3415         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3416         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3417         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3418         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3419         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3420         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3421         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3422         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3423         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3424         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3425         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3426         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3427         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3428         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3429         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3430         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3431 };
3432 #endif
3433
3434 #ifdef SUPPORTD3D
3435 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3436 {
3437         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3438         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3439         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3440         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3441         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3442         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3443         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3444         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3445         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3446         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3447         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3448         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3449         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3450         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3451         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3452 };
3453 #endif
3454
3455 struct r_glsl_permutation_s;
3456 typedef struct r_glsl_permutation_s
3457 {
3458         /// hash lookup data
3459         struct r_glsl_permutation_s *hashnext;
3460         unsigned int mode;
3461         unsigned int permutation;
3462
3463         /// indicates if we have tried compiling this permutation already
3464         qboolean compiled;
3465         /// 0 if compilation failed
3466         int program;
3467         /// locations of detected uniforms in program object, or -1 if not found
3468         int loc_Texture_First;
3469         int loc_Texture_Second;
3470         int loc_Texture_GammaRamps;
3471         int loc_Texture_Normal;
3472         int loc_Texture_Color;
3473         int loc_Texture_Gloss;
3474         int loc_Texture_Glow;
3475         int loc_Texture_SecondaryNormal;
3476         int loc_Texture_SecondaryColor;
3477         int loc_Texture_SecondaryGloss;
3478         int loc_Texture_SecondaryGlow;
3479         int loc_Texture_Pants;
3480         int loc_Texture_Shirt;
3481         int loc_Texture_FogHeightTexture;
3482         int loc_Texture_FogMask;
3483         int loc_Texture_Lightmap;
3484         int loc_Texture_Deluxemap;
3485         int loc_Texture_Attenuation;
3486         int loc_Texture_Cube;
3487         int loc_Texture_Refraction;
3488         int loc_Texture_Reflection;
3489         int loc_Texture_ShadowMap2D;
3490         int loc_Texture_CubeProjection;
3491         int loc_Texture_ScreenDepth;
3492         int loc_Texture_ScreenNormalMap;
3493         int loc_Texture_ScreenDiffuse;
3494         int loc_Texture_ScreenSpecular;
3495         int loc_Texture_ReflectMask;
3496         int loc_Texture_ReflectCube;
3497         int loc_Alpha;
3498         int loc_BloomBlur_Parameters;
3499         int loc_ClientTime;
3500         int loc_Color_Ambient;
3501         int loc_Color_Diffuse;
3502         int loc_Color_Specular;
3503         int loc_Color_Glow;
3504         int loc_Color_Pants;
3505         int loc_Color_Shirt;
3506         int loc_DeferredColor_Ambient;
3507         int loc_DeferredColor_Diffuse;
3508         int loc_DeferredColor_Specular;
3509         int loc_DeferredMod_Diffuse;
3510         int loc_DeferredMod_Specular;
3511         int loc_DistortScaleRefractReflect;
3512         int loc_EyePosition;
3513         int loc_FogColor;
3514         int loc_FogHeightFade;
3515         int loc_FogPlane;
3516         int loc_FogPlaneViewDist;
3517         int loc_FogRangeRecip;
3518         int loc_LightColor;
3519         int loc_LightDir;
3520         int loc_LightPosition;
3521         int loc_OffsetMapping_Scale;
3522         int loc_PixelSize;
3523         int loc_ReflectColor;
3524         int loc_ReflectFactor;
3525         int loc_ReflectOffset;
3526         int loc_RefractColor;
3527         int loc_Saturation;
3528         int loc_ScreenCenterRefractReflect;
3529         int loc_ScreenScaleRefractReflect;
3530         int loc_ScreenToDepth;
3531         int loc_ShadowMap_Parameters;
3532         int loc_ShadowMap_TextureScale;
3533         int loc_SpecularPower;
3534         int loc_UserVec1;
3535         int loc_UserVec2;
3536         int loc_UserVec3;
3537         int loc_UserVec4;
3538         int loc_ViewTintColor;
3539         int loc_ViewToLight;
3540         int loc_ModelToLight;
3541         int loc_TexMatrix;
3542         int loc_BackgroundTexMatrix;
3543         int loc_ModelViewProjectionMatrix;
3544         int loc_ModelViewMatrix;
3545         int loc_PixelToScreenTexCoord;
3546         int loc_ModelToReflectCube;
3547         int loc_ShadowMapMatrix;
3548         int loc_BloomColorSubtract;
3549 }
3550 r_glsl_permutation_t;
3551
3552 #define SHADERPERMUTATION_HASHSIZE 256
3553
3554 /// information about each possible shader permutation
3555 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3556 /// currently selected permutation
3557 r_glsl_permutation_t *r_glsl_permutation;
3558 /// storage for permutations linked in the hash table
3559 memexpandablearray_t r_glsl_permutationarray;
3560
3561 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3562 {
3563         //unsigned int hashdepth = 0;
3564         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3565         r_glsl_permutation_t *p;
3566         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3567         {
3568                 if (p->mode == mode && p->permutation == permutation)
3569                 {
3570                         //if (hashdepth > 10)
3571                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3572                         return p;
3573                 }
3574                 //hashdepth++;
3575         }
3576         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3577         p->mode = mode;
3578         p->permutation = permutation;
3579         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3580         r_glsl_permutationhash[mode][hashindex] = p;
3581         //if (hashdepth > 10)
3582         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3583         return p;
3584 }
3585
3586 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3587 {
3588         char *shaderstring;
3589         if (!filename || !filename[0])
3590                 return NULL;
3591         if (!strcmp(filename, "glsl/default.glsl"))
3592         {
3593                 if (!glslshaderstring)
3594                 {
3595                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3596                         if (glslshaderstring)
3597                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3598                         else
3599                                 glslshaderstring = (char *)builtinshaderstring;
3600                 }
3601                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3602                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3603                 return shaderstring;
3604         }
3605         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3606         if (shaderstring)
3607         {
3608                 if (printfromdisknotice)
3609                         Con_DPrintf("from disk %s... ", filename);
3610                 return shaderstring;
3611         }
3612         return shaderstring;
3613 }
3614
3615 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3616 {
3617         int i;
3618         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3619         int vertstrings_count = 0;
3620         int geomstrings_count = 0;
3621         int fragstrings_count = 0;
3622         char *vertexstring, *geometrystring, *fragmentstring;
3623         const char *vertstrings_list[32+3];
3624         const char *geomstrings_list[32+3];
3625         const char *fragstrings_list[32+3];
3626         char permutationname[256];
3627
3628         if (p->compiled)
3629                 return;
3630         p->compiled = true;
3631         p->program = 0;
3632
3633         permutationname[0] = 0;
3634         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3635         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3636         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3637
3638         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3639
3640         // the first pretext is which type of shader to compile as
3641         // (later these will all be bound together as a program object)
3642         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3643         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3644         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3645
3646         // the second pretext is the mode (for example a light source)
3647         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3648         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3649         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3650         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3651
3652         // now add all the permutation pretexts
3653         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3654         {
3655                 if (permutation & (1<<i))
3656                 {
3657                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3658                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3659                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3660                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3661                 }
3662                 else
3663                 {
3664                         // keep line numbers correct
3665                         vertstrings_list[vertstrings_count++] = "\n";
3666                         geomstrings_list[geomstrings_count++] = "\n";
3667                         fragstrings_list[fragstrings_count++] = "\n";
3668                 }
3669         }
3670
3671         // now append the shader text itself
3672         vertstrings_list[vertstrings_count++] = vertexstring;
3673         geomstrings_list[geomstrings_count++] = geometrystring;
3674         fragstrings_list[fragstrings_count++] = fragmentstring;
3675
3676         // if any sources were NULL, clear the respective list
3677         if (!vertexstring)
3678                 vertstrings_count = 0;
3679         if (!geometrystring)
3680                 geomstrings_count = 0;
3681         if (!fragmentstring)
3682                 fragstrings_count = 0;
3683
3684         // compile the shader program
3685         if (vertstrings_count + geomstrings_count + fragstrings_count)
3686                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3687         if (p->program)
3688         {
3689                 CHECKGLERROR
3690                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3691                 // look up all the uniform variable names we care about, so we don't
3692                 // have to look them up every time we set them
3693
3694                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3695                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3696                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3697                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3698                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3699                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3700                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3701                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3702                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3703                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3704                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3705                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3706                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3707                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3708                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3709                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3710                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3711                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3712                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3713                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3714                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3715                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3716                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3717                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3718                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3719                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3720                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3721                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3722                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3723                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3724                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3725                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3726                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3727                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3728                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3729                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3730                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3731                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3732                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3733                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3734                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3735                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3736                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3737                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3738                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3739                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3740                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3741                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3742                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3743                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3744                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3745                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3746                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3747                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3748                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3749                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3750                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3751                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3752                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3753                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3754                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3755                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3756                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3757                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3758                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3759                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3760                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3761                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3762                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3763                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3764                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3765                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3766                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3767                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3768                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3769                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3770                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3771                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3772                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3773                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3774                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3775                 // initialize the samplers to refer to the texture units we use
3776                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3777                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3778                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3779                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3780                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3781                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3782                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3783                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3784                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3785                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3786                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3787                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3788                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3789                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3790                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3791                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3792                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3793                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3794                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3795                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3796                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3797                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3798                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3799                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3800                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3801                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3802                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3803                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3804                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3805                 CHECKGLERROR
3806                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3807         }
3808         else
3809                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3810
3811         // free the strings
3812         if (vertexstring)
3813                 Mem_Free(vertexstring);
3814         if (geometrystring)
3815                 Mem_Free(geometrystring);
3816         if (fragmentstring)
3817                 Mem_Free(fragmentstring);
3818 }
3819
3820 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3821 {
3822         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3823         if (r_glsl_permutation != perm)
3824         {
3825                 r_glsl_permutation = perm;
3826                 if (!r_glsl_permutation->program)
3827                 {
3828                         if (!r_glsl_permutation->compiled)
3829                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3830                         if (!r_glsl_permutation->program)
3831                         {
3832                                 // remove features until we find a valid permutation
3833                                 int i;
3834                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835                                 {
3836                                         // reduce i more quickly whenever it would not remove any bits
3837                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3838                                         if (!(permutation & j))
3839                                                 continue;
3840                                         permutation -= j;
3841                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3842                                         if (!r_glsl_permutation->compiled)
3843                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3844                                         if (r_glsl_permutation->program)
3845                                                 break;
3846                                 }
3847                                 if (i >= SHADERPERMUTATION_COUNT)
3848                                 {
3849                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3850                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3851                                         qglUseProgramObjectARB(0);CHECKGLERROR
3852                                         return; // no bit left to clear, entire mode is broken
3853                                 }
3854                         }
3855                 }
3856                 CHECKGLERROR
3857                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3858         }
3859         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3860         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3861         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3862 }
3863
3864 #ifdef SUPPORTCG
3865 #include <Cg/cgGL.h>
3866 struct r_cg_permutation_s;
3867 typedef struct r_cg_permutation_s
3868 {
3869         /// hash lookup data
3870         struct r_cg_permutation_s *hashnext;
3871         unsigned int mode;
3872         unsigned int permutation;
3873
3874         /// indicates if we have tried compiling this permutation already
3875         qboolean compiled;
3876         /// 0 if compilation failed
3877         CGprogram vprogram;
3878         CGprogram fprogram;
3879         /// locations of detected parameters in programs, or NULL if not found
3880         CGparameter vp_EyePosition;
3881         CGparameter vp_FogPlane;
3882         CGparameter vp_LightDir;
3883         CGparameter vp_LightPosition;
3884         CGparameter vp_ModelToLight;
3885         CGparameter vp_TexMatrix;
3886         CGparameter vp_BackgroundTexMatrix;
3887         CGparameter vp_ModelViewProjectionMatrix;
3888         CGparameter vp_ModelViewMatrix;
3889         CGparameter vp_ShadowMapMatrix;
3890
3891         CGparameter fp_Texture_First;
3892         CGparameter fp_Texture_Second;
3893         CGparameter fp_Texture_GammaRamps;
3894         CGparameter fp_Texture_Normal;
3895         CGparameter fp_Texture_Color;
3896         CGparameter fp_Texture_Gloss;
3897         CGparameter fp_Texture_Glow;
3898         CGparameter fp_Texture_SecondaryNormal;
3899         CGparameter fp_Texture_SecondaryColor;
3900         CGparameter fp_Texture_SecondaryGloss;
3901         CGparameter fp_Texture_SecondaryGlow;
3902         CGparameter fp_Texture_Pants;
3903         CGparameter fp_Texture_Shirt;
3904         CGparameter fp_Texture_FogHeightTexture;
3905         CGparameter fp_Texture_FogMask;
3906         CGparameter fp_Texture_Lightmap;
3907         CGparameter fp_Texture_Deluxemap;
3908         CGparameter fp_Texture_Attenuation;
3909         CGparameter fp_Texture_Cube;
3910         CGparameter fp_Texture_Refraction;
3911         CGparameter fp_Texture_Reflection;
3912         CGparameter fp_Texture_ShadowMap2D;
3913         CGparameter fp_Texture_CubeProjection;
3914         CGparameter fp_Texture_ScreenDepth;
3915         CGparameter fp_Texture_ScreenNormalMap;
3916         CGparameter fp_Texture_ScreenDiffuse;
3917         CGparameter fp_Texture_ScreenSpecular;
3918         CGparameter fp_Texture_ReflectMask;
3919         CGparameter fp_Texture_ReflectCube;
3920         CGparameter fp_Alpha;
3921         CGparameter fp_BloomBlur_Parameters;
3922         CGparameter fp_ClientTime;
3923         CGparameter fp_Color_Ambient;
3924         CGparameter fp_Color_Diffuse;
3925         CGparameter fp_Color_Specular;
3926         CGparameter fp_Color_Glow;
3927         CGparameter fp_Color_Pants;
3928         CGparameter fp_Color_Shirt;
3929         CGparameter fp_DeferredColor_Ambient;
3930         CGparameter fp_DeferredColor_Diffuse;
3931         CGparameter fp_DeferredColor_Specular;
3932         CGparameter fp_DeferredMod_Diffuse;
3933         CGparameter fp_DeferredMod_Specular;
3934         CGparameter fp_DistortScaleRefractReflect;
3935         CGparameter fp_EyePosition;
3936         CGparameter fp_FogColor;
3937         CGparameter fp_FogHeightFade;
3938         CGparameter fp_FogPlane;
3939         CGparameter fp_FogPlaneViewDist;
3940         CGparameter fp_FogRangeRecip;
3941         CGparameter fp_LightColor;
3942         CGparameter fp_LightDir;
3943         CGparameter fp_LightPosition;
3944         CGparameter fp_OffsetMapping_Scale;
3945         CGparameter fp_PixelSize;
3946         CGparameter fp_ReflectColor;
3947         CGparameter fp_ReflectFactor;
3948         CGparameter fp_ReflectOffset;
3949         CGparameter fp_RefractColor;
3950         CGparameter fp_Saturation;
3951         CGparameter fp_ScreenCenterRefractReflect;
3952         CGparameter fp_ScreenScaleRefractReflect;
3953         CGparameter fp_ScreenToDepth;
3954         CGparameter fp_ShadowMap_Parameters;
3955         CGparameter fp_ShadowMap_TextureScale;
3956         CGparameter fp_SpecularPower;
3957         CGparameter fp_UserVec1;
3958         CGparameter fp_UserVec2;
3959         CGparameter fp_UserVec3;
3960         CGparameter fp_UserVec4;
3961         CGparameter fp_ViewTintColor;
3962         CGparameter fp_ViewToLight;
3963         CGparameter fp_PixelToScreenTexCoord;
3964         CGparameter fp_ModelToReflectCube;
3965         CGparameter fp_BloomColorSubtract;
3966 }
3967 r_cg_permutation_t;
3968
3969 /// information about each possible shader permutation
3970 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3971 /// currently selected permutation
3972 r_cg_permutation_t *r_cg_permutation;
3973 /// storage for permutations linked in the hash table
3974 memexpandablearray_t r_cg_permutationarray;
3975
3976 #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));}}
3977
3978 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3979 {
3980         //unsigned int hashdepth = 0;
3981         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3982         r_cg_permutation_t *p;
3983         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3984         {
3985                 if (p->mode == mode && p->permutation == permutation)
3986                 {
3987                         //if (hashdepth > 10)
3988                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3989                         return p;
3990                 }
3991                 //hashdepth++;
3992         }
3993         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3994         p->mode = mode;
3995         p->permutation = permutation;
3996         p->hashnext = r_cg_permutationhash[mode][hashindex];
3997         r_cg_permutationhash[mode][hashindex] = p;
3998         //if (hashdepth > 10)
3999         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4000         return p;
4001 }
4002
4003 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4004 {
4005         char *shaderstring;
4006         if (!filename || !filename[0])
4007                 return NULL;
4008         if (!strcmp(filename, "cg/default.cg"))
4009         {
4010                 if (!cgshaderstring)
4011                 {
4012                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4013                         if (cgshaderstring)
4014                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4015                         else
4016                                 cgshaderstring = (char *)builtincgshaderstring;
4017                 }
4018                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4019                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4020                 return shaderstring;
4021         }
4022         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4023         if (shaderstring)
4024         {
4025                 if (printfromdisknotice)
4026                         Con_DPrintf("from disk %s... ", filename);
4027                 return shaderstring;
4028         }
4029         return shaderstring;
4030 }
4031
4032 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4033 {
4034         // TODO: load or create .fp and .vp shader files
4035 }
4036
4037 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4038 {
4039         int i;
4040         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4041         int vertstrings_count = 0, vertstring_length = 0;
4042         int geomstrings_count = 0, geomstring_length = 0;
4043         int fragstrings_count = 0, fragstring_length = 0;
4044         char *t;
4045         char *vertexstring, *geometrystring, *fragmentstring;
4046         char *vertstring, *geomstring, *fragstring;
4047         const char *vertstrings_list[32+3];
4048         const char *geomstrings_list[32+3];
4049         const char *fragstrings_list[32+3];
4050         char permutationname[256];
4051         char cachename[256];
4052         CGprofile vertexProfile;
4053         CGprofile fragmentProfile;
4054
4055         if (p->compiled)
4056                 return;
4057         p->compiled = true;
4058         p->vprogram = NULL;
4059         p->fprogram = NULL;
4060
4061         permutationname[0] = 0;
4062         cachename[0] = 0;
4063         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4064         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4065         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4066
4067         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4068         strlcat(cachename, "cg/", sizeof(cachename));
4069
4070         // the first pretext is which type of shader to compile as
4071         // (later these will all be bound together as a program object)
4072         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4073         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4074         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4075
4076         // the second pretext is the mode (for example a light source)
4077         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4078         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4079         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4080         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4081         strlcat(cachename, modeinfo->name, sizeof(cachename));
4082
4083         // now add all the permutation pretexts
4084         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4085         {
4086                 if (permutation & (1<<i))
4087                 {
4088                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4089                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4090                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4091                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4092                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4093                 }
4094                 else
4095                 {
4096                         // keep line numbers correct
4097                         vertstrings_list[vertstrings_count++] = "\n";
4098                         geomstrings_list[geomstrings_count++] = "\n";
4099                         fragstrings_list[fragstrings_count++] = "\n";
4100                 }
4101         }
4102
4103         // replace spaces in the cachename with _ characters
4104         for (i = 0;cachename[i];i++)
4105                 if (cachename[i] == ' ')
4106                         cachename[i] = '_';
4107
4108         // now append the shader text itself
4109         vertstrings_list[vertstrings_count++] = vertexstring;
4110         geomstrings_list[geomstrings_count++] = geometrystring;
4111         fragstrings_list[fragstrings_count++] = fragmentstring;
4112
4113         // if any sources were NULL, clear the respective list
4114         if (!vertexstring)
4115                 vertstrings_count = 0;
4116         if (!geometrystring)
4117                 geomstrings_count = 0;
4118         if (!fragmentstring)
4119                 fragstrings_count = 0;
4120
4121         vertstring_length = 0;
4122         for (i = 0;i < vertstrings_count;i++)
4123                 vertstring_length += strlen(vertstrings_list[i]);
4124         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4125         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4126                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4127
4128         geomstring_length = 0;
4129         for (i = 0;i < geomstrings_count;i++)
4130                 geomstring_length += strlen(geomstrings_list[i]);
4131         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4132         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4133                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4134
4135         fragstring_length = 0;
4136         for (i = 0;i < fragstrings_count;i++)
4137                 fragstring_length += strlen(fragstrings_list[i]);
4138         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4139         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4140                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4141
4142         CHECKGLERROR
4143         CHECKCGERROR
4144         //vertexProfile = CG_PROFILE_ARBVP1;
4145         //fragmentProfile = CG_PROFILE_ARBFP1;
4146         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4147         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4148         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4149         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4150         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4151         CHECKGLERROR
4152
4153         // try to load the cached shader, or generate one
4154         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4155
4156         // if caching failed, do a dynamic compile for now
4157         CHECKCGERROR
4158         if (vertstring[0] && !p->vprogram)
4159                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4160         CHECKCGERROR
4161         if (fragstring[0] && !p->fprogram)
4162                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4163         CHECKCGERROR
4164
4165         // look up all the uniform variable names we care about, so we don't
4166         // have to look them up every time we set them
4167         if (p->vprogram)
4168         {
4169                 CHECKCGERROR
4170                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4171                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4172                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4173                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4174                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4175                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4176                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4177                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4178                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4179                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4180                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4181                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4182                 CHECKCGERROR
4183         }
4184         if (p->fprogram)
4185         {
4186                 CHECKCGERROR
4187                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4188                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4189                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4190                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4191                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4192                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4193                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4194                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4195                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4196                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4197                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4198                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4199                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4200                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4201                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4202                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4203                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4204                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4205                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4206                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4207                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4208                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4209                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4210                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4211                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4212                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4213                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4214                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4215                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4216                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4217                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4218                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4219                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4220                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4221                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4222                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4223                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4224                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4225                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4226                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4227                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4228                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4229                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4230                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4231                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4232                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4233                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4234                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4235                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4236                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4237                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4238                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4239                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4240                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4241                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4242                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4243                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4244                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4245                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4246                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4247                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4248                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4249                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4250                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4251                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4252                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4253                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4254                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4255                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4256                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4257                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4258                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4259                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4260                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4261                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4262                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4263                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4264                 CHECKCGERROR
4265         }
4266
4267         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4268                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4269         else
4270                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4271
4272         // free the strings
4273         if (vertstring)
4274                 Mem_Free(vertstring);
4275         if (geomstring)
4276                 Mem_Free(geomstring);
4277         if (fragstring)
4278                 Mem_Free(fragstring);
4279         if (vertexstring)
4280                 Mem_Free(vertexstring);
4281         if (geometrystring)
4282                 Mem_Free(geometrystring);
4283         if (fragmentstring)
4284                 Mem_Free(fragmentstring);
4285 }
4286
4287 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4288 {
4289         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4290         CHECKGLERROR
4291         CHECKCGERROR
4292         if (r_cg_permutation != perm)
4293         {
4294                 r_cg_permutation = perm;
4295                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4296                 {
4297                         if (!r_cg_permutation->compiled)
4298                                 R_CG_CompilePermutation(perm, mode, permutation);
4299                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4300                         {
4301                                 // remove features until we find a valid permutation
4302                                 int i;
4303                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4304                                 {
4305                                         // reduce i more quickly whenever it would not remove any bits
4306                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4307                                         if (!(permutation & j))
4308                                                 continue;
4309                                         permutation -= j;
4310                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4311                                         if (!r_cg_permutation->compiled)
4312                                                 R_CG_CompilePermutation(perm, mode, permutation);
4313                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4314                                                 break;
4315                                 }
4316                                 if (i >= SHADERPERMUTATION_COUNT)
4317                                 {
4318                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4319                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4320                                         return; // no bit left to clear, entire mode is broken
4321                                 }
4322                         }
4323                 }
4324                 CHECKGLERROR
4325                 CHECKCGERROR
4326                 if (r_cg_permutation->vprogram)
4327                 {
4328                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4329                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4330                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331                 }
4332                 else
4333                 {
4334                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4335                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4336                 }
4337                 if (r_cg_permutation->fprogram)
4338                 {
4339                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4340                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4341                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4342                 }
4343                 else
4344                 {
4345                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4346                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4347                 }
4348         }
4349         CHECKCGERROR
4350         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4351         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4352         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4353 }
4354
4355 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4356 {
4357         cgGLSetTextureParameter(param, R_GetTexture(tex));
4358         cgGLEnableTextureParameter(param);
4359 }
4360 #endif
4361
4362 #ifdef SUPPORTD3D
4363
4364 #ifdef SUPPORTD3D
4365 #include <d3d9.h>
4366 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4367 extern D3DCAPS9 vid_d3d9caps;
4368 #endif
4369
4370 struct r_hlsl_permutation_s;
4371 typedef struct r_hlsl_permutation_s
4372 {
4373         /// hash lookup data
4374         struct r_hlsl_permutation_s *hashnext;
4375         unsigned int mode;
4376         unsigned int permutation;
4377
4378         /// indicates if we have tried compiling this permutation already
4379         qboolean compiled;
4380         /// NULL if compilation failed
4381         IDirect3DVertexShader9 *vertexshader;
4382         IDirect3DPixelShader9 *pixelshader;
4383 }
4384 r_hlsl_permutation_t;
4385
4386 typedef enum D3DVSREGISTER_e
4387 {
4388         D3DVSREGISTER_TexMatrix = 0, // float4x4
4389         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4390         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4391         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4392         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4393         D3DVSREGISTER_ModelToLight = 20, // float4x4
4394         D3DVSREGISTER_EyePosition = 24,
4395         D3DVSREGISTER_FogPlane = 25,
4396         D3DVSREGISTER_LightDir = 26,
4397         D3DVSREGISTER_LightPosition = 27,
4398 }
4399 D3DVSREGISTER_t;
4400
4401 typedef enum D3DPSREGISTER_e
4402 {
4403         D3DPSREGISTER_Alpha = 0,
4404         D3DPSREGISTER_BloomBlur_Parameters = 1,
4405         D3DPSREGISTER_ClientTime = 2,
4406         D3DPSREGISTER_Color_Ambient = 3,
4407         D3DPSREGISTER_Color_Diffuse = 4,
4408         D3DPSREGISTER_Color_Specular = 5,
4409         D3DPSREGISTER_Color_Glow = 6,
4410         D3DPSREGISTER_Color_Pants = 7,
4411         D3DPSREGISTER_Color_Shirt = 8,
4412         D3DPSREGISTER_DeferredColor_Ambient = 9,
4413         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4414         D3DPSREGISTER_DeferredColor_Specular = 11,
4415         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4416         D3DPSREGISTER_DeferredMod_Specular = 13,
4417         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4418         D3DPSREGISTER_EyePosition = 15, // unused
4419         D3DPSREGISTER_FogColor = 16,
4420         D3DPSREGISTER_FogHeightFade = 17,
4421         D3DPSREGISTER_FogPlane = 18,
4422         D3DPSREGISTER_FogPlaneViewDist = 19,
4423         D3DPSREGISTER_FogRangeRecip = 20,
4424         D3DPSREGISTER_LightColor = 21,
4425         D3DPSREGISTER_LightDir = 22, // unused
4426         D3DPSREGISTER_LightPosition = 23,
4427         D3DPSREGISTER_OffsetMapping_Scale = 24,
4428         D3DPSREGISTER_PixelSize = 25,
4429         D3DPSREGISTER_ReflectColor = 26,
4430         D3DPSREGISTER_ReflectFactor = 27,
4431         D3DPSREGISTER_ReflectOffset = 28,
4432         D3DPSREGISTER_RefractColor = 29,
4433         D3DPSREGISTER_Saturation = 30,
4434         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4435         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4436         D3DPSREGISTER_ScreenToDepth = 33,
4437         D3DPSREGISTER_ShadowMap_Parameters = 34,
4438         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4439         D3DPSREGISTER_SpecularPower = 36,
4440         D3DPSREGISTER_UserVec1 = 37,
4441         D3DPSREGISTER_UserVec2 = 38,
4442         D3DPSREGISTER_UserVec3 = 39,
4443         D3DPSREGISTER_UserVec4 = 40,
4444         D3DPSREGISTER_ViewTintColor = 41,
4445         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4446         D3DPSREGISTER_BloomColorSubtract = 43,
4447         D3DPSREGISTER_ViewToLight = 44, // float4x4
4448         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4449         // next at 52
4450 }
4451 D3DPSREGISTER_t;
4452
4453 /// information about each possible shader permutation
4454 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4455 /// currently selected permutation
4456 r_hlsl_permutation_t *r_hlsl_permutation;
4457 /// storage for permutations linked in the hash table
4458 memexpandablearray_t r_hlsl_permutationarray;
4459
4460 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4461 {
4462         //unsigned int hashdepth = 0;
4463         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4464         r_hlsl_permutation_t *p;
4465         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4466         {
4467                 if (p->mode == mode && p->permutation == permutation)
4468                 {
4469                         //if (hashdepth > 10)
4470                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4471                         return p;
4472                 }
4473                 //hashdepth++;
4474         }
4475         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4476         p->mode = mode;
4477         p->permutation = permutation;
4478         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4479         r_hlsl_permutationhash[mode][hashindex] = p;
4480         //if (hashdepth > 10)
4481         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4482         return p;
4483 }
4484
4485 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4486 {
4487         char *shaderstring;
4488         if (!filename || !filename[0])
4489                 return NULL;
4490         if (!strcmp(filename, "hlsl/default.hlsl"))
4491         {
4492                 if (!hlslshaderstring)
4493                 {
4494                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4495                         if (hlslshaderstring)
4496                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4497                         else
4498                                 hlslshaderstring = (char *)builtincgshaderstring;
4499                 }
4500                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4501                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4502                 return shaderstring;
4503         }
4504         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4505         if (shaderstring)
4506         {
4507                 if (printfromdisknotice)
4508                         Con_DPrintf("from disk %s... ", filename);
4509                 return shaderstring;
4510         }
4511         return shaderstring;
4512 }
4513
4514 #include <d3dx9.h>
4515 //#include <d3dx9shader.h>
4516 //#include <d3dx9mesh.h>
4517
4518 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4519 {
4520         DWORD *vsbin = NULL;
4521         DWORD *psbin = NULL;
4522         fs_offset_t vsbinsize;
4523         fs_offset_t psbinsize;
4524 //      IDirect3DVertexShader9 *vs = NULL;
4525 //      IDirect3DPixelShader9 *ps = NULL;
4526         ID3DXBuffer *vslog = NULL;
4527         ID3DXBuffer *vsbuffer = NULL;
4528         ID3DXConstantTable *vsconstanttable = NULL;
4529         ID3DXBuffer *pslog = NULL;
4530         ID3DXBuffer *psbuffer = NULL;
4531         ID3DXConstantTable *psconstanttable = NULL;
4532         int vsresult = 0;
4533         int psresult = 0;
4534         char temp[MAX_INPUTLINE];
4535         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4536         qboolean debugshader = gl_paranoid.integer != 0;
4537         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4538         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4539         if (!debugshader)
4540         {
4541                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4542                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4543         }
4544         if ((!vsbin && vertstring) || (!psbin && fragstring))
4545         {
4546                 const char* dllnames_d3dx9 [] =
4547                 {
4548                         "d3dx9_43.dll",
4549                         "d3dx9_42.dll",
4550                         "d3dx9_41.dll",
4551                         "d3dx9_40.dll",
4552                         "d3dx9_39.dll",
4553                         "d3dx9_38.dll",
4554                         "d3dx9_37.dll",
4555                         "d3dx9_36.dll",
4556                         "d3dx9_35.dll",
4557                         "d3dx9_34.dll",
4558                         "d3dx9_33.dll",
4559                         "d3dx9_32.dll",
4560                         "d3dx9_31.dll",
4561                         "d3dx9_30.dll",
4562                         "d3dx9_29.dll",
4563                         "d3dx9_28.dll",
4564                         "d3dx9_27.dll",
4565                         "d3dx9_26.dll",
4566                         "d3dx9_25.dll",
4567                         "d3dx9_24.dll",
4568                         NULL
4569                 };
4570                 dllhandle_t d3dx9_dll = NULL;
4571                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4572                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4573                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4574                 dllfunction_t d3dx9_dllfuncs[] =
4575                 {
4576                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
4577                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
4578                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
4579                         {NULL, NULL}
4580                 };
4581                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4582                 {
4583                         DWORD shaderflags = 0;
4584                         if (debugshader)
4585                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4586                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4587                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4588                         if (vertstring && vertstring[0])
4589                         {
4590                                 if (debugshader)
4591                                 {
4592 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4593 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4594                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4595                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4596                                 }
4597                                 else
4598                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4599                                 if (vsbuffer)
4600                                 {
4601                                         vsbinsize = vsbuffer->GetBufferSize();
4602                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4603                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4604                                         vsbuffer->Release();
4605                                 }
4606                                 if (vslog)
4607                                 {
4608                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4609                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4610                                         vslog->Release();
4611                                 }
4612                         }
4613                         if (fragstring && fragstring[0])
4614                         {
4615                                 if (debugshader)
4616                                 {
4617 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4618 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4619                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4620                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4621                                 }
4622                                 else
4623                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4624                                 if (psbuffer)
4625                                 {
4626                                         psbinsize = psbuffer->GetBufferSize();
4627                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4628                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4629                                         psbuffer->Release();
4630                                 }
4631                                 if (pslog)
4632                                 {
4633                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4634                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4635                                         pslog->Release();
4636                                 }
4637                         }
4638                         Sys_UnloadLibrary(&d3dx9_dll);
4639                 }
4640                 else
4641                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4642         }
4643         if (vsbin && psbin)
4644         {
4645                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4646                 if (FAILED(vsresult))
4647                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4648                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4649                 if (FAILED(psresult))
4650                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4651         }
4652         // free the shader data
4653         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4654         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4655 }
4656
4657 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4658 {
4659         int i;
4660         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4661         int vertstrings_count = 0, vertstring_length = 0;
4662         int geomstrings_count = 0, geomstring_length = 0;
4663         int fragstrings_count = 0, fragstring_length = 0;
4664         char *t;
4665         char *vertexstring, *geometrystring, *fragmentstring;
4666         char *vertstring, *geomstring, *fragstring;
4667         const char *vertstrings_list[32+3];
4668         const char *geomstrings_list[32+3];
4669         const char *fragstrings_list[32+3];
4670         char permutationname[256];
4671         char cachename[256];
4672
4673         if (p->compiled)
4674                 return;
4675         p->compiled = true;
4676         p->vertexshader = NULL;
4677         p->pixelshader = NULL;
4678
4679         permutationname[0] = 0;
4680         cachename[0] = 0;
4681         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4682         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4683         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4684
4685         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4686         strlcat(cachename, "hlsl/", sizeof(cachename));
4687
4688         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4689         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4690         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4691         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4692
4693         // the first pretext is which type of shader to compile as
4694         // (later these will all be bound together as a program object)
4695         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4696         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4697         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4698
4699         // the second pretext is the mode (for example a light source)
4700         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4701         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4702         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4703         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4704         strlcat(cachename, modeinfo->name, sizeof(cachename));
4705
4706         // now add all the permutation pretexts
4707         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4708         {
4709                 if (permutation & (1<<i))
4710                 {
4711                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4712                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4713                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4714                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4715                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4716                 }
4717                 else
4718                 {
4719                         // keep line numbers correct
4720                         vertstrings_list[vertstrings_count++] = "\n";
4721                         geomstrings_list[geomstrings_count++] = "\n";
4722                         fragstrings_list[fragstrings_count++] = "\n";
4723                 }
4724         }
4725
4726         // replace spaces in the cachename with _ characters
4727         for (i = 0;cachename[i];i++)
4728                 if (cachename[i] == ' ')
4729                         cachename[i] = '_';
4730
4731         // now append the shader text itself
4732         vertstrings_list[vertstrings_count++] = vertexstring;
4733         geomstrings_list[geomstrings_count++] = geometrystring;
4734         fragstrings_list[fragstrings_count++] = fragmentstring;
4735
4736         // if any sources were NULL, clear the respective list
4737         if (!vertexstring)
4738                 vertstrings_count = 0;
4739         if (!geometrystring)
4740                 geomstrings_count = 0;
4741         if (!fragmentstring)
4742                 fragstrings_count = 0;
4743
4744         vertstring_length = 0;
4745         for (i = 0;i < vertstrings_count;i++)
4746                 vertstring_length += strlen(vertstrings_list[i]);
4747         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4748         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4749                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4750
4751         geomstring_length = 0;
4752         for (i = 0;i < geomstrings_count;i++)
4753                 geomstring_length += strlen(geomstrings_list[i]);
4754         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4755         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4756                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4757
4758         fragstring_length = 0;
4759         for (i = 0;i < fragstrings_count;i++)
4760                 fragstring_length += strlen(fragstrings_list[i]);
4761         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4762         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4763                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4764
4765         // try to load the cached shader, or generate one
4766         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4767
4768         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4769                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4770         else
4771                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4772
4773         // free the strings
4774         if (vertstring)
4775                 Mem_Free(vertstring);
4776         if (geomstring)
4777                 Mem_Free(geomstring);
4778         if (fragstring)
4779                 Mem_Free(fragstring);
4780         if (vertexstring)
4781                 Mem_Free(vertexstring);
4782         if (geometrystring)
4783                 Mem_Free(geometrystring);
4784         if (fragmentstring)
4785                 Mem_Free(fragmentstring);
4786 }
4787
4788 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4789 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4790 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);}
4791 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);}
4792 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);}
4793 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);}
4794
4795 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4796 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4797 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);}
4798 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);}
4799 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);}
4800 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);}
4801
4802 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4803 {
4804         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4805         if (r_hlsl_permutation != perm)
4806         {
4807                 r_hlsl_permutation = perm;
4808                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4809                 {
4810                         if (!r_hlsl_permutation->compiled)
4811                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4812                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4813                         {
4814                                 // remove features until we find a valid permutation
4815                                 int i;
4816                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4817                                 {
4818                                         // reduce i more quickly whenever it would not remove any bits
4819                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4820                                         if (!(permutation & j))
4821                                                 continue;
4822                                         permutation -= j;
4823                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4824                                         if (!r_hlsl_permutation->compiled)
4825                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4826                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4827                                                 break;
4828                                 }
4829                                 if (i >= SHADERPERMUTATION_COUNT)
4830                                 {
4831                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4832                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4833                                         return; // no bit left to clear, entire mode is broken
4834                                 }
4835                         }
4836                 }
4837                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4838                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4839         }
4840         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4841         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4842         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4843 }
4844 #endif
4845
4846 void R_GLSL_Restart_f(void)
4847 {
4848         unsigned int i, limit;
4849         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4850                 Mem_Free(glslshaderstring);
4851         glslshaderstring = NULL;
4852         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4853                 Mem_Free(cgshaderstring);
4854         cgshaderstring = NULL;
4855         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4856                 Mem_Free(hlslshaderstring);
4857         hlslshaderstring = NULL;
4858         switch(vid.renderpath)
4859         {
4860         case RENDERPATH_D3D9:
4861 #ifdef SUPPORTD3D
4862                 {
4863                         r_hlsl_permutation_t *p;
4864                         r_hlsl_permutation = NULL;
4865 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4866 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4867 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4868 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4869                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4870                         for (i = 0;i < limit;i++)
4871                         {
4872                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4873                                 {
4874                                         if (p->vertexshader)
4875                                                 IDirect3DVertexShader9_Release(p->vertexshader);
4876                                         if (p->pixelshader)
4877                                                 IDirect3DPixelShader9_Release(p->pixelshader);
4878                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4879                                 }
4880                         }
4881                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4882                 }
4883 #endif
4884                 break;
4885         case RENDERPATH_D3D10:
4886                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4887                 break;
4888         case RENDERPATH_D3D11:
4889                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4890                 break;
4891         case RENDERPATH_GL20:
4892                 {
4893                         r_glsl_permutation_t *p;
4894                         r_glsl_permutation = NULL;
4895                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4896                         for (i = 0;i < limit;i++)
4897                         {
4898                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4899                                 {
4900                                         GL_Backend_FreeProgram(p->program);
4901                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4902                                 }
4903                         }
4904                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4905                 }
4906                 break;
4907         case RENDERPATH_CGGL:
4908 #ifdef SUPPORTCG
4909                 {
4910                         r_cg_permutation_t *p;
4911                         r_cg_permutation = NULL;
4912                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4913                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4914                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4915                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4916                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4917                         for (i = 0;i < limit;i++)
4918                         {
4919                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4920                                 {
4921                                         if (p->vprogram)
4922                                                 cgDestroyProgram(p->vprogram);
4923                                         if (p->fprogram)
4924                                                 cgDestroyProgram(p->fprogram);
4925                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4926                                 }
4927                         }
4928                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4929                 }
4930 #endif
4931                 break;
4932         case RENDERPATH_GL13:
4933         case RENDERPATH_GL11:
4934                 break;
4935         }
4936 }
4937
4938 void R_GLSL_DumpShader_f(void)
4939 {
4940         int i;
4941         qfile_t *file;
4942
4943         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4944         if (file)
4945         {
4946                 FS_Print(file, "/* The engine may define the following macros:\n");
4947                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4948                 for (i = 0;i < SHADERMODE_COUNT;i++)
4949                         FS_Print(file, glslshadermodeinfo[i].pretext);
4950                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4951                         FS_Print(file, shaderpermutationinfo[i].pretext);
4952                 FS_Print(file, "*/\n");
4953                 FS_Print(file, builtinshaderstring);
4954                 FS_Close(file);
4955                 Con_Printf("glsl/default.glsl written\n");
4956         }
4957         else
4958                 Con_Printf("failed to write to glsl/default.glsl\n");
4959
4960 #ifdef SUPPORTCG
4961         file = FS_OpenRealFile("cg/default.cg", "w", false);
4962         if (file)
4963         {
4964                 FS_Print(file, "/* The engine may define the following macros:\n");
4965                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4966                 for (i = 0;i < SHADERMODE_COUNT;i++)
4967                         FS_Print(file, cgshadermodeinfo[i].pretext);
4968                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4969                         FS_Print(file, shaderpermutationinfo[i].pretext);
4970                 FS_Print(file, "*/\n");
4971                 FS_Print(file, builtincgshaderstring);
4972                 FS_Close(file);
4973                 Con_Printf("cg/default.cg written\n");
4974         }
4975         else
4976                 Con_Printf("failed to write to cg/default.cg\n");
4977 #endif
4978
4979 #ifdef SUPPORTD3D
4980         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4981         if (file)
4982         {
4983                 FS_Print(file, "/* The engine may define the following macros:\n");
4984                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4985                 for (i = 0;i < SHADERMODE_COUNT;i++)
4986                         FS_Print(file, hlslshadermodeinfo[i].pretext);
4987                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4988                         FS_Print(file, shaderpermutationinfo[i].pretext);
4989                 FS_Print(file, "*/\n");
4990                 FS_Print(file, builtincgshaderstring);
4991                 FS_Close(file);
4992                 Con_Printf("hlsl/default.hlsl written\n");
4993         }
4994         else
4995                 Con_Printf("failed to write to hlsl/default.hlsl\n");
4996 #endif
4997 }
4998
4999 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5000 {
5001         if (!second)
5002                 texturemode = GL_MODULATE;
5003         switch (vid.renderpath)
5004         {
5005         case RENDERPATH_D3D9:
5006 #ifdef SUPPORTD3D
5007                 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))));
5008                 R_Mesh_TexBind(GL20TU_FIRST , first );
5009                 R_Mesh_TexBind(GL20TU_SECOND, second);
5010 #endif
5011                 break;
5012         case RENDERPATH_D3D10:
5013                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5014                 break;
5015         case RENDERPATH_D3D11:
5016                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5017                 break;
5018         case RENDERPATH_GL20:
5019                 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))));
5020                 R_Mesh_TexBind(GL20TU_FIRST , first );
5021                 R_Mesh_TexBind(GL20TU_SECOND, second);
5022                 break;
5023         case RENDERPATH_CGGL:
5024 #ifdef SUPPORTCG
5025                 CHECKCGERROR
5026                 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))));
5027                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5028                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5029 #endif
5030                 break;
5031         case RENDERPATH_GL13:
5032                 R_Mesh_TexBind(0, first );
5033                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5034                 R_Mesh_TexBind(1, second);
5035                 if (second)
5036                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5037                 break;
5038         case RENDERPATH_GL11:
5039                 R_Mesh_TexBind(0, first );
5040                 break;
5041         }
5042 }
5043
5044 void R_SetupShader_DepthOrShadow(void)
5045 {
5046         switch (vid.renderpath)
5047         {
5048         case RENDERPATH_D3D9:
5049 #ifdef SUPPORTD3D
5050                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5051 #endif
5052                 break;
5053         case RENDERPATH_D3D10:
5054                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5055                 break;
5056         case RENDERPATH_D3D11:
5057                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5058                 break;
5059         case RENDERPATH_GL20:
5060                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5061                 break;
5062         case RENDERPATH_CGGL:
5063 #ifdef SUPPORTCG
5064                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5065 #endif
5066                 break;
5067         case RENDERPATH_GL13:
5068                 R_Mesh_TexBind(0, 0);
5069                 R_Mesh_TexBind(1, 0);
5070                 break;
5071         case RENDERPATH_GL11:
5072                 R_Mesh_TexBind(0, 0);
5073                 break;
5074         }
5075 }
5076
5077 void R_SetupShader_ShowDepth(void)
5078 {
5079         switch (vid.renderpath)
5080         {
5081         case RENDERPATH_D3D9:
5082 #ifdef SUPPORTHLSL
5083                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5084 #endif
5085                 break;
5086         case RENDERPATH_D3D10:
5087                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5088                 break;
5089         case RENDERPATH_D3D11:
5090                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5091                 break;
5092         case RENDERPATH_GL20:
5093                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5094                 break;
5095         case RENDERPATH_CGGL:
5096 #ifdef SUPPORTCG
5097                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5098 #endif
5099                 break;
5100         case RENDERPATH_GL13:
5101                 break;
5102         case RENDERPATH_GL11:
5103                 break;
5104         }
5105 }
5106
5107 extern qboolean r_shadow_usingdeferredprepass;
5108 extern cvar_t r_shadow_deferred_8bitrange;
5109 extern rtexture_t *r_shadow_attenuationgradienttexture;
5110 extern rtexture_t *r_shadow_attenuation2dtexture;
5111 extern rtexture_t *r_shadow_attenuation3dtexture;
5112 extern qboolean r_shadow_usingshadowmap2d;
5113 extern qboolean r_shadow_usingshadowmaportho;
5114 extern float r_shadow_shadowmap_texturescale[2];
5115 extern float r_shadow_shadowmap_parameters[4];
5116 extern qboolean r_shadow_shadowmapvsdct;
5117 extern qboolean r_shadow_shadowmapsampler;
5118 extern int r_shadow_shadowmappcf;
5119 extern rtexture_t *r_shadow_shadowmap2dtexture;
5120 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5121 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5122 extern matrix4x4_t r_shadow_shadowmapmatrix;
5123 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5124 extern int r_shadow_prepass_width;
5125 extern int r_shadow_prepass_height;
5126 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5127 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5128 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5129 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5130 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5131 extern cvar_t gl_mesh_separatearrays;
5132 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5133 {
5134         // a blendfunc allows colormod if:
5135         // a) it can never keep the destination pixel invariant, or
5136         // b) it can keep the destination pixel invariant, and still can do so if colormodded
5137         // this is to prevent unintended side effects from colormod
5138
5139         // in formulas:
5140         // IF there is a (s, sa) for which for all (d, da),
5141         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5142         // THEN, for this (s, sa) and all (colormod, d, da):
5143         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5144         // OBVIOUSLY, this means that
5145         //   s*colormod * src(s*colormod, d, sa, da) = 0
5146         //   dst(s*colormod, d, sa, da)              = 1
5147
5148         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5149
5150         // main condition to leave dst color invariant:
5151         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5152         //   src == GL_ZERO:
5153         //     s * 0 + d * dst(s, d, sa, da) == d
5154         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5155         //       => colormod is a problem for GL_SRC_COLOR only
5156         //   src == GL_ONE:
5157         //     s + d * dst(s, d, sa, da) == d
5158         //       => s == 0
5159         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5160         //       => colormod is never problematic for these
5161         //   src == GL_SRC_COLOR:
5162         //     s*s + d * dst(s, d, sa, da) == d
5163         //       => s == 0
5164         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5165         //       => colormod is never problematic for these
5166         //   src == GL_ONE_MINUS_SRC_COLOR:
5167         //     s*(1-s) + d * dst(s, d, sa, da) == d
5168         //       => s == 0 or s == 1
5169         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5170         //       => colormod is a problem for GL_SRC_COLOR only
5171         //   src == GL_DST_COLOR
5172         //     s*d + d * dst(s, d, sa, da) == d
5173         //       => s == 1
5174         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5175         //       => colormod is always a problem
5176         //     or
5177         //       => s == 0
5178         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5179         //       => colormod is never problematic for these
5180         //       => BUT, we do not know s! We must assume it is problematic
5181         //       then... except in GL_ONE case, where we know all invariant
5182         //       cases are fine
5183         //   src == GL_ONE_MINUS_DST_COLOR
5184         //     s*(1-d) + d * dst(s, d, sa, da) == d
5185         //       => s == 0 (1-d is impossible to handle for our desired result)
5186         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5187         //       => colormod is never problematic for these
5188         //   src == GL_SRC_ALPHA
5189         //     s*sa + d * dst(s, d, sa, da) == d
5190         //       => s == 0, or sa == 0
5191         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5192         //       => colormod breaks in the case GL_SRC_COLOR only
5193         //   src == GL_ONE_MINUS_SRC_ALPHA
5194         //     s*(1-sa) + d * dst(s, d, sa, da) == d
5195         //       => s == 0, or sa == 1
5196         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5197         //       => colormod breaks in the case GL_SRC_COLOR only
5198         //   src == GL_DST_ALPHA
5199         //     s*da + d * dst(s, d, sa, da) == d
5200         //       => s == 0
5201         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5202         //       => colormod is never problematic for these
5203
5204         switch(src)
5205         {
5206                 case GL_ZERO:
5207                 case GL_ONE_MINUS_SRC_COLOR:
5208                 case GL_SRC_ALPHA:
5209                 case GL_ONE_MINUS_SRC_ALPHA:
5210                         if(dst == GL_SRC_COLOR)
5211                                 return false;
5212                         return true;
5213                 case GL_ONE:
5214                 case GL_SRC_COLOR:
5215                 case GL_ONE_MINUS_DST_COLOR:
5216                 case GL_DST_ALPHA:
5217                 case GL_ONE_MINUS_DST_ALPHA:
5218                         return true;
5219                 case GL_DST_COLOR:
5220                         if(dst == GL_ONE)
5221                                 return true;
5222                         return false;
5223                 default:
5224                         return false;
5225         }
5226 }
5227 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)
5228 {
5229         // select a permutation of the lighting shader appropriate to this
5230         // combination of texture, entity, light source, and fogging, only use the
5231         // minimum features necessary to avoid wasting rendering time in the
5232         // fragment shader on features that are not being used
5233         unsigned int permutation = 0;
5234         unsigned int mode = 0;
5235         qboolean allow_colormod;
5236         static float dummy_colormod[3] = {1, 1, 1};
5237         float *colormod = rsurface.colormod;
5238         float m16f[16];
5239         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5240         if (rsurfacepass == RSURFPASS_BACKGROUND)
5241         {
5242                 // distorted background
5243                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5244                 {
5245                         mode = SHADERMODE_WATER;
5246                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5247                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5248                 }
5249                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5250                 {
5251                         mode = SHADERMODE_REFRACTION;
5252                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5253                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5254                 }
5255                 else
5256                 {
5257                         mode = SHADERMODE_GENERIC;
5258                         permutation |= SHADERPERMUTATION_DIFFUSE;
5259                         GL_BlendFunc(GL_ONE, GL_ZERO);
5260                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5261                 }
5262                 GL_AlphaTest(false);
5263         }
5264         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5265         {
5266                 if (r_glsl_offsetmapping.integer)
5267                 {
5268                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5269                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5270                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5271                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5272                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5273                         {
5274                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5275                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5276                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5277                         }
5278                 }
5279                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5280                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5281                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5282                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5283                 // normalmap (deferred prepass), may use alpha test on diffuse
5284                 mode = SHADERMODE_DEFERREDGEOMETRY;
5285                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5286                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5287                 GL_AlphaTest(false);
5288                 GL_BlendFunc(GL_ONE, GL_ZERO);
5289                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5290         }
5291         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5292         {
5293                 if (r_glsl_offsetmapping.integer)
5294                 {
5295                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5296                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5297                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5298                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5299                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5300                         {
5301                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5302                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5303                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5304                         }
5305                 }
5306                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5307                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5308                 // light source
5309                 mode = SHADERMODE_LIGHTSOURCE;
5310                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5311                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5312                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5313                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5314                 if (diffusescale > 0)
5315                         permutation |= SHADERPERMUTATION_DIFFUSE;
5316                 if (specularscale > 0)
5317                 {
5318                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5319                         if (r_shadow_glossexact.integer)
5320                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5321                 }
5322                 if (r_refdef.fogenabled)
5323                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5324                 if (rsurface.texture->colormapping)
5325                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5326                 if (r_shadow_usingshadowmap2d)
5327                 {
5328                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5329                         if(r_shadow_shadowmapvsdct)
5330                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5331
5332                         if (r_shadow_shadowmapsampler)
5333                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5334                         if (r_shadow_shadowmappcf > 1)
5335                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5336                         else if (r_shadow_shadowmappcf)
5337                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5338                 }
5339                 if (rsurface.texture->reflectmasktexture)
5340                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5341                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5342                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5343                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5344         }
5345         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5346         {
5347                 if (r_glsl_offsetmapping.integer)
5348                 {
5349                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5350                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5351                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5352                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5353                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5354                         {
5355                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5356                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5357                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5358                         }
5359                 }
5360                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5361                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5362                 // unshaded geometry (fullbright or ambient model lighting)
5363                 mode = SHADERMODE_FLATCOLOR;
5364                 ambientscale = diffusescale = specularscale = 0;
5365                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5366                         permutation |= SHADERPERMUTATION_GLOW;
5367                 if (r_refdef.fogenabled)
5368                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5369                 if (rsurface.texture->colormapping)
5370                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5371                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5372                 {
5373                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5374                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5375
5376                         if (r_shadow_shadowmapsampler)
5377                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5378                         if (r_shadow_shadowmappcf > 1)
5379                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5380                         else if (r_shadow_shadowmappcf)
5381                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5382                 }
5383                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5384                         permutation |= SHADERPERMUTATION_REFLECTION;
5385                 if (rsurface.texture->reflectmasktexture)
5386                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5387                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5388                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5389                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5390         }
5391         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5392         {
5393                 if (r_glsl_offsetmapping.integer)
5394                 {
5395                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5396                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5397                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5398                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5399                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5400                         {
5401                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5402                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5403                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5404                         }
5405                 }
5406                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5407                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5408                 // directional model lighting
5409                 mode = SHADERMODE_LIGHTDIRECTION;
5410                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5411                         permutation |= SHADERPERMUTATION_GLOW;
5412                 permutation |= SHADERPERMUTATION_DIFFUSE;
5413                 if (specularscale > 0)
5414                 {
5415                         permutation |= SHADERPERMUTATION_SPECULAR;
5416                         if (r_shadow_glossexact.integer)
5417                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5418                 }
5419                 if (r_refdef.fogenabled)
5420                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5421                 if (rsurface.texture->colormapping)
5422                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5423                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5424                 {
5425                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5426                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5427
5428                         if (r_shadow_shadowmapsampler)
5429                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5430                         if (r_shadow_shadowmappcf > 1)
5431                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5432                         else if (r_shadow_shadowmappcf)
5433                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5434                 }
5435                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5436                         permutation |= SHADERPERMUTATION_REFLECTION;
5437                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5438                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5439                 if (rsurface.texture->reflectmasktexture)
5440                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5441                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5442                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5443                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5444         }
5445         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5446         {
5447                 if (r_glsl_offsetmapping.integer)
5448                 {
5449                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5450                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5451                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5452                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5453                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5454                         {
5455                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5456                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5457                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5458                         }
5459                 }
5460                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5461                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5462                 // ambient model lighting
5463                 mode = SHADERMODE_LIGHTDIRECTION;
5464                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5465                         permutation |= SHADERPERMUTATION_GLOW;
5466                 if (r_refdef.fogenabled)
5467                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5468                 if (rsurface.texture->colormapping)
5469                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5470                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5471                 {
5472                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5473                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5474
5475                         if (r_shadow_shadowmapsampler)
5476                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5477                         if (r_shadow_shadowmappcf > 1)
5478                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5479                         else if (r_shadow_shadowmappcf)
5480                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5481                 }
5482                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5483                         permutation |= SHADERPERMUTATION_REFLECTION;
5484                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5485                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5486                 if (rsurface.texture->reflectmasktexture)
5487                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5488                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5489                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5490                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5491         }
5492         else
5493         {
5494                 if (r_glsl_offsetmapping.integer)
5495                 {
5496                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5497                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5498                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5499                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5500                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5501                         {
5502                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5503                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5504                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5505                         }
5506                 }
5507                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5508                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5509                 // lightmapped wall
5510                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5511                         permutation |= SHADERPERMUTATION_GLOW;
5512                 if (r_refdef.fogenabled)
5513                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5514                 if (rsurface.texture->colormapping)
5515                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5516                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5517                 {
5518                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5519                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5520
5521                         if (r_shadow_shadowmapsampler)
5522                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5523                         if (r_shadow_shadowmappcf > 1)
5524                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5525                         else if (r_shadow_shadowmappcf)
5526                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5527                 }
5528                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5529                         permutation |= SHADERPERMUTATION_REFLECTION;
5530                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5531                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5532                 if (rsurface.texture->reflectmasktexture)
5533                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5534                 if (FAKELIGHT_ENABLED)
5535                 {
5536                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
5537                         mode = SHADERMODE_FAKELIGHT;
5538                         permutation |= SHADERPERMUTATION_DIFFUSE;
5539                         if (specularscale > 0)
5540                         {
5541                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5542                                 if (r_shadow_glossexact.integer)
5543                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5544                         }
5545                 }
5546                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5547                 {
5548                         // deluxemapping (light direction texture)
5549                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5550                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5551                         else
5552                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5553                         permutation |= SHADERPERMUTATION_DIFFUSE;
5554                         if (specularscale > 0)
5555                         {
5556                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5557                                 if (r_shadow_glossexact.integer)
5558                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5559                         }
5560                 }
5561                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5562                 {
5563                         // fake deluxemapping (uniform light direction in tangentspace)
5564                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5565                         permutation |= SHADERPERMUTATION_DIFFUSE;
5566                         if (specularscale > 0)
5567                         {
5568                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5569                                 if (r_shadow_glossexact.integer)
5570                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5571                         }
5572                 }
5573                 else if (rsurface.uselightmaptexture)
5574                 {
5575                         // ordinary lightmapping (q1bsp, q3bsp)
5576                         mode = SHADERMODE_LIGHTMAP;
5577                 }
5578                 else
5579                 {
5580                         // ordinary vertex coloring (q3bsp)
5581                         mode = SHADERMODE_VERTEXCOLOR;
5582                 }
5583                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5584                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5585                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586         }
5587         if(!allow_colormod)
5588                 colormod = dummy_colormod;
5589         switch(vid.renderpath)
5590         {
5591         case RENDERPATH_D3D9:
5592 #ifdef SUPPORTD3D
5593                 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);
5594                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5595                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5596                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5597                 if (mode == SHADERMODE_LIGHTSOURCE)
5598                 {
5599                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5600                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5601                 }
5602                 else
5603                 {
5604                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5605                         {
5606                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5607                         }
5608                 }
5609                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5610                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5611                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5612                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5613                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5614
5615                 if (mode == SHADERMODE_LIGHTSOURCE)
5616                 {
5617                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5618                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5619                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5620                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5621                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5622
5623                         // additive passes are only darkened by fog, not tinted
5624                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5625                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5626                 }
5627                 else
5628                 {
5629                         if (mode == SHADERMODE_FLATCOLOR)
5630                         {
5631                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5632                         }
5633                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5634                         {
5635                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5636                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5637                                 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);
5638                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5639                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5640                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5641                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5642                         }
5643                         else
5644                         {
5645                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5646                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5647                                 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);
5648                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5649                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5650                         }
5651                         // additive passes are only darkened by fog, not tinted
5652                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5653                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5654                         else
5655                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5656                         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);
5657                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5658                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5659                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5660                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5661                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5662                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5663                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5664                 }
5665                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5666                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5667                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5668                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5669                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5670                 if (rsurface.texture->pantstexture)
5671                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5672                 else
5673                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5674                 if (rsurface.texture->shirttexture)
5675                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5676                 else
5677                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5678                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5679                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5680                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5681                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5682                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5683                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5684                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5685
5686                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5687                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5688                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5689                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5690                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5691                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5692                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5693                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5694                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5695                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5696                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5697                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5698                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5699                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5700                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5701                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5702                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5703                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5704                 {
5705                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5706                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5707                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5708                 }
5709                 else
5710                 {
5711                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5712                 }
5713 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5714 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5715                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5716                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5717                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5718                 {
5719                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5720                         if (rsurface.rtlight)
5721                         {
5722                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5723                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5724                         }
5725                 }
5726 #endif
5727                 break;
5728         case RENDERPATH_D3D10:
5729                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5730                 break;
5731         case RENDERPATH_D3D11:
5732                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5733                 break;
5734         case RENDERPATH_GL20:
5735                 if (gl_mesh_separatearrays.integer)
5736                 {
5737                         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);
5738                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5739                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5740                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5741                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5742                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5743                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5744                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5745                 }
5746                 else
5747                 {
5748                         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);
5749                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5750                 }
5751                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5752                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5753                 if (mode == SHADERMODE_LIGHTSOURCE)
5754                 {
5755                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5756                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5757                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5758                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5759                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5760                         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);
5761         
5762                         // additive passes are only darkened by fog, not tinted
5763                         if (r_glsl_permutation->loc_FogColor >= 0)
5764                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5765                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5766                 }
5767                 else
5768                 {
5769                         if (mode == SHADERMODE_FLATCOLOR)
5770                         {
5771                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5772                         }
5773                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5774                         {
5775                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5776                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5777                                 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);
5778                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5779                                 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);
5780                                 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]);
5781                                 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]);
5782                         }
5783                         else
5784                         {
5785                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5786                                 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]);
5787                                 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);
5788                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5789                                 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);
5790                         }
5791                         // additive passes are only darkened by fog, not tinted
5792                         if (r_glsl_permutation->loc_FogColor >= 0)
5793                         {
5794                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5795                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5796                                 else
5797                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5798                         }
5799                         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);
5800                         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]);
5801                         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]);
5802                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5803                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5804                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5805                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5806                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5807                 }
5808                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5809                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5810                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5811                 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]);
5812                 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]);
5813
5814                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5815                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5816                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5817                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5818                 {
5819                         if (rsurface.texture->pantstexture)
5820                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5821                         else
5822                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5823                 }
5824                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5825                 {
5826                         if (rsurface.texture->shirttexture)
5827                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5828                         else
5829                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5830                 }
5831                 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]);
5832                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5833                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5834                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5835                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5836                 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]);
5837                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5838
5839         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5840         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5841         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5842                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5843                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5844                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5845                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5846                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5847                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5848                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5849                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5850                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5851                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5852                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5853                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5854                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5855                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5856                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5857                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5858                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5859                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5860                 {
5861                         if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5862                         else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5863                         if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5864                 }
5865                 else
5866                 {
5867                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5868                 }
5869 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5870 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5871                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5872                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5873                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5874                 {
5875                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5876                         if (rsurface.rtlight)
5877                         {
5878                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5879                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5880                         }
5881                 }
5882                 CHECKGLERROR
5883                 break;
5884         case RENDERPATH_CGGL:
5885 #ifdef SUPPORTCG
5886                 if (gl_mesh_separatearrays.integer)
5887                 {
5888                         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);
5889                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5890                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5891                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5892                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5893                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5894                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5895                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5896                 }
5897                 else
5898                 {
5899                         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);
5900                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5901                 }
5902                 R_SetupShader_SetPermutationCG(mode, permutation);
5903                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5904                 if (mode == SHADERMODE_LIGHTSOURCE)
5905                 {
5906                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5907                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5908                 }
5909                 else
5910                 {
5911                         if (mode == SHADERMODE_LIGHTDIRECTION)
5912                         {
5913                                 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
5914                         }
5915                 }
5916                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5917                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5918                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5919                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5920                 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
5921                 CHECKGLERROR
5922
5923                 if (mode == SHADERMODE_LIGHTSOURCE)
5924                 {
5925                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5926                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5927                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5928                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5929                         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
5930
5931                         // additive passes are only darkened by fog, not tinted
5932                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5933                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5934                 }
5935                 else
5936                 {
5937                         if (mode == SHADERMODE_FLATCOLOR)
5938                         {
5939                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5940                         }
5941                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5942                         {
5943                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5944                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5945                                 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
5946                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5947                                 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
5948                                 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
5949                                 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
5950                         }
5951                         else
5952                         {
5953                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5954                                 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
5955                                 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
5956                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5957                                 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
5958                         }
5959                         // additive passes are only darkened by fog, not tinted
5960                         if (r_cg_permutation->fp_FogColor)
5961                         {
5962                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5963                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5964                                 else
5965                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5966                                 CHECKCGERROR
5967                         }
5968                         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
5969                         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
5970                         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
5971                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5972                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5973                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5974                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5975                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5976                 }
5977                 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
5978                 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
5979                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5980                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5981                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5982                 if (r_cg_permutation->fp_Color_Pants)
5983                 {
5984                         if (rsurface.texture->pantstexture)
5985                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5986                         else
5987                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5988                         CHECKCGERROR
5989                 }
5990                 if (r_cg_permutation->fp_Color_Shirt)
5991                 {
5992                         if (rsurface.texture->shirttexture)
5993                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5994                         else
5995                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5996                         CHECKCGERROR
5997                 }
5998                 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
5999                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6000                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6001                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6002                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6003                 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
6004                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6005
6006         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
6007         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
6008         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
6009                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
6010                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
6011                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
6012                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
6013                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
6014                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
6015                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
6016                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
6017                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
6018                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
6019                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
6020                 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
6021                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
6022                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
6023                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6024                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6025                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6026                 if (rsurfacepass == RSURFPASS_BACKGROUND)
6027                 {
6028                         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
6029                         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
6030                         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
6031                 }
6032                 else
6033                 {
6034                         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
6035                 }
6036                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6037                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6038                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
6039                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
6040                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6041                 {
6042                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6043                         if (rsurface.rtlight)
6044                         {
6045                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6046                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6047                         }
6048                 }
6049
6050                 CHECKGLERROR
6051 #endif
6052                 break;
6053         case RENDERPATH_GL13:
6054         case RENDERPATH_GL11:
6055                 break;
6056         }
6057 }
6058
6059 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6060 {
6061         // select a permutation of the lighting shader appropriate to this
6062         // combination of texture, entity, light source, and fogging, only use the
6063         // minimum features necessary to avoid wasting rendering time in the
6064         // fragment shader on features that are not being used
6065         unsigned int permutation = 0;
6066         unsigned int mode = 0;
6067         const float *lightcolorbase = rtlight->currentcolor;
6068         float ambientscale = rtlight->ambientscale;
6069         float diffusescale = rtlight->diffusescale;
6070         float specularscale = rtlight->specularscale;
6071         // this is the location of the light in view space
6072         vec3_t viewlightorigin;
6073         // this transforms from view space (camera) to light space (cubemap)
6074         matrix4x4_t viewtolight;
6075         matrix4x4_t lighttoview;
6076         float viewtolight16f[16];
6077         float range = 1.0f / r_shadow_deferred_8bitrange.value;
6078         // light source
6079         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6080         if (rtlight->currentcubemap != r_texture_whitecube)
6081                 permutation |= SHADERPERMUTATION_CUBEFILTER;
6082         if (diffusescale > 0)
6083                 permutation |= SHADERPERMUTATION_DIFFUSE;
6084         if (specularscale > 0)
6085         {
6086                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6087                 if (r_shadow_glossexact.integer)
6088                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6089         }
6090         if (r_shadow_usingshadowmap2d)
6091         {
6092                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6093                 if (r_shadow_shadowmapvsdct)
6094                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6095
6096                 if (r_shadow_shadowmapsampler)
6097                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6098                 if (r_shadow_shadowmappcf > 1)
6099                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6100                 else if (r_shadow_shadowmappcf)
6101                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6102         }
6103         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6104         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6105         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6106         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6107         switch(vid.renderpath)
6108         {
6109         case RENDERPATH_D3D9:
6110 #ifdef SUPPORTD3D
6111                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6112                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6113                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6114                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6115                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6116                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6117                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6118                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6119                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6120                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6121                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6122
6123                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6124                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
6125                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6126                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6127                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
6128                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6129 #endif
6130                 break;
6131         case RENDERPATH_D3D10:
6132                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6133                 break;
6134         case RENDERPATH_D3D11:
6135                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6136                 break;
6137         case RENDERPATH_GL20:
6138                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6139                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6140                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6141                 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);
6142                 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);
6143                 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);
6144                 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]);
6145                 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]);
6146                 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));
6147                 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]);
6148                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6149
6150                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6151                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6152                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6153                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6154                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6155                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6156                 break;
6157         case RENDERPATH_CGGL:
6158 #ifdef SUPPORTCG
6159                 R_SetupShader_SetPermutationCG(mode, permutation);
6160                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6161                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6162                 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
6163                 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
6164                 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
6165                 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
6166                 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
6167                 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
6168                 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
6169                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6170
6171                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6172                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6173                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6174                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6175                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6176                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6177 #endif
6178                 break;
6179         case RENDERPATH_GL13:
6180         case RENDERPATH_GL11:
6181                 break;
6182         }
6183 }
6184
6185 #define SKINFRAME_HASH 1024
6186
6187 typedef struct
6188 {
6189         int loadsequence; // incremented each level change
6190         memexpandablearray_t array;
6191         skinframe_t *hash[SKINFRAME_HASH];
6192 }
6193 r_skinframe_t;
6194 r_skinframe_t r_skinframe;
6195
6196 void R_SkinFrame_PrepareForPurge(void)
6197 {
6198         r_skinframe.loadsequence++;
6199         // wrap it without hitting zero
6200         if (r_skinframe.loadsequence >= 200)
6201                 r_skinframe.loadsequence = 1;
6202 }
6203
6204 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6205 {
6206         if (!skinframe)
6207                 return;
6208         // mark the skinframe as used for the purging code
6209         skinframe->loadsequence = r_skinframe.loadsequence;
6210 }
6211
6212 void R_SkinFrame_Purge(void)
6213 {
6214         int i;
6215         skinframe_t *s;
6216         for (i = 0;i < SKINFRAME_HASH;i++)
6217         {
6218                 for (s = r_skinframe.hash[i];s;s = s->next)
6219                 {
6220                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6221                         {
6222                                 if (s->merged == s->base)
6223                                         s->merged = NULL;
6224                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6225                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6226                                 R_PurgeTexture(s->merged);s->merged = NULL;
6227                                 R_PurgeTexture(s->base  );s->base   = NULL;
6228                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6229                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6230                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6231                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6232                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6233                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6234                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6235                                 s->loadsequence = 0;
6236                         }
6237                 }
6238         }
6239 }
6240
6241 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6242         skinframe_t *item;
6243         char basename[MAX_QPATH];
6244
6245         Image_StripImageExtension(name, basename, sizeof(basename));
6246
6247         if( last == NULL ) {
6248                 int hashindex;
6249                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6250                 item = r_skinframe.hash[hashindex];
6251         } else {
6252                 item = last->next;
6253         }
6254
6255         // linearly search through the hash bucket
6256         for( ; item ; item = item->next ) {
6257                 if( !strcmp( item->basename, basename ) ) {
6258                         return item;
6259                 }
6260         }
6261         return NULL;
6262 }
6263
6264 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6265 {
6266         skinframe_t *item;
6267         int hashindex;
6268         char basename[MAX_QPATH];
6269
6270         Image_StripImageExtension(name, basename, sizeof(basename));
6271
6272         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6273         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6274                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6275                         break;
6276
6277         if (!item) {
6278                 rtexture_t *dyntexture;
6279                 // check whether its a dynamic texture
6280                 dyntexture = CL_GetDynTexture( basename );
6281                 if (!add && !dyntexture)
6282                         return NULL;
6283                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6284                 memset(item, 0, sizeof(*item));
6285                 strlcpy(item->basename, basename, sizeof(item->basename));
6286                 item->base = dyntexture; // either NULL or dyntexture handle
6287                 item->textureflags = textureflags;
6288                 item->comparewidth = comparewidth;
6289                 item->compareheight = compareheight;
6290                 item->comparecrc = comparecrc;
6291                 item->next = r_skinframe.hash[hashindex];
6292                 r_skinframe.hash[hashindex] = item;
6293         }
6294         else if( item->base == NULL )
6295         {
6296                 rtexture_t *dyntexture;
6297                 // check whether its a dynamic texture
6298                 // 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]
6299                 dyntexture = CL_GetDynTexture( basename );
6300                 item->base = dyntexture; // either NULL or dyntexture handle
6301         }
6302
6303         R_SkinFrame_MarkUsed(item);
6304         return item;
6305 }
6306
6307 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6308         { \
6309                 unsigned long long avgcolor[5], wsum; \
6310                 int pix, comp, w; \
6311                 avgcolor[0] = 0; \
6312                 avgcolor[1] = 0; \
6313                 avgcolor[2] = 0; \
6314                 avgcolor[3] = 0; \
6315                 avgcolor[4] = 0; \
6316                 wsum = 0; \
6317                 for(pix = 0; pix < cnt; ++pix) \
6318                 { \
6319                         w = 0; \
6320                         for(comp = 0; comp < 3; ++comp) \
6321                                 w += getpixel; \
6322                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6323                         { \
6324                                 ++wsum; \
6325                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6326                                 w = getpixel; \
6327                                 for(comp = 0; comp < 3; ++comp) \
6328                                         avgcolor[comp] += getpixel * w; \
6329                                 avgcolor[3] += w; \
6330                         } \
6331                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6332                         avgcolor[4] += getpixel; \
6333                 } \
6334                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6335                         avgcolor[3] = 1; \
6336                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6337                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6338                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6339                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6340         }
6341
6342 extern cvar_t gl_picmip;
6343 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6344 {
6345         int j;
6346         unsigned char *pixels;
6347         unsigned char *bumppixels;
6348         unsigned char *basepixels = NULL;
6349         int basepixels_width = 0;
6350         int basepixels_height = 0;
6351         skinframe_t *skinframe;
6352         rtexture_t *ddsbase = NULL;
6353         qboolean ddshasalpha = false;
6354         float ddsavgcolor[4];
6355         char basename[MAX_QPATH];
6356         int miplevel = R_PicmipForFlags(textureflags);
6357         int savemiplevel = miplevel;
6358         int mymiplevel;
6359
6360         if (cls.state == ca_dedicated)
6361                 return NULL;
6362
6363         // return an existing skinframe if already loaded
6364         // if loading of the first image fails, don't make a new skinframe as it
6365         // would cause all future lookups of this to be missing
6366         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6367         if (skinframe && skinframe->base)
6368                 return skinframe;
6369
6370         Image_StripImageExtension(name, basename, sizeof(basename));
6371
6372         // check for DDS texture file first
6373         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6374         {
6375                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6376                 if (basepixels == NULL)
6377                         return NULL;
6378         }
6379
6380         // FIXME handle miplevel
6381
6382         if (developer_loading.integer)
6383                 Con_Printf("loading skin \"%s\"\n", name);
6384
6385         // we've got some pixels to store, so really allocate this new texture now
6386         if (!skinframe)
6387                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6388         skinframe->stain = NULL;
6389         skinframe->merged = NULL;
6390         skinframe->base = NULL;
6391         skinframe->pants = NULL;
6392         skinframe->shirt = NULL;
6393         skinframe->nmap = NULL;
6394         skinframe->gloss = NULL;
6395         skinframe->glow = NULL;
6396         skinframe->fog = NULL;
6397         skinframe->reflect = NULL;
6398         skinframe->hasalpha = false;
6399
6400         if (ddsbase)
6401         {
6402                 skinframe->base = ddsbase;
6403                 skinframe->hasalpha = ddshasalpha;
6404                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6405                 if (r_loadfog && skinframe->hasalpha)
6406                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6407                 //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]);
6408         }
6409         else
6410         {
6411                 basepixels_width = image_width;
6412                 basepixels_height = image_height;
6413                 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);
6414                 if (textureflags & TEXF_ALPHA)
6415                 {
6416                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6417                         {
6418                                 if (basepixels[j] < 255)
6419                                 {
6420                                         skinframe->hasalpha = true;
6421                                         break;
6422                                 }
6423                         }
6424                         if (r_loadfog && skinframe->hasalpha)
6425                         {
6426                                 // has transparent pixels
6427                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6428                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6429                                 {
6430                                         pixels[j+0] = 255;
6431                                         pixels[j+1] = 255;
6432                                         pixels[j+2] = 255;
6433                                         pixels[j+3] = basepixels[j+3];
6434                                 }
6435                                 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);
6436                                 Mem_Free(pixels);
6437                         }
6438                 }
6439                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6440                 //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]);
6441                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6442                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6443                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6444                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6445         }
6446
6447         if (r_loaddds)
6448         {
6449                 mymiplevel = savemiplevel;
6450                 if (r_loadnormalmap)
6451                         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);
6452                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6453                 if (r_loadgloss)
6454                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6455                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6456                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6457                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6458         }
6459
6460         // _norm is the name used by tenebrae and has been adopted as standard
6461         if (r_loadnormalmap && skinframe->nmap == NULL)
6462         {
6463                 mymiplevel = savemiplevel;
6464                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6465                 {
6466                         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);
6467                         Mem_Free(pixels);
6468                         pixels = NULL;
6469                 }
6470                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6471                 {
6472                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6473                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6474                         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);
6475                         Mem_Free(pixels);
6476                         Mem_Free(bumppixels);
6477                 }
6478                 else if (r_shadow_bumpscale_basetexture.value > 0)
6479                 {
6480                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6481                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6482                         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);
6483                         Mem_Free(pixels);
6484                 }
6485                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6486                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6487         }
6488
6489         // _luma is supported only for tenebrae compatibility
6490         // _glow is the preferred name
6491         mymiplevel = savemiplevel;
6492         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))))
6493         {
6494                 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);
6495                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6496                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6497                 Mem_Free(pixels);pixels = NULL;
6498         }
6499
6500         mymiplevel = savemiplevel;
6501         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6502         {
6503                 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);
6504                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6505                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6506                 Mem_Free(pixels);
6507                 pixels = NULL;
6508         }
6509
6510         mymiplevel = savemiplevel;
6511         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6512         {
6513                 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);
6514                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6515                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6516                 Mem_Free(pixels);
6517                 pixels = NULL;
6518         }
6519
6520         mymiplevel = savemiplevel;
6521         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6522         {
6523                 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);
6524                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6525                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6526                 Mem_Free(pixels);
6527                 pixels = NULL;
6528         }
6529
6530         mymiplevel = savemiplevel;
6531         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6532         {
6533                 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);
6534                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6535                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6536                 Mem_Free(pixels);
6537                 pixels = NULL;
6538         }
6539
6540         if (basepixels)
6541                 Mem_Free(basepixels);
6542
6543         return skinframe;
6544 }
6545
6546 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6547 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6548 {
6549         int i;
6550         unsigned char *temp1, *temp2;
6551         skinframe_t *skinframe;
6552
6553         if (cls.state == ca_dedicated)
6554                 return NULL;
6555
6556         // if already loaded just return it, otherwise make a new skinframe
6557         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6558         if (skinframe && skinframe->base)
6559                 return skinframe;
6560
6561         skinframe->stain = NULL;
6562         skinframe->merged = NULL;
6563         skinframe->base = NULL;
6564         skinframe->pants = NULL;
6565         skinframe->shirt = NULL;
6566         skinframe->nmap = NULL;
6567         skinframe->gloss = NULL;
6568         skinframe->glow = NULL;
6569         skinframe->fog = NULL;
6570         skinframe->reflect = NULL;
6571         skinframe->hasalpha = false;
6572
6573         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6574         if (!skindata)
6575                 return NULL;
6576
6577         if (developer_loading.integer)
6578                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6579
6580         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6581         {
6582                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6583                 temp2 = temp1 + width * height * 4;
6584                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6585                 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);
6586                 Mem_Free(temp1);
6587         }
6588         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6589         if (textureflags & TEXF_ALPHA)
6590         {
6591                 for (i = 3;i < width * height * 4;i += 4)
6592                 {
6593                         if (skindata[i] < 255)
6594                         {
6595                                 skinframe->hasalpha = true;
6596                                 break;
6597                         }
6598                 }
6599                 if (r_loadfog && skinframe->hasalpha)
6600                 {
6601                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6602                         memcpy(fogpixels, skindata, width * height * 4);
6603                         for (i = 0;i < width * height * 4;i += 4)
6604                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6605                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6606                         Mem_Free(fogpixels);
6607                 }
6608         }
6609
6610         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6611         //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]);
6612
6613         return skinframe;
6614 }
6615
6616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6617 {
6618         int i;
6619         int featuresmask;
6620         skinframe_t *skinframe;
6621
6622         if (cls.state == ca_dedicated)
6623                 return NULL;
6624
6625         // if already loaded just return it, otherwise make a new skinframe
6626         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6627         if (skinframe && skinframe->base)
6628                 return skinframe;
6629
6630         skinframe->stain = NULL;
6631         skinframe->merged = NULL;
6632         skinframe->base = NULL;
6633         skinframe->pants = NULL;
6634         skinframe->shirt = NULL;
6635         skinframe->nmap = NULL;
6636         skinframe->gloss = NULL;
6637         skinframe->glow = NULL;
6638         skinframe->fog = NULL;
6639         skinframe->reflect = NULL;
6640         skinframe->hasalpha = false;
6641
6642         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6643         if (!skindata)
6644                 return NULL;
6645
6646         if (developer_loading.integer)
6647                 Con_Printf("loading quake skin \"%s\"\n", name);
6648
6649         // 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)
6650         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6651         memcpy(skinframe->qpixels, skindata, width*height);
6652         skinframe->qwidth = width;
6653         skinframe->qheight = height;
6654
6655         featuresmask = 0;
6656         for (i = 0;i < width * height;i++)
6657                 featuresmask |= palette_featureflags[skindata[i]];
6658
6659         skinframe->hasalpha = false;
6660         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6661         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6662         skinframe->qgeneratemerged = true;
6663         skinframe->qgeneratebase = skinframe->qhascolormapping;
6664         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6665
6666         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6667         //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]);
6668
6669         return skinframe;
6670 }
6671
6672 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6673 {
6674         int width;
6675         int height;
6676         unsigned char *skindata;
6677
6678         if (!skinframe->qpixels)
6679                 return;
6680
6681         if (!skinframe->qhascolormapping)
6682                 colormapped = false;
6683
6684         if (colormapped)
6685         {
6686                 if (!skinframe->qgeneratebase)
6687                         return;
6688         }
6689         else
6690         {
6691                 if (!skinframe->qgeneratemerged)
6692                         return;
6693         }
6694
6695         width = skinframe->qwidth;
6696         height = skinframe->qheight;
6697         skindata = skinframe->qpixels;
6698
6699         if (skinframe->qgeneratenmap)
6700         {
6701                 unsigned char *temp1, *temp2;
6702                 skinframe->qgeneratenmap = false;
6703                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6704                 temp2 = temp1 + width * height * 4;
6705                 // use either a custom palette or the quake palette
6706                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6707                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6708                 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);
6709                 Mem_Free(temp1);
6710         }
6711
6712         if (skinframe->qgenerateglow)
6713         {
6714                 skinframe->qgenerateglow = false;
6715                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6716         }
6717
6718         if (colormapped)
6719         {
6720                 skinframe->qgeneratebase = false;
6721                 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);
6722                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6723                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6724         }
6725         else
6726         {
6727                 skinframe->qgeneratemerged = false;
6728                 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);
6729         }
6730
6731         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6732         {
6733                 Mem_Free(skinframe->qpixels);
6734                 skinframe->qpixels = NULL;
6735         }
6736 }
6737
6738 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)
6739 {
6740         int i;
6741         skinframe_t *skinframe;
6742
6743         if (cls.state == ca_dedicated)
6744                 return NULL;
6745
6746         // if already loaded just return it, otherwise make a new skinframe
6747         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6748         if (skinframe && skinframe->base)
6749                 return skinframe;
6750
6751         skinframe->stain = NULL;
6752         skinframe->merged = NULL;
6753         skinframe->base = NULL;
6754         skinframe->pants = NULL;
6755         skinframe->shirt = NULL;
6756         skinframe->nmap = NULL;
6757         skinframe->gloss = NULL;
6758         skinframe->glow = NULL;
6759         skinframe->fog = NULL;
6760         skinframe->reflect = NULL;
6761         skinframe->hasalpha = false;
6762
6763         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6764         if (!skindata)
6765                 return NULL;
6766
6767         if (developer_loading.integer)
6768                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6769
6770         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6771         if (textureflags & TEXF_ALPHA)
6772         {
6773                 for (i = 0;i < width * height;i++)
6774                 {
6775                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6776                         {
6777                                 skinframe->hasalpha = true;
6778                                 break;
6779                         }
6780                 }
6781                 if (r_loadfog && skinframe->hasalpha)
6782                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6783         }
6784
6785         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6786         //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]);
6787
6788         return skinframe;
6789 }
6790
6791 skinframe_t *R_SkinFrame_LoadMissing(void)
6792 {
6793         skinframe_t *skinframe;
6794
6795         if (cls.state == ca_dedicated)
6796                 return NULL;
6797
6798         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6799         skinframe->stain = NULL;
6800         skinframe->merged = NULL;
6801         skinframe->base = NULL;
6802         skinframe->pants = NULL;
6803         skinframe->shirt = NULL;
6804         skinframe->nmap = NULL;
6805         skinframe->gloss = NULL;
6806         skinframe->glow = NULL;
6807         skinframe->fog = NULL;
6808         skinframe->reflect = NULL;
6809         skinframe->hasalpha = false;
6810
6811         skinframe->avgcolor[0] = rand() / RAND_MAX;
6812         skinframe->avgcolor[1] = rand() / RAND_MAX;
6813         skinframe->avgcolor[2] = rand() / RAND_MAX;
6814         skinframe->avgcolor[3] = 1;
6815
6816         return skinframe;
6817 }
6818
6819 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6820 typedef struct suffixinfo_s
6821 {
6822         const char *suffix;
6823         qboolean flipx, flipy, flipdiagonal;
6824 }
6825 suffixinfo_t;
6826 static suffixinfo_t suffix[3][6] =
6827 {
6828         {
6829                 {"px",   false, false, false},
6830                 {"nx",   false, false, false},
6831                 {"py",   false, false, false},
6832                 {"ny",   false, false, false},
6833                 {"pz",   false, false, false},
6834                 {"nz",   false, false, false}
6835         },
6836         {
6837                 {"posx", false, false, false},
6838                 {"negx", false, false, false},
6839                 {"posy", false, false, false},
6840                 {"negy", false, false, false},
6841                 {"posz", false, false, false},
6842                 {"negz", false, false, false}
6843         },
6844         {
6845                 {"rt",    true, false,  true},
6846                 {"lf",   false,  true,  true},
6847                 {"ft",    true,  true, false},
6848                 {"bk",   false, false, false},
6849                 {"up",    true, false,  true},
6850                 {"dn",    true, false,  true}
6851         }
6852 };
6853
6854 static int componentorder[4] = {0, 1, 2, 3};
6855
6856 rtexture_t *R_LoadCubemap(const char *basename)
6857 {
6858         int i, j, cubemapsize;
6859         unsigned char *cubemappixels, *image_buffer;
6860         rtexture_t *cubemaptexture;
6861         char name[256];
6862         // must start 0 so the first loadimagepixels has no requested width/height
6863         cubemapsize = 0;
6864         cubemappixels = NULL;
6865         cubemaptexture = NULL;
6866         // keep trying different suffix groups (posx, px, rt) until one loads
6867         for (j = 0;j < 3 && !cubemappixels;j++)
6868         {
6869                 // load the 6 images in the suffix group
6870                 for (i = 0;i < 6;i++)
6871                 {
6872                         // generate an image name based on the base and and suffix
6873                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6874                         // load it
6875                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6876                         {
6877                                 // an image loaded, make sure width and height are equal
6878                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6879                                 {
6880                                         // if this is the first image to load successfully, allocate the cubemap memory
6881                                         if (!cubemappixels && image_width >= 1)
6882                                         {
6883                                                 cubemapsize = image_width;
6884                                                 // note this clears to black, so unavailable sides are black
6885                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6886                                         }
6887                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6888                                         if (cubemappixels)
6889                                                 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);
6890                                 }
6891                                 else
6892                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6893                                 // free the image
6894                                 Mem_Free(image_buffer);
6895                         }
6896                 }
6897         }
6898         // if a cubemap loaded, upload it
6899         if (cubemappixels)
6900         {
6901                 if (developer_loading.integer)
6902                         Con_Printf("loading cubemap \"%s\"\n", basename);
6903
6904                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6905                 Mem_Free(cubemappixels);
6906         }
6907         else
6908         {
6909                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6910                 if (developer_loading.integer)
6911                 {
6912                         Con_Printf("(tried tried images ");
6913                         for (j = 0;j < 3;j++)
6914                                 for (i = 0;i < 6;i++)
6915                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6916                         Con_Print(" and was unable to find any of them).\n");
6917                 }
6918         }
6919         return cubemaptexture;
6920 }
6921
6922 rtexture_t *R_GetCubemap(const char *basename)
6923 {
6924         int i;
6925         for (i = 0;i < r_texture_numcubemaps;i++)
6926                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6927                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6928         if (i >= MAX_CUBEMAPS)
6929                 return r_texture_whitecube;
6930         r_texture_numcubemaps++;
6931         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6932         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6933         return r_texture_cubemaps[i].texture;
6934 }
6935
6936 void R_FreeCubemaps(void)
6937 {
6938         int i;
6939         for (i = 0;i < r_texture_numcubemaps;i++)
6940         {
6941                 if (developer_loading.integer)
6942                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6943                 if (r_texture_cubemaps[i].texture)
6944                         R_FreeTexture(r_texture_cubemaps[i].texture);
6945         }
6946         r_texture_numcubemaps = 0;
6947 }
6948
6949 void R_Main_FreeViewCache(void)
6950 {
6951         if (r_refdef.viewcache.entityvisible)
6952                 Mem_Free(r_refdef.viewcache.entityvisible);
6953         if (r_refdef.viewcache.world_pvsbits)
6954                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6955         if (r_refdef.viewcache.world_leafvisible)
6956                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6957         if (r_refdef.viewcache.world_surfacevisible)
6958                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6959         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6960 }
6961
6962 void R_Main_ResizeViewCache(void)
6963 {
6964         int numentities = r_refdef.scene.numentities;
6965         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6966         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6967         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6968         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6969         if (r_refdef.viewcache.maxentities < numentities)
6970         {
6971                 r_refdef.viewcache.maxentities = numentities;
6972                 if (r_refdef.viewcache.entityvisible)
6973                         Mem_Free(r_refdef.viewcache.entityvisible);
6974                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6975         }
6976         if (r_refdef.viewcache.world_numclusters != numclusters)
6977         {
6978                 r_refdef.viewcache.world_numclusters = numclusters;
6979                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6980                 if (r_refdef.viewcache.world_pvsbits)
6981                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6982                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6983         }
6984         if (r_refdef.viewcache.world_numleafs != numleafs)
6985         {
6986                 r_refdef.viewcache.world_numleafs = numleafs;
6987                 if (r_refdef.viewcache.world_leafvisible)
6988                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6989                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6990         }
6991         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6992         {
6993                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6994                 if (r_refdef.viewcache.world_surfacevisible)
6995                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6996                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6997         }
6998 }
6999
7000 extern rtexture_t *loadingscreentexture;
7001 void gl_main_start(void)
7002 {
7003         loadingscreentexture = NULL;
7004         r_texture_blanknormalmap = NULL;
7005         r_texture_white = NULL;
7006         r_texture_grey128 = NULL;
7007         r_texture_black = NULL;
7008         r_texture_whitecube = NULL;
7009         r_texture_normalizationcube = NULL;
7010         r_texture_fogattenuation = NULL;
7011         r_texture_fogheighttexture = NULL;
7012         r_texture_gammaramps = NULL;
7013         r_texture_numcubemaps = 0;
7014
7015         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7016         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7017
7018         switch(vid.renderpath)
7019         {
7020         case RENDERPATH_GL20:
7021         case RENDERPATH_CGGL:
7022         case RENDERPATH_D3D9:
7023         case RENDERPATH_D3D10:
7024         case RENDERPATH_D3D11:
7025                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7026                 Cvar_SetValueQuick(&gl_combine, 1);
7027                 Cvar_SetValueQuick(&r_glsl, 1);
7028                 r_loadnormalmap = true;
7029                 r_loadgloss = true;
7030                 r_loadfog = false;
7031                 break;
7032         case RENDERPATH_GL13:
7033                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7034                 Cvar_SetValueQuick(&gl_combine, 1);
7035                 Cvar_SetValueQuick(&r_glsl, 0);
7036                 r_loadnormalmap = false;
7037                 r_loadgloss = false;
7038                 r_loadfog = true;
7039                 break;
7040         case RENDERPATH_GL11:
7041                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7042                 Cvar_SetValueQuick(&gl_combine, 0);
7043                 Cvar_SetValueQuick(&r_glsl, 0);
7044                 r_loadnormalmap = false;
7045                 r_loadgloss = false;
7046                 r_loadfog = true;
7047                 break;
7048         }
7049
7050         R_AnimCache_Free();
7051         R_FrameData_Reset();
7052
7053         r_numqueries = 0;
7054         r_maxqueries = 0;
7055         memset(r_queries, 0, sizeof(r_queries));
7056
7057         r_qwskincache = NULL;
7058         r_qwskincache_size = 0;
7059
7060         // set up r_skinframe loading system for textures
7061         memset(&r_skinframe, 0, sizeof(r_skinframe));
7062         r_skinframe.loadsequence = 1;
7063         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7064
7065         r_main_texturepool = R_AllocTexturePool();
7066         R_BuildBlankTextures();
7067         R_BuildNoTexture();
7068         if (vid.support.arb_texture_cube_map)
7069         {
7070                 R_BuildWhiteCube();
7071                 R_BuildNormalizationCube();
7072         }
7073         r_texture_fogattenuation = NULL;
7074         r_texture_fogheighttexture = NULL;
7075         r_texture_gammaramps = NULL;
7076         //r_texture_fogintensity = NULL;
7077         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7078         memset(&r_waterstate, 0, sizeof(r_waterstate));
7079         r_glsl_permutation = NULL;
7080         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7081         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7082         glslshaderstring = NULL;
7083 #ifdef SUPPORTCG
7084         r_cg_permutation = NULL;
7085         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7086         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7087         cgshaderstring = NULL;
7088 #endif
7089 #ifdef SUPPORTD3D
7090         r_hlsl_permutation = NULL;
7091         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7092         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7093         hlslshaderstring = NULL;
7094 #endif
7095         memset(&r_svbsp, 0, sizeof (r_svbsp));
7096
7097         r_refdef.fogmasktable_density = 0;
7098 }
7099
7100 void gl_main_shutdown(void)
7101 {
7102         R_AnimCache_Free();
7103         R_FrameData_Reset();
7104
7105         R_Main_FreeViewCache();
7106
7107         switch(vid.renderpath)
7108         {
7109         case RENDERPATH_GL11:
7110         case RENDERPATH_GL13:
7111         case RENDERPATH_GL20:
7112         case RENDERPATH_CGGL:
7113                 if (r_maxqueries)
7114                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7115                 break;
7116         case RENDERPATH_D3D9:
7117                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7118                 break;
7119         case RENDERPATH_D3D10:
7120                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7121                 break;
7122         case RENDERPATH_D3D11:
7123                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7124                 break;
7125         }
7126
7127         r_numqueries = 0;
7128         r_maxqueries = 0;
7129         memset(r_queries, 0, sizeof(r_queries));
7130
7131         r_qwskincache = NULL;
7132         r_qwskincache_size = 0;
7133
7134         // clear out the r_skinframe state
7135         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7136         memset(&r_skinframe, 0, sizeof(r_skinframe));
7137
7138         if (r_svbsp.nodes)
7139                 Mem_Free(r_svbsp.nodes);
7140         memset(&r_svbsp, 0, sizeof (r_svbsp));
7141         R_FreeTexturePool(&r_main_texturepool);
7142         loadingscreentexture = NULL;
7143         r_texture_blanknormalmap = NULL;
7144         r_texture_white = NULL;
7145         r_texture_grey128 = NULL;
7146         r_texture_black = NULL;
7147         r_texture_whitecube = NULL;
7148         r_texture_normalizationcube = NULL;
7149         r_texture_fogattenuation = NULL;
7150         r_texture_fogheighttexture = NULL;
7151         r_texture_gammaramps = NULL;
7152         r_texture_numcubemaps = 0;
7153         //r_texture_fogintensity = NULL;
7154         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7155         memset(&r_waterstate, 0, sizeof(r_waterstate));
7156         R_GLSL_Restart_f();
7157 }
7158
7159 extern void CL_ParseEntityLump(char *entitystring);
7160 void gl_main_newmap(void)
7161 {
7162         // FIXME: move this code to client
7163         char *entities, entname[MAX_QPATH];
7164         if (r_qwskincache)
7165                 Mem_Free(r_qwskincache);
7166         r_qwskincache = NULL;
7167         r_qwskincache_size = 0;
7168         if (cl.worldmodel)
7169         {
7170                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7171                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7172                 {
7173                         CL_ParseEntityLump(entities);
7174                         Mem_Free(entities);
7175                         return;
7176                 }
7177                 if (cl.worldmodel->brush.entities)
7178                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7179         }
7180         R_Main_FreeViewCache();
7181
7182         R_FrameData_Reset();
7183 }
7184
7185 void GL_Main_Init(void)
7186 {
7187         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7188
7189         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7190         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7191         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7192         if (gamemode == GAME_NEHAHRA)
7193         {
7194                 Cvar_RegisterVariable (&gl_fogenable);
7195                 Cvar_RegisterVariable (&gl_fogdensity);
7196                 Cvar_RegisterVariable (&gl_fogred);
7197                 Cvar_RegisterVariable (&gl_foggreen);
7198                 Cvar_RegisterVariable (&gl_fogblue);
7199                 Cvar_RegisterVariable (&gl_fogstart);
7200                 Cvar_RegisterVariable (&gl_fogend);
7201                 Cvar_RegisterVariable (&gl_skyclip);
7202         }
7203         Cvar_RegisterVariable(&r_motionblur);
7204         Cvar_RegisterVariable(&r_motionblur_maxblur);
7205         Cvar_RegisterVariable(&r_motionblur_bmin);
7206         Cvar_RegisterVariable(&r_motionblur_vmin);
7207         Cvar_RegisterVariable(&r_motionblur_vmax);
7208         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7209         Cvar_RegisterVariable(&r_motionblur_randomize);
7210         Cvar_RegisterVariable(&r_damageblur);
7211         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7212         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7213         Cvar_RegisterVariable(&r_equalize_entities_by);
7214         Cvar_RegisterVariable(&r_equalize_entities_to);
7215         Cvar_RegisterVariable(&r_depthfirst);
7216         Cvar_RegisterVariable(&r_useinfinitefarclip);
7217         Cvar_RegisterVariable(&r_farclip_base);
7218         Cvar_RegisterVariable(&r_farclip_world);
7219         Cvar_RegisterVariable(&r_nearclip);
7220         Cvar_RegisterVariable(&r_showbboxes);
7221         Cvar_RegisterVariable(&r_showsurfaces);
7222         Cvar_RegisterVariable(&r_showtris);
7223         Cvar_RegisterVariable(&r_shownormals);
7224         Cvar_RegisterVariable(&r_showlighting);
7225         Cvar_RegisterVariable(&r_showshadowvolumes);
7226         Cvar_RegisterVariable(&r_showcollisionbrushes);
7227         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7228         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7229         Cvar_RegisterVariable(&r_showdisabledepthtest);
7230         Cvar_RegisterVariable(&r_drawportals);
7231         Cvar_RegisterVariable(&r_drawentities);
7232         Cvar_RegisterVariable(&r_draw2d);
7233         Cvar_RegisterVariable(&r_drawworld);
7234         Cvar_RegisterVariable(&r_cullentities_trace);
7235         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7236         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7237         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7238         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7239         Cvar_RegisterVariable(&r_drawviewmodel);
7240         Cvar_RegisterVariable(&r_drawexteriormodel);
7241         Cvar_RegisterVariable(&r_speeds);
7242         Cvar_RegisterVariable(&r_fullbrights);
7243         Cvar_RegisterVariable(&r_wateralpha);
7244         Cvar_RegisterVariable(&r_dynamic);
7245         Cvar_RegisterVariable(&r_fakelight);
7246         Cvar_RegisterVariable(&r_fakelight_intensity);
7247         Cvar_RegisterVariable(&r_fullbright);
7248         Cvar_RegisterVariable(&r_shadows);
7249         Cvar_RegisterVariable(&r_shadows_darken);
7250         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7251         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7252         Cvar_RegisterVariable(&r_shadows_throwdistance);
7253         Cvar_RegisterVariable(&r_shadows_throwdirection);
7254         Cvar_RegisterVariable(&r_shadows_focus);
7255         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7256         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7257         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7258         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7259         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7260         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7261         Cvar_RegisterVariable(&r_fog_exp2);
7262         Cvar_RegisterVariable(&r_drawfog);
7263         Cvar_RegisterVariable(&r_transparentdepthmasking);
7264         Cvar_RegisterVariable(&r_texture_dds_load);
7265         Cvar_RegisterVariable(&r_texture_dds_save);
7266         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7267         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7268         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7269         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7270         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7271         Cvar_RegisterVariable(&r_textureunits);
7272         Cvar_RegisterVariable(&gl_combine);
7273         Cvar_RegisterVariable(&r_glsl);
7274         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7275         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7276         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7277         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7278         Cvar_RegisterVariable(&r_glsl_postprocess);
7279         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7280         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7281         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7282         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7283         Cvar_RegisterVariable(&r_water);
7284         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7285         Cvar_RegisterVariable(&r_water_clippingplanebias);
7286         Cvar_RegisterVariable(&r_water_refractdistort);
7287         Cvar_RegisterVariable(&r_water_reflectdistort);
7288         Cvar_RegisterVariable(&r_lerpsprites);
7289         Cvar_RegisterVariable(&r_lerpmodels);
7290         Cvar_RegisterVariable(&r_lerplightstyles);
7291         Cvar_RegisterVariable(&r_waterscroll);
7292         Cvar_RegisterVariable(&r_bloom);
7293         Cvar_RegisterVariable(&r_bloom_colorscale);
7294         Cvar_RegisterVariable(&r_bloom_brighten);
7295         Cvar_RegisterVariable(&r_bloom_blur);
7296         Cvar_RegisterVariable(&r_bloom_resolution);
7297         Cvar_RegisterVariable(&r_bloom_colorexponent);
7298         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7299         Cvar_RegisterVariable(&r_hdr);
7300         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7301         Cvar_RegisterVariable(&r_hdr_glowintensity);
7302         Cvar_RegisterVariable(&r_hdr_range);
7303         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7304         Cvar_RegisterVariable(&developer_texturelogging);
7305         Cvar_RegisterVariable(&gl_lightmaps);
7306         Cvar_RegisterVariable(&r_test);
7307         Cvar_RegisterVariable(&r_glsl_saturation);
7308         Cvar_RegisterVariable(&r_framedatasize);
7309         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7310                 Cvar_SetValue("r_fullbrights", 0);
7311         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7312
7313         Cvar_RegisterVariable(&r_track_sprites);
7314         Cvar_RegisterVariable(&r_track_sprites_flags);
7315         Cvar_RegisterVariable(&r_track_sprites_scalew);
7316         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7317         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7318         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7319 }
7320
7321 extern void R_Textures_Init(void);
7322 extern void GL_Draw_Init(void);
7323 extern void GL_Main_Init(void);
7324 extern void R_Shadow_Init(void);
7325 extern void R_Sky_Init(void);
7326 extern void GL_Surf_Init(void);
7327 extern void R_Particles_Init(void);
7328 extern void R_Explosion_Init(void);
7329 extern void gl_backend_init(void);
7330 extern void Sbar_Init(void);
7331 extern void R_LightningBeams_Init(void);
7332 extern void Mod_RenderInit(void);
7333 extern void Font_Init(void);
7334
7335 void Render_Init(void)
7336 {
7337         gl_backend_init();
7338         R_Textures_Init();
7339         GL_Main_Init();
7340         Font_Init();
7341         GL_Draw_Init();
7342         R_Shadow_Init();
7343         R_Sky_Init();
7344         GL_Surf_Init();
7345         Sbar_Init();
7346         R_Particles_Init();
7347         R_Explosion_Init();
7348         R_LightningBeams_Init();
7349         Mod_RenderInit();
7350 }
7351
7352 /*
7353 ===============
7354 GL_Init
7355 ===============
7356 */
7357 extern char *ENGINE_EXTENSIONS;
7358 void GL_Init (void)
7359 {
7360         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7361         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7362         gl_version = (const char *)qglGetString(GL_VERSION);
7363         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7364
7365         if (!gl_extensions)
7366                 gl_extensions = "";
7367         if (!gl_platformextensions)
7368                 gl_platformextensions = "";
7369
7370         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7371         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7372         Con_Printf("GL_VERSION: %s\n", gl_version);
7373         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7374         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7375
7376         VID_CheckExtensions();
7377
7378         // LordHavoc: report supported extensions
7379         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7380
7381         // clear to black (loading plaque will be seen over this)
7382         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7383 }
7384
7385 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7386 {
7387         int i;
7388         mplane_t *p;
7389         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7390         {
7391                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7392                 if (i == 4)
7393                         continue;
7394                 p = r_refdef.view.frustum + i;
7395                 switch(p->signbits)
7396                 {
7397                 default:
7398                 case 0:
7399                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7400                                 return true;
7401                         break;
7402                 case 1:
7403                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7404                                 return true;
7405                         break;
7406                 case 2:
7407                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7408                                 return true;
7409                         break;
7410                 case 3:
7411                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7412                                 return true;
7413                         break;
7414                 case 4:
7415                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7416                                 return true;
7417                         break;
7418                 case 5:
7419                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7420                                 return true;
7421                         break;
7422                 case 6:
7423                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7424                                 return true;
7425                         break;
7426                 case 7:
7427                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7428                                 return true;
7429                         break;
7430                 }
7431         }
7432         return false;
7433 }
7434
7435 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7436 {
7437         int i;
7438         const mplane_t *p;
7439         for (i = 0;i < numplanes;i++)
7440         {
7441                 p = planes + i;
7442                 switch(p->signbits)
7443                 {
7444                 default:
7445                 case 0:
7446                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7447                                 return true;
7448                         break;
7449                 case 1:
7450                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7451                                 return true;
7452                         break;
7453                 case 2:
7454                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7455                                 return true;
7456                         break;
7457                 case 3:
7458                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7459                                 return true;
7460                         break;
7461                 case 4:
7462                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7463                                 return true;
7464                         break;
7465                 case 5:
7466                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7467                                 return true;
7468                         break;
7469                 case 6:
7470                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7471                                 return true;
7472                         break;
7473                 case 7:
7474                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7475                                 return true;
7476                         break;
7477                 }
7478         }
7479         return false;
7480 }
7481
7482 //==================================================================================
7483
7484 // LordHavoc: this stores temporary data used within the same frame
7485
7486 qboolean r_framedata_failed;
7487 static size_t r_framedata_size;
7488 static size_t r_framedata_current;
7489 static void *r_framedata_base;
7490
7491 void R_FrameData_Reset(void)
7492 {
7493         if (r_framedata_base)
7494                 Mem_Free(r_framedata_base);
7495         r_framedata_base = NULL;
7496         r_framedata_size = 0;
7497         r_framedata_current = 0;
7498         r_framedata_failed = false;
7499 }
7500
7501 void R_FrameData_NewFrame(void)
7502 {
7503         size_t wantedsize;
7504         if (r_framedata_failed)
7505                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7506         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7507         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7508         if (r_framedata_size != wantedsize)
7509         {
7510                 r_framedata_size = wantedsize;
7511                 if (r_framedata_base)
7512                         Mem_Free(r_framedata_base);
7513                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7514         }
7515         r_framedata_current = 0;
7516         r_framedata_failed = false;
7517 }
7518
7519 void *R_FrameData_Alloc(size_t size)
7520 {
7521         void *data;
7522
7523         // align to 16 byte boundary
7524         size = (size + 15) & ~15;
7525         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7526         r_framedata_current += size;
7527
7528         // check overflow
7529         if (r_framedata_current > r_framedata_size)
7530                 r_framedata_failed = true;
7531
7532         // return NULL on everything after a failure
7533         if (r_framedata_failed)
7534                 return NULL;
7535
7536         return data;
7537 }
7538
7539 void *R_FrameData_Store(size_t size, void *data)
7540 {
7541         void *d = R_FrameData_Alloc(size);
7542         if (d)
7543                 memcpy(d, data, size);
7544         return d;
7545 }
7546
7547 //==================================================================================
7548
7549 // LordHavoc: animcache originally written by Echon, rewritten since then
7550
7551 /**
7552  * Animation cache prevents re-generating mesh data for an animated model
7553  * multiple times in one frame for lighting, shadowing, reflections, etc.
7554  */
7555
7556 void R_AnimCache_Free(void)
7557 {
7558 }
7559
7560 void R_AnimCache_ClearCache(void)
7561 {
7562         int i;
7563         entity_render_t *ent;
7564
7565         for (i = 0;i < r_refdef.scene.numentities;i++)
7566         {
7567                 ent = r_refdef.scene.entities[i];
7568                 ent->animcache_vertex3f = NULL;
7569                 ent->animcache_normal3f = NULL;
7570                 ent->animcache_svector3f = NULL;
7571                 ent->animcache_tvector3f = NULL;
7572                 ent->animcache_vertexposition = NULL;
7573                 ent->animcache_vertexmesh = NULL;
7574                 ent->animcache_vertexpositionbuffer = NULL;
7575                 ent->animcache_vertexmeshbuffer = NULL;
7576         }
7577 }
7578
7579 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7580 {
7581         int i;
7582
7583         // identical memory layout, so no need to allocate...
7584         // this also provides the vertexposition structure to everything, e.g.
7585         // depth masked rendering currently uses it even if having separate
7586         // arrays
7587         // NOTE: get rid of this optimization if changing it to e.g. 4f
7588         ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7589
7590         // TODO:
7591         // get rid of following uses of VERTEXPOSITION, change to the array:
7592         // R_DrawTextureSurfaceList_Sky if skyrendermasked
7593         // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7594         // R_DrawTextureSurfaceList_DepthOnly
7595         // R_Q1BSP_DrawShadowMap
7596
7597         switch(vid.renderpath)
7598         {
7599         case RENDERPATH_GL20:
7600         case RENDERPATH_CGGL:
7601                 // need the meshbuffers if !gl_mesh_separatearrays.integer
7602                 if (gl_mesh_separatearrays.integer)
7603                         return;
7604                 break;
7605         case RENDERPATH_D3D9:
7606         case RENDERPATH_D3D10:
7607         case RENDERPATH_D3D11:
7608                 // always need the meshbuffers
7609                 break;
7610         case RENDERPATH_GL13:
7611         case RENDERPATH_GL11:
7612                 // never need the meshbuffers
7613                 return;
7614         }
7615
7616         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7617                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7618         /*
7619         if (!ent->animcache_vertexposition)
7620                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7621         */
7622         if (ent->animcache_vertexposition)
7623         {
7624                 /*
7625                 for (i = 0;i < numvertices;i++)
7626                         memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7627                 */
7628                 // TODO: upload vertex buffer?
7629         }
7630         if (ent->animcache_vertexmesh)
7631         {
7632                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7633                 for (i = 0;i < numvertices;i++)
7634                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7635                 if (ent->animcache_svector3f)
7636                         for (i = 0;i < numvertices;i++)
7637                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7638                 if (ent->animcache_tvector3f)
7639                         for (i = 0;i < numvertices;i++)
7640                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7641                 if (ent->animcache_normal3f)
7642                         for (i = 0;i < numvertices;i++)
7643                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7644                 // TODO: upload vertex buffer?
7645         }
7646 }
7647
7648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7649 {
7650         dp_model_t *model = ent->model;
7651         int numvertices;
7652         // see if it's already cached this frame
7653         if (ent->animcache_vertex3f)
7654         {
7655                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7656                 if (wantnormals || wanttangents)
7657                 {
7658                         if (ent->animcache_normal3f)
7659                                 wantnormals = false;
7660                         if (ent->animcache_svector3f)
7661                                 wanttangents = false;
7662                         if (wantnormals || wanttangents)
7663                         {
7664                                 numvertices = model->surfmesh.num_vertices;
7665                                 if (wantnormals)
7666                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7667                                 if (wanttangents)
7668                                 {
7669                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7670                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7671                                 }
7672                                 if (!r_framedata_failed)
7673                                 {
7674                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7675                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7676                                 }
7677                         }
7678                 }
7679         }
7680         else
7681         {
7682                 // see if this ent is worth caching
7683                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7684                         return false;
7685                 // get some memory for this entity and generate mesh data
7686                 numvertices = model->surfmesh.num_vertices;
7687                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7688                 if (wantnormals)
7689                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7690                 if (wanttangents)
7691                 {
7692                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7693                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7694                 }
7695                 if (!r_framedata_failed)
7696                 {
7697                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7698                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7699                 }
7700         }
7701         return !r_framedata_failed;
7702 }
7703
7704 void R_AnimCache_CacheVisibleEntities(void)
7705 {
7706         int i;
7707         qboolean wantnormals = true;
7708         qboolean wanttangents = !r_showsurfaces.integer;
7709
7710         switch(vid.renderpath)
7711         {
7712         case RENDERPATH_GL20:
7713         case RENDERPATH_CGGL:
7714         case RENDERPATH_D3D9:
7715         case RENDERPATH_D3D10:
7716         case RENDERPATH_D3D11:
7717                 break;
7718         case RENDERPATH_GL13:
7719         case RENDERPATH_GL11:
7720                 wanttangents = false;
7721                 break;
7722         }
7723
7724         if (r_shownormals.integer)
7725                 wanttangents = wantnormals = true;
7726
7727         // TODO: thread this
7728         // NOTE: R_PrepareRTLights() also caches entities
7729
7730         for (i = 0;i < r_refdef.scene.numentities;i++)
7731                 if (r_refdef.viewcache.entityvisible[i])
7732                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7733 }
7734
7735 //==================================================================================
7736
7737 static void R_View_UpdateEntityLighting (void)
7738 {
7739         int i;
7740         entity_render_t *ent;
7741         vec3_t tempdiffusenormal, avg;
7742         vec_t f, fa, fd, fdd;
7743         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7744
7745         for (i = 0;i < r_refdef.scene.numentities;i++)
7746         {
7747                 ent = r_refdef.scene.entities[i];
7748
7749                 // skip unseen models
7750                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7751                         continue;
7752
7753                 // skip bsp models
7754                 if (ent->model && ent->model->brush.num_leafs)
7755                 {
7756                         // TODO: use modellight for r_ambient settings on world?
7757                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7758                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7759                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7760                         continue;
7761                 }
7762
7763                 // fetch the lighting from the worldmodel data
7764                 VectorClear(ent->modellight_ambient);
7765                 VectorClear(ent->modellight_diffuse);
7766                 VectorClear(tempdiffusenormal);
7767                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7768                 {
7769                         vec3_t org;
7770                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7771                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7772                         if(ent->flags & RENDER_EQUALIZE)
7773                         {
7774                                 // first fix up ambient lighting...
7775                                 if(r_equalize_entities_minambient.value > 0)
7776                                 {
7777                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7778                                         if(fd > 0)
7779                                         {
7780                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7781                                                 if(fa < r_equalize_entities_minambient.value * fd)
7782                                                 {
7783                                                         // solve:
7784                                                         //   fa'/fd' = minambient
7785                                                         //   fa'+0.25*fd' = fa+0.25*fd
7786                                                         //   ...
7787                                                         //   fa' = fd' * minambient
7788                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7789                                                         //   ...
7790                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7791                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7792                                                         //   ...
7793                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7794                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
7795                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7796                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7797                                                 }
7798                                         }
7799                                 }
7800
7801                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7802                                 {
7803                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7804                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7805                                         if(f > 0)
7806                                         {
7807                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7808                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7809                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7810                                         }
7811                                 }
7812                         }
7813                 }
7814                 else // highly rare
7815                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7816
7817                 // move the light direction into modelspace coordinates for lighting code
7818                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7819                 if(VectorLength2(ent->modellight_lightdir) == 0)
7820                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7821                 VectorNormalize(ent->modellight_lightdir);
7822         }
7823 }
7824
7825 #define MAX_LINEOFSIGHTTRACES 64
7826
7827 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7828 {
7829         int i;
7830         vec3_t boxmins, boxmaxs;
7831         vec3_t start;
7832         vec3_t end;
7833         dp_model_t *model = r_refdef.scene.worldmodel;
7834
7835         if (!model || !model->brush.TraceLineOfSight)
7836                 return true;
7837
7838         // expand the box a little
7839         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7840         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7841         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7842         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7843         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7844         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7845
7846         // return true if eye is inside enlarged box
7847         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7848                 return true;
7849
7850         // try center
7851         VectorCopy(eye, start);
7852         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7853         if (model->brush.TraceLineOfSight(model, start, end))
7854                 return true;
7855
7856         // try various random positions
7857         for (i = 0;i < numsamples;i++)
7858         {
7859                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7860                 if (model->brush.TraceLineOfSight(model, start, end))
7861                         return true;
7862         }
7863
7864         return false;
7865 }
7866
7867
7868 static void R_View_UpdateEntityVisible (void)
7869 {
7870         int i;
7871         int renderimask;
7872         int samples;
7873         entity_render_t *ent;
7874
7875         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7876                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7877                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7878                 :                                                          RENDER_EXTERIORMODEL;
7879         if (!r_drawviewmodel.integer)
7880                 renderimask |= RENDER_VIEWMODEL;
7881         if (!r_drawexteriormodel.integer)
7882                 renderimask |= RENDER_EXTERIORMODEL;
7883         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7884         {
7885                 // worldmodel can check visibility
7886                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7887                 for (i = 0;i < r_refdef.scene.numentities;i++)
7888                 {
7889                         ent = r_refdef.scene.entities[i];
7890                         if (!(ent->flags & renderimask))
7891                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7892                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7893                                 r_refdef.viewcache.entityvisible[i] = true;
7894                 }
7895                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7896                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7897                 {
7898                         for (i = 0;i < r_refdef.scene.numentities;i++)
7899                         {
7900                                 ent = r_refdef.scene.entities[i];
7901                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7902                                 {
7903                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7904                                         if (samples < 0)
7905                                                 continue; // temp entities do pvs only
7906                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7907                                                 ent->last_trace_visibility = realtime;
7908                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7909                                                 r_refdef.viewcache.entityvisible[i] = 0;
7910                                 }
7911                         }
7912                 }
7913         }
7914         else
7915         {
7916                 // no worldmodel or it can't check visibility
7917                 for (i = 0;i < r_refdef.scene.numentities;i++)
7918                 {
7919                         ent = r_refdef.scene.entities[i];
7920                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7921                 }
7922         }
7923 }
7924
7925 /// only used if skyrendermasked, and normally returns false
7926 int R_DrawBrushModelsSky (void)
7927 {
7928         int i, sky;
7929         entity_render_t *ent;
7930
7931         sky = false;
7932         for (i = 0;i < r_refdef.scene.numentities;i++)
7933         {
7934                 if (!r_refdef.viewcache.entityvisible[i])
7935                         continue;
7936                 ent = r_refdef.scene.entities[i];
7937                 if (!ent->model || !ent->model->DrawSky)
7938                         continue;
7939                 ent->model->DrawSky(ent);
7940                 sky = true;
7941         }
7942         return sky;
7943 }
7944
7945 static void R_DrawNoModel(entity_render_t *ent);
7946 static void R_DrawModels(void)
7947 {
7948         int i;
7949         entity_render_t *ent;
7950
7951         for (i = 0;i < r_refdef.scene.numentities;i++)
7952         {
7953                 if (!r_refdef.viewcache.entityvisible[i])
7954                         continue;
7955                 ent = r_refdef.scene.entities[i];
7956                 r_refdef.stats.entities++;
7957                 if (ent->model && ent->model->Draw != NULL)
7958                         ent->model->Draw(ent);
7959                 else
7960                         R_DrawNoModel(ent);
7961         }
7962 }
7963
7964 static void R_DrawModelsDepth(void)
7965 {
7966         int i;
7967         entity_render_t *ent;
7968
7969         for (i = 0;i < r_refdef.scene.numentities;i++)
7970         {
7971                 if (!r_refdef.viewcache.entityvisible[i])
7972                         continue;
7973                 ent = r_refdef.scene.entities[i];
7974                 if (ent->model && ent->model->DrawDepth != NULL)
7975                         ent->model->DrawDepth(ent);
7976         }
7977 }
7978
7979 static void R_DrawModelsDebug(void)
7980 {
7981         int i;
7982         entity_render_t *ent;
7983
7984         for (i = 0;i < r_refdef.scene.numentities;i++)
7985         {
7986                 if (!r_refdef.viewcache.entityvisible[i])
7987                         continue;
7988                 ent = r_refdef.scene.entities[i];
7989                 if (ent->model && ent->model->DrawDebug != NULL)
7990                         ent->model->DrawDebug(ent);
7991         }
7992 }
7993
7994 static void R_DrawModelsAddWaterPlanes(void)
7995 {
7996         int i;
7997         entity_render_t *ent;
7998
7999         for (i = 0;i < r_refdef.scene.numentities;i++)
8000         {
8001                 if (!r_refdef.viewcache.entityvisible[i])
8002                         continue;
8003                 ent = r_refdef.scene.entities[i];
8004                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8005                         ent->model->DrawAddWaterPlanes(ent);
8006         }
8007 }
8008
8009 static void R_View_SetFrustum(void)
8010 {
8011         int i;
8012         double slopex, slopey;
8013         vec3_t forward, left, up, origin;
8014
8015         // we can't trust r_refdef.view.forward and friends in reflected scenes
8016         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8017
8018 #if 0
8019         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8020         r_refdef.view.frustum[0].normal[1] = 0 - 0;
8021         r_refdef.view.frustum[0].normal[2] = -1 - 0;
8022         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8023         r_refdef.view.frustum[1].normal[1] = 0 + 0;
8024         r_refdef.view.frustum[1].normal[2] = -1 + 0;
8025         r_refdef.view.frustum[2].normal[0] = 0 - 0;
8026         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8027         r_refdef.view.frustum[2].normal[2] = -1 - 0;
8028         r_refdef.view.frustum[3].normal[0] = 0 + 0;
8029         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8030         r_refdef.view.frustum[3].normal[2] = -1 + 0;
8031 #endif
8032
8033 #if 0
8034         zNear = r_refdef.nearclip;
8035         nudge = 1.0 - 1.0 / (1<<23);
8036         r_refdef.view.frustum[4].normal[0] = 0 - 0;
8037         r_refdef.view.frustum[4].normal[1] = 0 - 0;
8038         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8039         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8040         r_refdef.view.frustum[5].normal[0] = 0 + 0;
8041         r_refdef.view.frustum[5].normal[1] = 0 + 0;
8042         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8043         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8044 #endif
8045
8046
8047
8048 #if 0
8049         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8050         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8051         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8052         r_refdef.view.frustum[0].dist = m[15] - m[12];
8053
8054         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8055         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8056         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8057         r_refdef.view.frustum[1].dist = m[15] + m[12];
8058
8059         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8060         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8061         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8062         r_refdef.view.frustum[2].dist = m[15] - m[13];
8063
8064         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8065         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8066         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8067         r_refdef.view.frustum[3].dist = m[15] + m[13];
8068
8069         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8070         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8071         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8072         r_refdef.view.frustum[4].dist = m[15] - m[14];
8073
8074         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8075         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8076         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8077         r_refdef.view.frustum[5].dist = m[15] + m[14];
8078 #endif
8079
8080         if (r_refdef.view.useperspective)
8081         {
8082                 slopex = 1.0 / r_refdef.view.frustum_x;
8083                 slopey = 1.0 / r_refdef.view.frustum_y;
8084                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8085                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
8086                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
8087                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
8088                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8089
8090                 // Leaving those out was a mistake, those were in the old code, and they
8091                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8092                 // I couldn't reproduce it after adding those normalizations. --blub
8093                 VectorNormalize(r_refdef.view.frustum[0].normal);
8094                 VectorNormalize(r_refdef.view.frustum[1].normal);
8095                 VectorNormalize(r_refdef.view.frustum[2].normal);
8096                 VectorNormalize(r_refdef.view.frustum[3].normal);
8097
8098                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8099                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8100                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8101                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8102                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8103
8104                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8105                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8106                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8107                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8108                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8109         }
8110         else
8111         {
8112                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8113                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8114                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8115                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8116                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8117                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8118                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8119                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8120                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8121                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8122         }
8123         r_refdef.view.numfrustumplanes = 5;
8124
8125         if (r_refdef.view.useclipplane)
8126         {
8127                 r_refdef.view.numfrustumplanes = 6;
8128                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8129         }
8130
8131         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8132                 PlaneClassify(r_refdef.view.frustum + i);
8133
8134         // LordHavoc: note to all quake engine coders, Quake had a special case
8135         // for 90 degrees which assumed a square view (wrong), so I removed it,
8136         // Quake2 has it disabled as well.
8137
8138         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8139         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8140         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8141         //PlaneClassify(&frustum[0]);
8142
8143         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8144         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8145         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8146         //PlaneClassify(&frustum[1]);
8147
8148         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8149         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8150         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8151         //PlaneClassify(&frustum[2]);
8152
8153         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8154         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8155         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8156         //PlaneClassify(&frustum[3]);
8157
8158         // nearclip plane
8159         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8160         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8161         //PlaneClassify(&frustum[4]);
8162 }
8163
8164 void R_View_Update(void)
8165 {
8166         R_Main_ResizeViewCache();
8167         R_View_SetFrustum();
8168         R_View_WorldVisibility(r_refdef.view.useclipplane);
8169         R_View_UpdateEntityVisible();
8170         R_View_UpdateEntityLighting();
8171 }
8172
8173 void R_SetupView(qboolean allowwaterclippingplane)
8174 {
8175         const float *customclipplane = NULL;
8176         float plane[4];
8177         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8178         {
8179                 // LordHavoc: couldn't figure out how to make this approach the
8180                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8181                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8182                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8183                         dist = r_refdef.view.clipplane.dist;
8184                 plane[0] = r_refdef.view.clipplane.normal[0];
8185                 plane[1] = r_refdef.view.clipplane.normal[1];
8186                 plane[2] = r_refdef.view.clipplane.normal[2];
8187                 plane[3] = dist;
8188                 customclipplane = plane;
8189         }
8190
8191         if (!r_refdef.view.useperspective)
8192                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
8193         else if (vid.stencil && r_useinfinitefarclip.integer)
8194                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
8195         else
8196                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
8197         R_SetViewport(&r_refdef.view.viewport);
8198 }
8199
8200 void R_EntityMatrix(const matrix4x4_t *matrix)
8201 {
8202         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8203         {
8204                 gl_modelmatrixchanged = false;
8205                 gl_modelmatrix = *matrix;
8206                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8207                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8208                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8209                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8210                 CHECKGLERROR
8211                 switch(vid.renderpath)
8212                 {
8213                 case RENDERPATH_D3D9:
8214 #ifdef SUPPORTD3D
8215                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8216                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8217 #endif
8218                         break;
8219                 case RENDERPATH_D3D10:
8220                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8221                         break;
8222                 case RENDERPATH_D3D11:
8223                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8224                         break;
8225                 case RENDERPATH_GL20:
8226                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8227                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8228                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8229                         break;
8230                 case RENDERPATH_CGGL:
8231 #ifdef SUPPORTCG
8232                         CHECKCGERROR
8233                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8234                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8235                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8236 #endif
8237                         break;
8238                 case RENDERPATH_GL13:
8239                 case RENDERPATH_GL11:
8240                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8241                         break;
8242                 }
8243         }
8244 }
8245
8246 void R_ResetViewRendering2D(void)
8247 {
8248         r_viewport_t viewport;
8249         DrawQ_Finish();
8250
8251         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8252         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
8253         R_SetViewport(&viewport);
8254         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8255         GL_Color(1, 1, 1, 1);
8256         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8257         GL_BlendFunc(GL_ONE, GL_ZERO);
8258         GL_AlphaTest(false);
8259         GL_ScissorTest(false);
8260         GL_DepthMask(false);
8261         GL_DepthRange(0, 1);
8262         GL_DepthTest(false);
8263         GL_DepthFunc(GL_LEQUAL);
8264         R_EntityMatrix(&identitymatrix);
8265         R_Mesh_ResetTextureState();
8266         GL_PolygonOffset(0, 0);
8267         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8268         switch(vid.renderpath)
8269         {
8270         case RENDERPATH_GL11:
8271         case RENDERPATH_GL13:
8272         case RENDERPATH_GL20:
8273         case RENDERPATH_CGGL:
8274                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8275                 break;
8276         case RENDERPATH_D3D9:
8277         case RENDERPATH_D3D10:
8278         case RENDERPATH_D3D11:
8279                 break;
8280         }
8281         GL_CullFace(GL_NONE);
8282 }
8283
8284 void R_ResetViewRendering3D(void)
8285 {
8286         DrawQ_Finish();
8287
8288         R_SetupView(true);
8289         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8290         GL_Color(1, 1, 1, 1);
8291         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8292         GL_BlendFunc(GL_ONE, GL_ZERO);
8293         GL_AlphaTest(false);
8294         GL_ScissorTest(true);
8295         GL_DepthMask(true);
8296         GL_DepthRange(0, 1);
8297         GL_DepthTest(true);
8298         GL_DepthFunc(GL_LEQUAL);
8299         R_EntityMatrix(&identitymatrix);
8300         R_Mesh_ResetTextureState();
8301         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8302         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8303         switch(vid.renderpath)
8304         {
8305         case RENDERPATH_GL11:
8306         case RENDERPATH_GL13:
8307         case RENDERPATH_GL20:
8308         case RENDERPATH_CGGL:
8309                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8310                 break;
8311         case RENDERPATH_D3D9:
8312         case RENDERPATH_D3D10:
8313         case RENDERPATH_D3D11:
8314                 break;
8315         }
8316         GL_CullFace(r_refdef.view.cullface_back);
8317 }
8318
8319 /*
8320 ================
8321 R_RenderView_UpdateViewVectors
8322 ================
8323 */
8324 static void R_RenderView_UpdateViewVectors(void)
8325 {
8326         // break apart the view matrix into vectors for various purposes
8327         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8328         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8329         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8330         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8331         // make an inverted copy of the view matrix for tracking sprites
8332         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8333 }
8334
8335 void R_RenderScene(void);
8336 void R_RenderWaterPlanes(void);
8337
8338 static void R_Water_StartFrame(void)
8339 {
8340         int i;
8341         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8342         r_waterstate_waterplane_t *p;
8343
8344         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8345                 return;
8346
8347         switch(vid.renderpath)
8348         {
8349         case RENDERPATH_GL20:
8350         case RENDERPATH_CGGL:
8351         case RENDERPATH_D3D9:
8352         case RENDERPATH_D3D10:
8353         case RENDERPATH_D3D11:
8354                 break;
8355         case RENDERPATH_GL13:
8356         case RENDERPATH_GL11:
8357                 return;
8358         }
8359
8360         // set waterwidth and waterheight to the water resolution that will be
8361         // used (often less than the screen resolution for faster rendering)
8362         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8363         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8364
8365         // calculate desired texture sizes
8366         // can't use water if the card does not support the texture size
8367         if (!r_water.integer || r_showsurfaces.integer)
8368                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8369         else if (vid.support.arb_texture_non_power_of_two)
8370         {
8371                 texturewidth = waterwidth;
8372                 textureheight = waterheight;
8373                 camerawidth = waterwidth;
8374                 cameraheight = waterheight;
8375         }
8376         else
8377         {
8378                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8379                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8380                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8381                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8382         }
8383
8384         // allocate textures as needed
8385         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8386         {
8387                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8388                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8389                 {
8390                         if (p->texture_refraction)
8391                                 R_FreeTexture(p->texture_refraction);
8392                         p->texture_refraction = NULL;
8393                         if (p->texture_reflection)
8394                                 R_FreeTexture(p->texture_reflection);
8395                         p->texture_reflection = NULL;
8396                         if (p->texture_camera)
8397                                 R_FreeTexture(p->texture_camera);
8398                         p->texture_camera = NULL;
8399                 }
8400                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8401                 r_waterstate.texturewidth = texturewidth;
8402                 r_waterstate.textureheight = textureheight;
8403                 r_waterstate.camerawidth = camerawidth;
8404                 r_waterstate.cameraheight = cameraheight;
8405         }
8406
8407         if (r_waterstate.texturewidth)
8408         {
8409                 r_waterstate.enabled = true;
8410
8411                 // when doing a reduced render (HDR) we want to use a smaller area
8412                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8413                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8414
8415                 // set up variables that will be used in shader setup
8416                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8417                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8418                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8419                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8420         }
8421
8422         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8423         r_waterstate.numwaterplanes = 0;
8424 }
8425
8426 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8427 {
8428         int triangleindex, planeindex;
8429         const int *e;
8430         vec3_t vert[3];
8431         vec3_t normal;
8432         vec3_t center;
8433         mplane_t plane;
8434         r_waterstate_waterplane_t *p;
8435         texture_t *t = R_GetCurrentTexture(surface->texture);
8436
8437         // just use the first triangle with a valid normal for any decisions
8438         VectorClear(normal);
8439         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8440         {
8441                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8442                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8443                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8444                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8445                 if (VectorLength2(normal) >= 0.001)
8446                         break;
8447         }
8448
8449         VectorCopy(normal, plane.normal);
8450         VectorNormalize(plane.normal);
8451         plane.dist = DotProduct(vert[0], plane.normal);
8452         PlaneClassify(&plane);
8453         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8454         {
8455                 // skip backfaces (except if nocullface is set)
8456                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8457                         return;
8458                 VectorNegate(plane.normal, plane.normal);
8459                 plane.dist *= -1;
8460                 PlaneClassify(&plane);
8461         }
8462
8463
8464         // find a matching plane if there is one
8465         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8466                 if(p->camera_entity == t->camera_entity)
8467                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8468                                 break;
8469         if (planeindex >= r_waterstate.maxwaterplanes)
8470                 return; // nothing we can do, out of planes
8471
8472         // if this triangle does not fit any known plane rendered this frame, add one
8473         if (planeindex >= r_waterstate.numwaterplanes)
8474         {
8475                 // store the new plane
8476                 r_waterstate.numwaterplanes++;
8477                 p->plane = plane;
8478                 // clear materialflags and pvs
8479                 p->materialflags = 0;
8480                 p->pvsvalid = false;
8481                 p->camera_entity = t->camera_entity;
8482         }
8483         // merge this surface's materialflags into the waterplane
8484         p->materialflags |= t->currentmaterialflags;
8485         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8486         {
8487                 // merge this surface's PVS into the waterplane
8488                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8489                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8490                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8491                 {
8492                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8493                         p->pvsvalid = true;
8494                 }
8495         }
8496 }
8497
8498 static void R_Water_ProcessPlanes(void)
8499 {
8500         r_refdef_view_t originalview;
8501         r_refdef_view_t myview;
8502         int planeindex;
8503         r_waterstate_waterplane_t *p;
8504         vec3_t visorigin;
8505
8506         originalview = r_refdef.view;
8507
8508         // make sure enough textures are allocated
8509         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8510         {
8511                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8512                 {
8513                         if (!p->texture_refraction)
8514                                 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);
8515                         if (!p->texture_refraction)
8516                                 goto error;
8517                 }
8518                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8519                 {
8520                         if (!p->texture_camera)
8521                                 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);
8522                         if (!p->texture_camera)
8523                                 goto error;
8524                 }
8525
8526                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8527                 {
8528                         if (!p->texture_reflection)
8529                                 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);
8530                         if (!p->texture_reflection)
8531                                 goto error;
8532                 }
8533         }
8534
8535         // render views
8536         r_refdef.view = originalview;
8537         r_refdef.view.showdebug = false;
8538         r_refdef.view.width = r_waterstate.waterwidth;
8539         r_refdef.view.height = r_waterstate.waterheight;
8540         r_refdef.view.useclipplane = true;
8541         myview = r_refdef.view;
8542         r_waterstate.renderingscene = true;
8543         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8544         {
8545                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8546                 {
8547                         r_refdef.view = myview;
8548                         // render reflected scene and copy into texture
8549                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8550                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8551                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8552                         r_refdef.view.clipplane = p->plane;
8553                         // reverse the cullface settings for this render
8554                         r_refdef.view.cullface_front = GL_FRONT;
8555                         r_refdef.view.cullface_back = GL_BACK;
8556                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8557                         {
8558                                 r_refdef.view.usecustompvs = true;
8559                                 if (p->pvsvalid)
8560                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8561                                 else
8562                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8563                         }
8564
8565                         R_ResetViewRendering3D();
8566                         R_ClearScreen(r_refdef.fogenabled);
8567                         R_View_Update();
8568                         R_RenderScene();
8569
8570                         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);
8571                 }
8572
8573                 // render the normal view scene and copy into texture
8574                 // (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)
8575                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8576                 {
8577                         r_waterstate.renderingrefraction = true;
8578                         r_refdef.view = myview;
8579
8580                         r_refdef.view.clipplane = p->plane;
8581                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8582                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8583
8584                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8585                         {
8586                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8587                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8588                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8589                                 R_RenderView_UpdateViewVectors();
8590                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8591                                 {
8592                                         r_refdef.view.usecustompvs = true;
8593                                         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);
8594                                 }
8595                         }
8596
8597                         PlaneClassify(&r_refdef.view.clipplane);
8598
8599                         R_ResetViewRendering3D();
8600                         R_ClearScreen(r_refdef.fogenabled);
8601                         R_View_Update();
8602                         R_RenderScene();
8603
8604                         R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8605                         r_waterstate.renderingrefraction = false;
8606                 }
8607                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8608                 {
8609                         r_refdef.view = myview;
8610
8611                         r_refdef.view.clipplane = p->plane;
8612                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8613                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8614
8615                         r_refdef.view.width = r_waterstate.camerawidth;
8616                         r_refdef.view.height = r_waterstate.cameraheight;
8617                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8618                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8619
8620                         if(p->camera_entity)
8621                         {
8622                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8623                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8624                         }
8625
8626                         // reverse the cullface settings for this render
8627                         r_refdef.view.cullface_front = GL_FRONT;
8628                         r_refdef.view.cullface_back = GL_BACK;
8629                         // also reverse the view matrix
8630                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8631                         R_RenderView_UpdateViewVectors();
8632                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8633                         {
8634                                 r_refdef.view.usecustompvs = true;
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                         
8638                         // camera needs no clipplane
8639                         r_refdef.view.useclipplane = false;
8640
8641                         PlaneClassify(&r_refdef.view.clipplane);
8642
8643                         R_ResetViewRendering3D();
8644                         R_ClearScreen(r_refdef.fogenabled);
8645                         R_View_Update();
8646                         R_RenderScene();
8647
8648                         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);
8649                         r_waterstate.renderingrefraction = false;
8650                 }
8651
8652         }
8653         r_waterstate.renderingscene = false;
8654         r_refdef.view = originalview;
8655         R_ResetViewRendering3D();
8656         R_ClearScreen(r_refdef.fogenabled);
8657         R_View_Update();
8658         return;
8659 error:
8660         r_refdef.view = originalview;
8661         r_waterstate.renderingscene = false;
8662         Cvar_SetValueQuick(&r_water, 0);
8663         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8664         return;
8665 }
8666
8667 void R_Bloom_StartFrame(void)
8668 {
8669         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8670
8671         switch(vid.renderpath)
8672         {
8673         case RENDERPATH_GL20:
8674         case RENDERPATH_CGGL:
8675         case RENDERPATH_D3D9:
8676         case RENDERPATH_D3D10:
8677         case RENDERPATH_D3D11:
8678                 break;
8679         case RENDERPATH_GL13:
8680         case RENDERPATH_GL11:
8681                 return;
8682         }
8683
8684         // set bloomwidth and bloomheight to the bloom resolution that will be
8685         // used (often less than the screen resolution for faster rendering)
8686         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8687         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8688         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8689         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8690         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8691
8692         // calculate desired texture sizes
8693         if (vid.support.arb_texture_non_power_of_two)
8694         {
8695                 screentexturewidth = r_refdef.view.width;
8696                 screentextureheight = r_refdef.view.height;
8697                 bloomtexturewidth = r_bloomstate.bloomwidth;
8698                 bloomtextureheight = r_bloomstate.bloomheight;
8699         }
8700         else
8701         {
8702                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8703                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8704                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8705                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8706         }
8707
8708         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))
8709         {
8710                 Cvar_SetValueQuick(&r_hdr, 0);
8711                 Cvar_SetValueQuick(&r_bloom, 0);
8712                 Cvar_SetValueQuick(&r_motionblur, 0);
8713                 Cvar_SetValueQuick(&r_damageblur, 0);
8714         }
8715
8716         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)))
8717                 screentexturewidth = screentextureheight = 0;
8718         if (!r_hdr.integer && !r_bloom.integer)
8719                 bloomtexturewidth = bloomtextureheight = 0;
8720
8721         // allocate textures as needed
8722         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8723         {
8724                 if (r_bloomstate.texture_screen)
8725                         R_FreeTexture(r_bloomstate.texture_screen);
8726                 r_bloomstate.texture_screen = NULL;
8727                 r_bloomstate.screentexturewidth = screentexturewidth;
8728                 r_bloomstate.screentextureheight = screentextureheight;
8729                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8730                         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);
8731         }
8732         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8733         {
8734                 if (r_bloomstate.texture_bloom)
8735                         R_FreeTexture(r_bloomstate.texture_bloom);
8736                 r_bloomstate.texture_bloom = NULL;
8737                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8738                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8739                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8740                         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);
8741         }
8742
8743         // when doing a reduced render (HDR) we want to use a smaller area
8744         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8745         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8746         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8747         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8748         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8749
8750         // set up a texcoord array for the full resolution screen image
8751         // (we have to keep this around to copy back during final render)
8752         r_bloomstate.screentexcoord2f[0] = 0;
8753         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8754         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8755         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8756         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8757         r_bloomstate.screentexcoord2f[5] = 0;
8758         r_bloomstate.screentexcoord2f[6] = 0;
8759         r_bloomstate.screentexcoord2f[7] = 0;
8760
8761         // set up a texcoord array for the reduced resolution bloom image
8762         // (which will be additive blended over the screen image)
8763         r_bloomstate.bloomtexcoord2f[0] = 0;
8764         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8765         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8766         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8767         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8768         r_bloomstate.bloomtexcoord2f[5] = 0;
8769         r_bloomstate.bloomtexcoord2f[6] = 0;
8770         r_bloomstate.bloomtexcoord2f[7] = 0;
8771
8772         switch(vid.renderpath)
8773         {
8774         case RENDERPATH_GL11:
8775         case RENDERPATH_GL13:
8776         case RENDERPATH_GL20:
8777         case RENDERPATH_CGGL:
8778                 break;
8779         case RENDERPATH_D3D9:
8780         case RENDERPATH_D3D10:
8781         case RENDERPATH_D3D11:
8782                 {
8783                         int i;
8784                         for (i = 0;i < 4;i++)
8785                         {
8786                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8787                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8788                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8789                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8790                         }
8791                 }
8792                 break;
8793         }
8794
8795         if (r_hdr.integer || r_bloom.integer)
8796         {
8797                 r_bloomstate.enabled = true;
8798                 r_bloomstate.hdr = r_hdr.integer != 0;
8799         }
8800
8801         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);
8802 }
8803
8804 void R_Bloom_CopyBloomTexture(float colorscale)
8805 {
8806         r_refdef.stats.bloom++;
8807
8808         // scale down screen texture to the bloom texture size
8809         CHECKGLERROR
8810         R_SetViewport(&r_bloomstate.viewport);
8811         GL_BlendFunc(GL_ONE, GL_ZERO);
8812         GL_Color(colorscale, colorscale, colorscale, 1);
8813         // 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...
8814         switch(vid.renderpath)
8815         {
8816         case RENDERPATH_GL11:
8817         case RENDERPATH_GL13:
8818         case RENDERPATH_GL20:
8819         case RENDERPATH_CGGL:
8820                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8821                 break;
8822         case RENDERPATH_D3D9:
8823         case RENDERPATH_D3D10:
8824         case RENDERPATH_D3D11:
8825                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8826                 break;
8827         }
8828         // TODO: do boxfilter scale-down in shader?
8829         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8830         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8831         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8832
8833         // we now have a bloom image in the framebuffer
8834         // copy it into the bloom image texture for later processing
8835         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);
8836         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8837 }
8838
8839 void R_Bloom_CopyHDRTexture(void)
8840 {
8841         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);
8842         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8843 }
8844
8845 void R_Bloom_MakeTexture(void)
8846 {
8847         int x, range, dir;
8848         float xoffset, yoffset, r, brighten;
8849
8850         r_refdef.stats.bloom++;
8851
8852         R_ResetViewRendering2D();
8853
8854         // we have a bloom image in the framebuffer
8855         CHECKGLERROR
8856         R_SetViewport(&r_bloomstate.viewport);
8857
8858         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8859         {
8860                 x *= 2;
8861                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8862                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8863                 GL_Color(r,r,r,1);
8864                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8865                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8866                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8867                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8868
8869                 // copy the vertically blurred bloom view to a texture
8870                 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);
8871                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8872         }
8873
8874         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8875         brighten = r_bloom_brighten.value;
8876         if (r_hdr.integer)
8877                 brighten *= r_hdr_range.value;
8878         brighten = sqrt(brighten);
8879         if(range >= 1)
8880                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8881         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8882
8883         for (dir = 0;dir < 2;dir++)
8884         {
8885                 // blend on at multiple vertical offsets to achieve a vertical blur
8886                 // TODO: do offset blends using GLSL
8887                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8888                 GL_BlendFunc(GL_ONE, GL_ZERO);
8889                 for (x = -range;x <= range;x++)
8890                 {
8891                         if (!dir){xoffset = 0;yoffset = x;}
8892                         else {xoffset = x;yoffset = 0;}
8893                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8894                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8895                         // compute a texcoord array with the specified x and y offset
8896                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8897                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8898                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8899                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8900                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8901                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8902                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8903                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8904                         // this r value looks like a 'dot' particle, fading sharply to
8905                         // black at the edges
8906                         // (probably not realistic but looks good enough)
8907                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8908                         //r = brighten/(range*2+1);
8909                         r = brighten / (range * 2 + 1);
8910                         if(range >= 1)
8911                                 r *= (1 - x*x/(float)(range*range));
8912                         GL_Color(r, r, r, 1);
8913                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8914                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8915                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8916                         GL_BlendFunc(GL_ONE, GL_ONE);
8917                 }
8918
8919                 // copy the vertically blurred bloom view to a texture
8920                 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);
8921                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8922         }
8923 }
8924
8925 void R_HDR_RenderBloomTexture(void)
8926 {
8927         int oldwidth, oldheight;
8928         float oldcolorscale;
8929
8930         oldcolorscale = r_refdef.view.colorscale;
8931         oldwidth = r_refdef.view.width;
8932         oldheight = r_refdef.view.height;
8933         r_refdef.view.width = r_bloomstate.bloomwidth;
8934         r_refdef.view.height = r_bloomstate.bloomheight;
8935
8936         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8937         // TODO: add exposure compensation features
8938         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8939
8940         r_refdef.view.showdebug = false;
8941         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8942
8943         R_ResetViewRendering3D();
8944
8945         R_ClearScreen(r_refdef.fogenabled);
8946         if (r_timereport_active)
8947                 R_TimeReport("HDRclear");
8948
8949         R_View_Update();
8950         if (r_timereport_active)
8951                 R_TimeReport("visibility");
8952
8953         // only do secondary renders with HDR if r_hdr is 2 or higher
8954         r_waterstate.numwaterplanes = 0;
8955         if (r_waterstate.enabled && r_hdr.integer >= 2)
8956                 R_RenderWaterPlanes();
8957
8958         r_refdef.view.showdebug = true;
8959         R_RenderScene();
8960         r_waterstate.numwaterplanes = 0;
8961
8962         R_ResetViewRendering2D();
8963
8964         R_Bloom_CopyHDRTexture();
8965         R_Bloom_MakeTexture();
8966
8967         // restore the view settings
8968         r_refdef.view.width = oldwidth;
8969         r_refdef.view.height = oldheight;
8970         r_refdef.view.colorscale = oldcolorscale;
8971
8972         R_ResetViewRendering3D();
8973
8974         R_ClearScreen(r_refdef.fogenabled);
8975         if (r_timereport_active)
8976                 R_TimeReport("viewclear");
8977 }
8978
8979 static void R_BlendView(void)
8980 {
8981         unsigned int permutation;
8982         float uservecs[4][4];
8983
8984         switch (vid.renderpath)
8985         {
8986         case RENDERPATH_GL20:
8987         case RENDERPATH_CGGL:
8988         case RENDERPATH_D3D9:
8989         case RENDERPATH_D3D10:
8990         case RENDERPATH_D3D11:
8991                 permutation =
8992                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8993                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8994                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8995                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8996                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8997
8998                 if (r_bloomstate.texture_screen)
8999                 {
9000                         // make sure the buffer is available
9001                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9002
9003                         R_ResetViewRendering2D();
9004
9005                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9006                         {
9007                                 // declare variables
9008                                 float speed;
9009                                 static float avgspeed;
9010
9011                                 speed = VectorLength(cl.movement_velocity);
9012
9013                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9014                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9015
9016                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9017                                 speed = bound(0, speed, 1);
9018                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9019
9020                                 // calculate values into a standard alpha
9021                                 cl.motionbluralpha = 1 - exp(-
9022                                                 (
9023                                                  (r_motionblur.value * speed / 80)
9024                                                  +
9025                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9026                                                 )
9027                                                 /
9028                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9029                                            );
9030
9031                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9032                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9033                                 // apply the blur
9034                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9035                                 {
9036                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9037                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9038                                         switch(vid.renderpath)
9039                                         {
9040                                         case RENDERPATH_GL11:
9041                                         case RENDERPATH_GL13:
9042                                         case RENDERPATH_GL20:
9043                                         case RENDERPATH_CGGL:
9044                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9045                                                 break;
9046                                         case RENDERPATH_D3D9:
9047                                         case RENDERPATH_D3D10:
9048                                         case RENDERPATH_D3D11:
9049                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9050                                                 break;
9051                                         }
9052                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9053                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9054                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9055                                 }
9056                         }
9057
9058                         // copy view into the screen texture
9059                         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);
9060                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9061                 }
9062                 else if (!r_bloomstate.texture_bloom)
9063                 {
9064                         // we may still have to do view tint...
9065                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9066                         {
9067                                 // apply a color tint to the whole view
9068                                 R_ResetViewRendering2D();
9069                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9070                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9071                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9072                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9073                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9074                         }
9075                         break; // no screen processing, no bloom, skip it
9076                 }
9077
9078                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9079                 {
9080                         // render simple bloom effect
9081                         // copy the screen and shrink it and darken it for the bloom process
9082                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9083                         // make the bloom texture
9084                         R_Bloom_MakeTexture();
9085                 }
9086
9087 #if _MSC_VER >= 1400
9088 #define sscanf sscanf_s
9089 #endif
9090                 memset(uservecs, 0, sizeof(uservecs));
9091                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9092                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9093                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9094                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9095
9096                 R_ResetViewRendering2D();
9097                 GL_Color(1, 1, 1, 1);
9098                 GL_BlendFunc(GL_ONE, GL_ZERO);
9099
9100                 switch(vid.renderpath)
9101                 {
9102                 case RENDERPATH_GL20:
9103                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9104                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9105                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9106                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9107                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9108                         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]);
9109                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9110                         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]);
9111                         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]);
9112                         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]);
9113                         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]);
9114                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9115                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9116                         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);
9117                         break;
9118                 case RENDERPATH_CGGL:
9119 #ifdef SUPPORTCG
9120                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9121                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9122                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9123                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9124                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9125                         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
9126                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9127                         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
9128                         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
9129                         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
9130                         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
9131                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9132                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9133                         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);
9134 #endif
9135                         break;
9136                 case RENDERPATH_D3D9:
9137 #ifdef SUPPORTD3D
9138                         // 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...
9139                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9140                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9141                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9142                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9143                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9144                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9145                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9146                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9147                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9148                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9149                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9150                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9151                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9152                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9153 #endif
9154                         break;
9155                 case RENDERPATH_D3D10:
9156                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9157                         break;
9158                 case RENDERPATH_D3D11:
9159                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9160                         break;
9161                 default:
9162                         break;
9163                 }
9164                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9165                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9166                 break;
9167         case RENDERPATH_GL13:
9168         case RENDERPATH_GL11:
9169                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9170                 {
9171                         // apply a color tint to the whole view
9172                         R_ResetViewRendering2D();
9173                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9174                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9175                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9176                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9177                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9178                 }
9179                 break;
9180         }
9181 }
9182
9183 matrix4x4_t r_waterscrollmatrix;
9184
9185 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9186 {
9187         if (r_refdef.fog_density)
9188         {
9189                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9190                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9191                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9192
9193                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9194                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9195                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9196                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9197
9198                 {
9199                         vec3_t fogvec;
9200                         VectorCopy(r_refdef.fogcolor, fogvec);
9201                         //   color.rgb *= ContrastBoost * SceneBrightness;
9202                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9203                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9204                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9205                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9206                 }
9207         }
9208 }
9209
9210 void R_UpdateVariables(void)
9211 {
9212         R_Textures_Frame();
9213
9214         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9215
9216         r_refdef.farclip = r_farclip_base.value;
9217         if (r_refdef.scene.worldmodel)
9218                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9219         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9220
9221         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9222                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9223         r_refdef.polygonfactor = 0;
9224         r_refdef.polygonoffset = 0;
9225         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9226         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9227
9228         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9229         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9230         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9231         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9232         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9233         if (FAKELIGHT_ENABLED)
9234         {
9235                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9236         }
9237         if (r_showsurfaces.integer)
9238         {
9239                 r_refdef.scene.rtworld = false;
9240                 r_refdef.scene.rtworldshadows = false;
9241                 r_refdef.scene.rtdlight = false;
9242                 r_refdef.scene.rtdlightshadows = false;
9243                 r_refdef.lightmapintensity = 0;
9244         }
9245
9246         if (gamemode == GAME_NEHAHRA)
9247         {
9248                 if (gl_fogenable.integer)
9249                 {
9250                         r_refdef.oldgl_fogenable = true;
9251                         r_refdef.fog_density = gl_fogdensity.value;
9252                         r_refdef.fog_red = gl_fogred.value;
9253                         r_refdef.fog_green = gl_foggreen.value;
9254                         r_refdef.fog_blue = gl_fogblue.value;
9255                         r_refdef.fog_alpha = 1;
9256                         r_refdef.fog_start = 0;
9257                         r_refdef.fog_end = gl_skyclip.value;
9258                         r_refdef.fog_height = 1<<30;
9259                         r_refdef.fog_fadedepth = 128;
9260                 }
9261                 else if (r_refdef.oldgl_fogenable)
9262                 {
9263                         r_refdef.oldgl_fogenable = false;
9264                         r_refdef.fog_density = 0;
9265                         r_refdef.fog_red = 0;
9266                         r_refdef.fog_green = 0;
9267                         r_refdef.fog_blue = 0;
9268                         r_refdef.fog_alpha = 0;
9269                         r_refdef.fog_start = 0;
9270                         r_refdef.fog_end = 0;
9271                         r_refdef.fog_height = 1<<30;
9272                         r_refdef.fog_fadedepth = 128;
9273                 }
9274         }
9275
9276         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9277         r_refdef.fog_start = max(0, r_refdef.fog_start);
9278         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9279
9280         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9281
9282         if (r_refdef.fog_density && r_drawfog.integer)
9283         {
9284                 r_refdef.fogenabled = true;
9285                 // this is the point where the fog reaches 0.9986 alpha, which we
9286                 // consider a good enough cutoff point for the texture
9287                 // (0.9986 * 256 == 255.6)
9288                 if (r_fog_exp2.integer)
9289                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9290                 else
9291                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9292                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9293                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9294                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9295                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9296                         R_BuildFogHeightTexture();
9297                 // fog color was already set
9298                 // update the fog texture
9299                 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)
9300                         R_BuildFogTexture();
9301                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9302                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9303         }
9304         else
9305                 r_refdef.fogenabled = false;
9306
9307         switch(vid.renderpath)
9308         {
9309         case RENDERPATH_GL20:
9310         case RENDERPATH_CGGL:
9311         case RENDERPATH_D3D9:
9312         case RENDERPATH_D3D10:
9313         case RENDERPATH_D3D11:
9314                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9315                 {
9316                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9317                         {
9318                                 // build GLSL gamma texture
9319 #define RAMPWIDTH 256
9320                                 unsigned short ramp[RAMPWIDTH * 3];
9321                                 unsigned char rampbgr[RAMPWIDTH][4];
9322                                 int i;
9323
9324                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9325
9326                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9327                                 for(i = 0; i < RAMPWIDTH; ++i)
9328                                 {
9329                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9330                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9331                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9332                                         rampbgr[i][3] = 0;
9333                                 }
9334                                 if (r_texture_gammaramps)
9335                                 {
9336                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9337                                 }
9338                                 else
9339                                 {
9340                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9341                                 }
9342                         }
9343                 }
9344                 else
9345                 {
9346                         // remove GLSL gamma texture
9347                 }
9348                 break;
9349         case RENDERPATH_GL13:
9350         case RENDERPATH_GL11:
9351                 break;
9352         }
9353 }
9354
9355 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9356 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9357 /*
9358 ================
9359 R_SelectScene
9360 ================
9361 */
9362 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9363         if( scenetype != r_currentscenetype ) {
9364                 // store the old scenetype
9365                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9366                 r_currentscenetype = scenetype;
9367                 // move in the new scene
9368                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9369         }
9370 }
9371
9372 /*
9373 ================
9374 R_GetScenePointer
9375 ================
9376 */
9377 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9378 {
9379         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9380         if( scenetype == r_currentscenetype ) {
9381                 return &r_refdef.scene;
9382         } else {
9383                 return &r_scenes_store[ scenetype ];
9384         }
9385 }
9386
9387 /*
9388 ================
9389 R_RenderView
9390 ================
9391 */
9392 void R_RenderView(void)
9393 {
9394         if (r_timereport_active)
9395                 R_TimeReport("start");
9396         r_textureframe++; // used only by R_GetCurrentTexture
9397         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9398
9399         if (!r_drawentities.integer)
9400                 r_refdef.scene.numentities = 0;
9401
9402         R_AnimCache_ClearCache();
9403         R_FrameData_NewFrame();
9404
9405         if (r_refdef.view.isoverlay)
9406         {
9407                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9408                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9409                 R_TimeReport("depthclear");
9410
9411                 r_refdef.view.showdebug = false;
9412
9413                 r_waterstate.enabled = false;
9414                 r_waterstate.numwaterplanes = 0;
9415
9416                 R_RenderScene();
9417
9418                 CHECKGLERROR
9419                 return;
9420         }
9421
9422         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9423                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9424
9425         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9426
9427         R_RenderView_UpdateViewVectors();
9428
9429         R_Shadow_UpdateWorldLightSelection();
9430
9431         R_Bloom_StartFrame();
9432         R_Water_StartFrame();
9433
9434         CHECKGLERROR
9435         if (r_timereport_active)
9436                 R_TimeReport("viewsetup");
9437
9438         R_ResetViewRendering3D();
9439
9440         if (r_refdef.view.clear || r_refdef.fogenabled)
9441         {
9442                 R_ClearScreen(r_refdef.fogenabled);
9443                 if (r_timereport_active)
9444                         R_TimeReport("viewclear");
9445         }
9446         r_refdef.view.clear = true;
9447
9448         // this produces a bloom texture to be used in R_BlendView() later
9449         if (r_hdr.integer && r_bloomstate.bloomwidth)
9450         {
9451                 R_HDR_RenderBloomTexture();
9452                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9453                 r_textureframe++; // used only by R_GetCurrentTexture
9454         }
9455
9456         r_refdef.view.showdebug = true;
9457
9458         R_View_Update();
9459         if (r_timereport_active)
9460                 R_TimeReport("visibility");
9461
9462         r_waterstate.numwaterplanes = 0;
9463         if (r_waterstate.enabled)
9464                 R_RenderWaterPlanes();
9465
9466         R_RenderScene();
9467         r_waterstate.numwaterplanes = 0;
9468
9469         R_BlendView();
9470         if (r_timereport_active)
9471                 R_TimeReport("blendview");
9472
9473         GL_Scissor(0, 0, vid.width, vid.height);
9474         GL_ScissorTest(false);
9475         CHECKGLERROR
9476 }
9477
9478 void R_RenderWaterPlanes(void)
9479 {
9480         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9481         {
9482                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9483                 if (r_timereport_active)
9484                         R_TimeReport("waterworld");
9485         }
9486
9487         // don't let sound skip if going slow
9488         if (r_refdef.scene.extraupdate)
9489                 S_ExtraUpdate ();
9490
9491         R_DrawModelsAddWaterPlanes();
9492         if (r_timereport_active)
9493                 R_TimeReport("watermodels");
9494
9495         if (r_waterstate.numwaterplanes)
9496         {
9497                 R_Water_ProcessPlanes();
9498                 if (r_timereport_active)
9499                         R_TimeReport("waterscenes");
9500         }
9501 }
9502
9503 extern void R_DrawLightningBeams (void);
9504 extern void VM_CL_AddPolygonsToMeshQueue (void);
9505 extern void R_DrawPortals (void);
9506 extern cvar_t cl_locs_show;
9507 static void R_DrawLocs(void);
9508 static void R_DrawEntityBBoxes(void);
9509 static void R_DrawModelDecals(void);
9510 extern void R_DrawModelShadows(void);
9511 extern void R_DrawModelShadowMaps(void);
9512 extern cvar_t cl_decals_newsystem;
9513 extern qboolean r_shadow_usingdeferredprepass;
9514 void R_RenderScene(void)
9515 {
9516         qboolean shadowmapping = false;
9517
9518         if (r_timereport_active)
9519                 R_TimeReport("beginscene");
9520
9521         r_refdef.stats.renders++;
9522
9523         R_UpdateFogColor();
9524
9525         // don't let sound skip if going slow
9526         if (r_refdef.scene.extraupdate)
9527                 S_ExtraUpdate ();
9528
9529         R_MeshQueue_BeginScene();
9530
9531         R_SkyStartFrame();
9532
9533         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);
9534
9535         if (r_timereport_active)
9536                 R_TimeReport("skystartframe");
9537
9538         if (cl.csqc_vidvars.drawworld)
9539         {
9540                 // don't let sound skip if going slow
9541                 if (r_refdef.scene.extraupdate)
9542                         S_ExtraUpdate ();
9543
9544                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9545                 {
9546                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9547                         if (r_timereport_active)
9548                                 R_TimeReport("worldsky");
9549                 }
9550
9551                 if (R_DrawBrushModelsSky() && r_timereport_active)
9552                         R_TimeReport("bmodelsky");
9553
9554                 if (skyrendermasked && skyrenderlater)
9555                 {
9556                         // we have to force off the water clipping plane while rendering sky
9557                         R_SetupView(false);
9558                         R_Sky();
9559                         R_SetupView(true);
9560                         if (r_timereport_active)
9561                                 R_TimeReport("sky");
9562                 }
9563         }
9564
9565         R_AnimCache_CacheVisibleEntities();
9566         if (r_timereport_active)
9567                 R_TimeReport("animation");
9568
9569         R_Shadow_PrepareLights();
9570         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9571                 R_Shadow_PrepareModelShadows();
9572         if (r_timereport_active)
9573                 R_TimeReport("preparelights");
9574
9575         if (R_Shadow_ShadowMappingEnabled())
9576                 shadowmapping = true;
9577
9578         if (r_shadow_usingdeferredprepass)
9579                 R_Shadow_DrawPrepass();
9580
9581         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9582         {
9583                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9584                 if (r_timereport_active)
9585                         R_TimeReport("worlddepth");
9586         }
9587         if (r_depthfirst.integer >= 2)
9588         {
9589                 R_DrawModelsDepth();
9590                 if (r_timereport_active)
9591                         R_TimeReport("modeldepth");
9592         }
9593
9594         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9595         {
9596                 R_DrawModelShadowMaps();
9597                 R_ResetViewRendering3D();
9598                 // don't let sound skip if going slow
9599                 if (r_refdef.scene.extraupdate)
9600                         S_ExtraUpdate ();
9601         }
9602
9603         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9604         {
9605                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9606                 if (r_timereport_active)
9607                         R_TimeReport("world");
9608         }
9609
9610         // don't let sound skip if going slow
9611         if (r_refdef.scene.extraupdate)
9612                 S_ExtraUpdate ();
9613
9614         R_DrawModels();
9615         if (r_timereport_active)
9616                 R_TimeReport("models");
9617
9618         // don't let sound skip if going slow
9619         if (r_refdef.scene.extraupdate)
9620                 S_ExtraUpdate ();
9621
9622         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9623         {
9624                 R_DrawModelShadows();
9625                 R_ResetViewRendering3D();
9626                 // don't let sound skip if going slow
9627                 if (r_refdef.scene.extraupdate)
9628                         S_ExtraUpdate ();
9629         }
9630
9631         if (!r_shadow_usingdeferredprepass)
9632         {
9633                 R_Shadow_DrawLights();
9634                 if (r_timereport_active)
9635                         R_TimeReport("rtlights");
9636         }
9637
9638         // don't let sound skip if going slow
9639         if (r_refdef.scene.extraupdate)
9640                 S_ExtraUpdate ();
9641
9642         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9643         {
9644                 R_DrawModelShadows();
9645                 R_ResetViewRendering3D();
9646                 // don't let sound skip if going slow
9647                 if (r_refdef.scene.extraupdate)
9648                         S_ExtraUpdate ();
9649         }
9650
9651         if (cl.csqc_vidvars.drawworld)
9652         {
9653                 if (cl_decals_newsystem.integer)
9654                 {
9655                         R_DrawModelDecals();
9656                         if (r_timereport_active)
9657                                 R_TimeReport("modeldecals");
9658                 }
9659                 else
9660                 {
9661                         R_DrawDecals();
9662                         if (r_timereport_active)
9663                                 R_TimeReport("decals");
9664                 }
9665
9666                 R_DrawParticles();
9667                 if (r_timereport_active)
9668                         R_TimeReport("particles");
9669
9670                 R_DrawExplosions();
9671                 if (r_timereport_active)
9672                         R_TimeReport("explosions");
9673
9674                 R_DrawLightningBeams();
9675                 if (r_timereport_active)
9676                         R_TimeReport("lightning");
9677         }
9678
9679         VM_CL_AddPolygonsToMeshQueue();
9680
9681         if (r_refdef.view.showdebug)
9682         {
9683                 if (cl_locs_show.integer)
9684                 {
9685                         R_DrawLocs();
9686                         if (r_timereport_active)
9687                                 R_TimeReport("showlocs");
9688                 }
9689
9690                 if (r_drawportals.integer)
9691                 {
9692                         R_DrawPortals();
9693                         if (r_timereport_active)
9694                                 R_TimeReport("portals");
9695                 }
9696
9697                 if (r_showbboxes.value > 0)
9698                 {
9699                         R_DrawEntityBBoxes();
9700                         if (r_timereport_active)
9701                                 R_TimeReport("bboxes");
9702                 }
9703         }
9704
9705         R_MeshQueue_RenderTransparent();
9706         if (r_timereport_active)
9707                 R_TimeReport("drawtrans");
9708
9709         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))
9710         {
9711                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9712                 if (r_timereport_active)
9713                         R_TimeReport("worlddebug");
9714                 R_DrawModelsDebug();
9715                 if (r_timereport_active)
9716                         R_TimeReport("modeldebug");
9717         }
9718
9719         if (cl.csqc_vidvars.drawworld)
9720         {
9721                 R_Shadow_DrawCoronas();
9722                 if (r_timereport_active)
9723                         R_TimeReport("coronas");
9724         }
9725
9726         // don't let sound skip if going slow
9727         if (r_refdef.scene.extraupdate)
9728                 S_ExtraUpdate ();
9729
9730         R_ResetViewRendering2D();
9731 }
9732
9733 static const unsigned short bboxelements[36] =
9734 {
9735         5, 1, 3, 5, 3, 7,
9736         6, 2, 0, 6, 0, 4,
9737         7, 3, 2, 7, 2, 6,
9738         4, 0, 1, 4, 1, 5,
9739         4, 5, 7, 4, 7, 6,
9740         1, 0, 2, 1, 2, 3,
9741 };
9742
9743 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9744 {
9745         int i;
9746         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9747
9748         RSurf_ActiveWorldEntity();
9749
9750         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9751         GL_DepthMask(false);
9752         GL_DepthRange(0, 1);
9753         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9754         R_Mesh_ResetTextureState();
9755
9756         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9757         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9758         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9759         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9760         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9761         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9762         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9763         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9764         R_FillColors(color4f, 8, cr, cg, cb, ca);
9765         if (r_refdef.fogenabled)
9766         {
9767                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9768                 {
9769                         f1 = RSurf_FogVertex(v);
9770                         f2 = 1 - f1;
9771                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9772                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9773                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9774                 }
9775         }
9776         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9777         R_Mesh_ResetTextureState();
9778         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9779         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9780 }
9781
9782 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9783 {
9784         int i;
9785         float color[4];
9786         prvm_edict_t *edict;
9787         prvm_prog_t *prog_save = prog;
9788
9789         // this function draws bounding boxes of server entities
9790         if (!sv.active)
9791                 return;
9792
9793         GL_CullFace(GL_NONE);
9794         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9795
9796         prog = 0;
9797         SV_VM_Begin();
9798         for (i = 0;i < numsurfaces;i++)
9799         {
9800                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9801                 switch ((int)edict->fields.server->solid)
9802                 {
9803                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9804                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9805                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9806                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9807                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9808                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9809                 }
9810                 color[3] *= r_showbboxes.value;
9811                 color[3] = bound(0, color[3], 1);
9812                 GL_DepthTest(!r_showdisabledepthtest.integer);
9813                 GL_CullFace(r_refdef.view.cullface_front);
9814                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9815         }
9816         SV_VM_End();
9817         prog = prog_save;
9818 }
9819
9820 static void R_DrawEntityBBoxes(void)
9821 {
9822         int i;
9823         prvm_edict_t *edict;
9824         vec3_t center;
9825         prvm_prog_t *prog_save = prog;
9826
9827         // this function draws bounding boxes of server entities
9828         if (!sv.active)
9829                 return;
9830
9831         prog = 0;
9832         SV_VM_Begin();
9833         for (i = 0;i < prog->num_edicts;i++)
9834         {
9835                 edict = PRVM_EDICT_NUM(i);
9836                 if (edict->priv.server->free)
9837                         continue;
9838                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9839                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9840                         continue;
9841                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9842                         continue;
9843                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9844                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9845         }
9846         SV_VM_End();
9847         prog = prog_save;
9848 }
9849
9850 static const int nomodelelement3i[24] =
9851 {
9852         5, 2, 0,
9853         5, 1, 2,
9854         5, 0, 3,
9855         5, 3, 1,
9856         0, 2, 4,
9857         2, 1, 4,
9858         3, 0, 4,
9859         1, 3, 4
9860 };
9861
9862 static const unsigned short nomodelelement3s[24] =
9863 {
9864         5, 2, 0,
9865         5, 1, 2,
9866         5, 0, 3,
9867         5, 3, 1,
9868         0, 2, 4,
9869         2, 1, 4,
9870         3, 0, 4,
9871         1, 3, 4
9872 };
9873
9874 static const float nomodelvertex3f[6*3] =
9875 {
9876         -16,   0,   0,
9877          16,   0,   0,
9878           0, -16,   0,
9879           0,  16,   0,
9880           0,   0, -16,
9881           0,   0,  16
9882 };
9883
9884 static const float nomodelcolor4f[6*4] =
9885 {
9886         0.0f, 0.0f, 0.5f, 1.0f,
9887         0.0f, 0.0f, 0.5f, 1.0f,
9888         0.0f, 0.5f, 0.0f, 1.0f,
9889         0.0f, 0.5f, 0.0f, 1.0f,
9890         0.5f, 0.0f, 0.0f, 1.0f,
9891         0.5f, 0.0f, 0.0f, 1.0f
9892 };
9893
9894 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9895 {
9896         int i;
9897         float f1, f2, *c;
9898         float color4f[6*4];
9899
9900         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);
9901
9902         // this is only called once per entity so numsurfaces is always 1, and
9903         // surfacelist is always {0}, so this code does not handle batches
9904
9905         if (rsurface.ent_flags & RENDER_ADDITIVE)
9906         {
9907                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9908                 GL_DepthMask(false);
9909         }
9910         else if (rsurface.colormod[3] < 1)
9911         {
9912                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9913                 GL_DepthMask(false);
9914         }
9915         else
9916         {
9917                 GL_BlendFunc(GL_ONE, GL_ZERO);
9918                 GL_DepthMask(true);
9919         }
9920         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9921         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9922         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9923         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9924         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9925         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9926         for (i = 0, c = color4f;i < 6;i++, c += 4)
9927         {
9928                 c[0] *= rsurface.colormod[0];
9929                 c[1] *= rsurface.colormod[1];
9930                 c[2] *= rsurface.colormod[2];
9931                 c[3] *= rsurface.colormod[3];
9932         }
9933         if (r_refdef.fogenabled)
9934         {
9935                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9936                 {
9937                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9938                         f2 = 1 - f1;
9939                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9940                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9941                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9942                 }
9943         }
9944         R_Mesh_ResetTextureState();
9945         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9946         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9947 }
9948
9949 void R_DrawNoModel(entity_render_t *ent)
9950 {
9951         vec3_t org;
9952         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9953         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9954                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9955         else
9956                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9957 }
9958
9959 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9960 {
9961         vec3_t right1, right2, diff, normal;
9962
9963         VectorSubtract (org2, org1, normal);
9964
9965         // calculate 'right' vector for start
9966         VectorSubtract (r_refdef.view.origin, org1, diff);
9967         CrossProduct (normal, diff, right1);
9968         VectorNormalize (right1);
9969
9970         // calculate 'right' vector for end
9971         VectorSubtract (r_refdef.view.origin, org2, diff);
9972         CrossProduct (normal, diff, right2);
9973         VectorNormalize (right2);
9974
9975         vert[ 0] = org1[0] + width * right1[0];
9976         vert[ 1] = org1[1] + width * right1[1];
9977         vert[ 2] = org1[2] + width * right1[2];
9978         vert[ 3] = org1[0] - width * right1[0];
9979         vert[ 4] = org1[1] - width * right1[1];
9980         vert[ 5] = org1[2] - width * right1[2];
9981         vert[ 6] = org2[0] - width * right2[0];
9982         vert[ 7] = org2[1] - width * right2[1];
9983         vert[ 8] = org2[2] - width * right2[2];
9984         vert[ 9] = org2[0] + width * right2[0];
9985         vert[10] = org2[1] + width * right2[1];
9986         vert[11] = org2[2] + width * right2[2];
9987 }
9988
9989 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)
9990 {
9991         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9992         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9993         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9994         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9995         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9996         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9997         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9998         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9999         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10000         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10001         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10002         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10003 }
10004
10005 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10006 {
10007         int i;
10008         float *vertex3f;
10009         float v[3];
10010         VectorSet(v, x, y, z);
10011         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10012                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10013                         break;
10014         if (i == mesh->numvertices)
10015         {
10016                 if (mesh->numvertices < mesh->maxvertices)
10017                 {
10018                         VectorCopy(v, vertex3f);
10019                         mesh->numvertices++;
10020                 }
10021                 return mesh->numvertices;
10022         }
10023         else
10024                 return i;
10025 }
10026
10027 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10028 {
10029         int i;
10030         int *e, element[3];
10031         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10032         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10033         e = mesh->element3i + mesh->numtriangles * 3;
10034         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10035         {
10036                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10037                 if (mesh->numtriangles < mesh->maxtriangles)
10038                 {
10039                         *e++ = element[0];
10040                         *e++ = element[1];
10041                         *e++ = element[2];
10042                         mesh->numtriangles++;
10043                 }
10044                 element[1] = element[2];
10045         }
10046 }
10047
10048 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10049 {
10050         int i;
10051         int *e, element[3];
10052         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10053         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10054         e = mesh->element3i + mesh->numtriangles * 3;
10055         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10056         {
10057                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10058                 if (mesh->numtriangles < mesh->maxtriangles)
10059                 {
10060                         *e++ = element[0];
10061                         *e++ = element[1];
10062                         *e++ = element[2];
10063                         mesh->numtriangles++;
10064                 }
10065                 element[1] = element[2];
10066         }
10067 }
10068
10069 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10070 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10071 {
10072         int planenum, planenum2;
10073         int w;
10074         int tempnumpoints;
10075         mplane_t *plane, *plane2;
10076         double maxdist;
10077         double temppoints[2][256*3];
10078         // figure out how large a bounding box we need to properly compute this brush
10079         maxdist = 0;
10080         for (w = 0;w < numplanes;w++)
10081                 maxdist = max(maxdist, fabs(planes[w].dist));
10082         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10083         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10084         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10085         {
10086                 w = 0;
10087                 tempnumpoints = 4;
10088                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10089                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10090                 {
10091                         if (planenum2 == planenum)
10092                                 continue;
10093                         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);
10094                         w = !w;
10095                 }
10096                 if (tempnumpoints < 3)
10097                         continue;
10098                 // generate elements forming a triangle fan for this polygon
10099                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10100         }
10101 }
10102
10103 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)
10104 {
10105         texturelayer_t *layer;
10106         layer = t->currentlayers + t->currentnumlayers++;
10107         layer->type = type;
10108         layer->depthmask = depthmask;
10109         layer->blendfunc1 = blendfunc1;
10110         layer->blendfunc2 = blendfunc2;
10111         layer->texture = texture;
10112         layer->texmatrix = *matrix;
10113         layer->color[0] = r;
10114         layer->color[1] = g;
10115         layer->color[2] = b;
10116         layer->color[3] = a;
10117 }
10118
10119 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10120 {
10121         if(parms[0] == 0 && parms[1] == 0)
10122                 return false;
10123         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10124                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10125                         return false;
10126         return true;
10127 }
10128
10129 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10130 {
10131         double index, f;
10132         index = parms[2] + r_refdef.scene.time * parms[3];
10133         index -= floor(index);
10134         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10135         {
10136         default:
10137         case Q3WAVEFUNC_NONE:
10138         case Q3WAVEFUNC_NOISE:
10139         case Q3WAVEFUNC_COUNT:
10140                 f = 0;
10141                 break;
10142         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10143         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10144         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10145         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10146         case Q3WAVEFUNC_TRIANGLE:
10147                 index *= 4;
10148                 f = index - floor(index);
10149                 if (index < 1)
10150                         f = f;
10151                 else if (index < 2)
10152                         f = 1 - f;
10153                 else if (index < 3)
10154                         f = -f;
10155                 else
10156                         f = -(1 - f);
10157                 break;
10158         }
10159         f = parms[0] + parms[1] * f;
10160         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10161                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10162         return (float) f;
10163 }
10164
10165 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10166 {
10167         int w, h, idx;
10168         float f;
10169         float tcmat[12];
10170         matrix4x4_t matrix, temp;
10171         switch(tcmod->tcmod)
10172         {
10173                 case Q3TCMOD_COUNT:
10174                 case Q3TCMOD_NONE:
10175                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10176                                 matrix = r_waterscrollmatrix;
10177                         else
10178                                 matrix = identitymatrix;
10179                         break;
10180                 case Q3TCMOD_ENTITYTRANSLATE:
10181                         // this is used in Q3 to allow the gamecode to control texcoord
10182                         // scrolling on the entity, which is not supported in darkplaces yet.
10183                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10184                         break;
10185                 case Q3TCMOD_ROTATE:
10186                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10187                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10188                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10189                         break;
10190                 case Q3TCMOD_SCALE:
10191                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10192                         break;
10193                 case Q3TCMOD_SCROLL:
10194                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10195                         break;
10196                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10197                         w = (int) tcmod->parms[0];
10198                         h = (int) tcmod->parms[1];
10199                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10200                         f = f - floor(f);
10201                         idx = (int) floor(f * w * h);
10202                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10203                         break;
10204                 case Q3TCMOD_STRETCH:
10205                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10206                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10207                         break;
10208                 case Q3TCMOD_TRANSFORM:
10209                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10210                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10211                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10212                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10213                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10214                         break;
10215                 case Q3TCMOD_TURBULENT:
10216                         // this is handled in the RSurf_PrepareVertices function
10217                         matrix = identitymatrix;
10218                         break;
10219         }
10220         temp = *texmatrix;
10221         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10222 }
10223
10224 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10225 {
10226         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10227         char name[MAX_QPATH];
10228         skinframe_t *skinframe;
10229         unsigned char pixels[296*194];
10230         strlcpy(cache->name, skinname, sizeof(cache->name));
10231         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10232         if (developer_loading.integer)
10233                 Con_Printf("loading %s\n", name);
10234         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10235         if (!skinframe || !skinframe->base)
10236         {
10237                 unsigned char *f;
10238                 fs_offset_t filesize;
10239                 skinframe = NULL;
10240                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10241                 if (f)
10242                 {
10243                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10244                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10245                         Mem_Free(f);
10246                 }
10247         }
10248         cache->skinframe = skinframe;
10249 }
10250
10251 texture_t *R_GetCurrentTexture(texture_t *t)
10252 {
10253         int i;
10254         const entity_render_t *ent = rsurface.entity;
10255         dp_model_t *model = ent->model;
10256         q3shaderinfo_layer_tcmod_t *tcmod;
10257
10258         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10259                 return t->currentframe;
10260         t->update_lastrenderframe = r_textureframe;
10261         t->update_lastrenderentity = (void *)ent;
10262
10263         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10264                 t->camera_entity = ent->entitynumber;
10265         else
10266                 t->camera_entity = 0;
10267
10268         // switch to an alternate material if this is a q1bsp animated material
10269         {
10270                 texture_t *texture = t;
10271                 int s = rsurface.ent_skinnum;
10272                 if ((unsigned int)s >= (unsigned int)model->numskins)
10273                         s = 0;
10274                 if (model->skinscenes)
10275                 {
10276                         if (model->skinscenes[s].framecount > 1)
10277                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10278                         else
10279                                 s = model->skinscenes[s].firstframe;
10280                 }
10281                 if (s > 0)
10282                         t = t + s * model->num_surfaces;
10283                 if (t->animated)
10284                 {
10285                         // use an alternate animation if the entity's frame is not 0,
10286                         // and only if the texture has an alternate animation
10287                         if (rsurface.ent_alttextures && t->anim_total[1])
10288                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10289                         else
10290                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10291                 }
10292                 texture->currentframe = t;
10293         }
10294
10295         // update currentskinframe to be a qw skin or animation frame
10296         if (rsurface.ent_qwskin >= 0)
10297         {
10298                 i = rsurface.ent_qwskin;
10299                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10300                 {
10301                         r_qwskincache_size = cl.maxclients;
10302                         if (r_qwskincache)
10303                                 Mem_Free(r_qwskincache);
10304                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10305                 }
10306                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10307                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10308                 t->currentskinframe = r_qwskincache[i].skinframe;
10309                 if (t->currentskinframe == NULL)
10310                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10311         }
10312         else if (t->numskinframes >= 2)
10313                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10314         if (t->backgroundnumskinframes >= 2)
10315                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10316
10317         t->currentmaterialflags = t->basematerialflags;
10318         t->currentalpha = rsurface.colormod[3];
10319         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10320                 t->currentalpha *= r_wateralpha.value;
10321         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10322                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10323         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10324                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10325         if (!(rsurface.ent_flags & RENDER_LIGHT))
10326                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10327         else if (FAKELIGHT_ENABLED)
10328         {
10329                         // no modellight if using fakelight for the map
10330         }
10331         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10332         {
10333                 // pick a model lighting mode
10334                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10335                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10336                 else
10337                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10338         }
10339         if (rsurface.ent_flags & RENDER_ADDITIVE)
10340                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10341         else if (t->currentalpha < 1)
10342                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10343         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10344                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10345         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10346                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10347         if (t->backgroundnumskinframes)
10348                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10349         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10350         {
10351                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10352                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10353         }
10354         else
10355                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10356         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10357                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10358
10359         // there is no tcmod
10360         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10361         {
10362                 t->currenttexmatrix = r_waterscrollmatrix;
10363                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10364         }
10365         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10366         {
10367                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10368                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10369         }
10370
10371         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10372                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10373         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10374                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10375
10376         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10377         if (t->currentskinframe->qpixels)
10378                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10379         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10380         if (!t->basetexture)
10381                 t->basetexture = r_texture_notexture;
10382         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10383         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10384         t->nmaptexture = t->currentskinframe->nmap;
10385         if (!t->nmaptexture)
10386                 t->nmaptexture = r_texture_blanknormalmap;
10387         t->glosstexture = r_texture_black;
10388         t->glowtexture = t->currentskinframe->glow;
10389         t->fogtexture = t->currentskinframe->fog;
10390         t->reflectmasktexture = t->currentskinframe->reflect;
10391         if (t->backgroundnumskinframes)
10392         {
10393                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10394                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10395                 t->backgroundglosstexture = r_texture_black;
10396                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10397                 if (!t->backgroundnmaptexture)
10398                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10399         }
10400         else
10401         {
10402                 t->backgroundbasetexture = r_texture_white;
10403                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10404                 t->backgroundglosstexture = r_texture_black;
10405                 t->backgroundglowtexture = NULL;
10406         }
10407         t->specularpower = r_shadow_glossexponent.value;
10408         // TODO: store reference values for these in the texture?
10409         t->specularscale = 0;
10410         if (r_shadow_gloss.integer > 0)
10411         {
10412                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10413                 {
10414                         if (r_shadow_glossintensity.value > 0)
10415                         {
10416                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10417                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10418                                 t->specularscale = r_shadow_glossintensity.value;
10419                         }
10420                 }
10421                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10422                 {
10423                         t->glosstexture = r_texture_white;
10424                         t->backgroundglosstexture = r_texture_white;
10425                         t->specularscale = r_shadow_gloss2intensity.value;
10426                         t->specularpower = r_shadow_gloss2exponent.value;
10427                 }
10428         }
10429         t->specularscale *= t->specularscalemod;
10430         t->specularpower *= t->specularpowermod;
10431
10432         // lightmaps mode looks bad with dlights using actual texturing, so turn
10433         // off the colormap and glossmap, but leave the normalmap on as it still
10434         // accurately represents the shading involved
10435         if (gl_lightmaps.integer)
10436         {
10437                 t->basetexture = r_texture_grey128;
10438                 t->pantstexture = r_texture_black;
10439                 t->shirttexture = r_texture_black;
10440                 t->nmaptexture = r_texture_blanknormalmap;
10441                 t->glosstexture = r_texture_black;
10442                 t->glowtexture = NULL;
10443                 t->fogtexture = NULL;
10444                 t->reflectmasktexture = NULL;
10445                 t->backgroundbasetexture = NULL;
10446                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10447                 t->backgroundglosstexture = r_texture_black;
10448                 t->backgroundglowtexture = NULL;
10449                 t->specularscale = 0;
10450                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10451         }
10452
10453         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10454         VectorClear(t->dlightcolor);
10455         t->currentnumlayers = 0;
10456         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10457         {
10458                 int blendfunc1, blendfunc2;
10459                 qboolean depthmask;
10460                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10461                 {
10462                         blendfunc1 = GL_SRC_ALPHA;
10463                         blendfunc2 = GL_ONE;
10464                 }
10465                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10466                 {
10467                         blendfunc1 = GL_SRC_ALPHA;
10468                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10469                 }
10470                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10471                 {
10472                         blendfunc1 = t->customblendfunc[0];
10473                         blendfunc2 = t->customblendfunc[1];
10474                 }
10475                 else
10476                 {
10477                         blendfunc1 = GL_ONE;
10478                         blendfunc2 = GL_ZERO;
10479                 }
10480                 // don't colormod evilblend textures
10481                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10482                         VectorSet(t->lightmapcolor, 1, 1, 1);
10483                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10484                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10485                 {
10486                         // fullbright is not affected by r_refdef.lightmapintensity
10487                         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]);
10488                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10489                                 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]);
10490                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10491                                 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]);
10492                 }
10493                 else
10494                 {
10495                         vec3_t ambientcolor;
10496                         float colorscale;
10497                         // set the color tint used for lights affecting this surface
10498                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10499                         colorscale = 2;
10500                         // q3bsp has no lightmap updates, so the lightstylevalue that
10501                         // would normally be baked into the lightmap must be
10502                         // applied to the color
10503                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10504                         if (model->type == mod_brushq3)
10505                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10506                         colorscale *= r_refdef.lightmapintensity;
10507                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10508                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10509                         // basic lit geometry
10510                         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]);
10511                         // add pants/shirt if needed
10512                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10513                                 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]);
10514                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10515                                 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]);
10516                         // now add ambient passes if needed
10517                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10518                         {
10519                                 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]);
10520                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10521                                         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]);
10522                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10523                                         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]);
10524                         }
10525                 }
10526                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10527                         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]);
10528                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10529                 {
10530                         // if this is opaque use alpha blend which will darken the earlier
10531                         // passes cheaply.
10532                         //
10533                         // if this is an alpha blended material, all the earlier passes
10534                         // were darkened by fog already, so we only need to add the fog
10535                         // color ontop through the fog mask texture
10536                         //
10537                         // if this is an additive blended material, all the earlier passes
10538                         // were darkened by fog already, and we should not add fog color
10539                         // (because the background was not darkened, there is no fog color
10540                         // that was lost behind it).
10541                         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]);
10542                 }
10543         }
10544
10545         return t->currentframe;
10546 }
10547
10548 rsurfacestate_t rsurface;
10549
10550 void R_Mesh_ResizeArrays(int newvertices)
10551 {
10552         unsigned char *base;
10553         size_t size;
10554         if (rsurface.array_size >= newvertices)
10555                 return;
10556         if (rsurface.array_base)
10557                 Mem_Free(rsurface.array_base);
10558         rsurface.array_size = (newvertices + 1023) & ~1023;
10559         size = 0;
10560         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10561         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10562         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10563         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10564         size += rsurface.array_size * sizeof(float[3]);
10565         size += rsurface.array_size * sizeof(float[3]);
10566         size += rsurface.array_size * sizeof(float[3]);
10567         size += rsurface.array_size * sizeof(float[3]);
10568         size += rsurface.array_size * sizeof(float[3]);
10569         size += rsurface.array_size * sizeof(float[3]);
10570         size += rsurface.array_size * sizeof(float[3]);
10571         size += rsurface.array_size * sizeof(float[3]);
10572         size += rsurface.array_size * sizeof(float[4]);
10573         size += rsurface.array_size * sizeof(float[2]);
10574         size += rsurface.array_size * sizeof(float[2]);
10575         size += rsurface.array_size * sizeof(float[4]);
10576         size += rsurface.array_size * sizeof(int[3]);
10577         size += rsurface.array_size * sizeof(unsigned short[3]);
10578         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10579         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10580         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10581         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10582         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10583         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10584         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10585         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10586         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10587         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10588         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10589         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10590         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10591         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10592         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10593         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10594         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10595         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10596         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10597 }
10598
10599 void RSurf_ActiveWorldEntity(void)
10600 {
10601         dp_model_t *model = r_refdef.scene.worldmodel;
10602         //if (rsurface.entity == r_refdef.scene.worldentity)
10603         //      return;
10604         rsurface.entity = r_refdef.scene.worldentity;
10605         rsurface.skeleton = NULL;
10606         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10607         rsurface.ent_skinnum = 0;
10608         rsurface.ent_qwskin = -1;
10609         rsurface.ent_shadertime = 0;
10610         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10611         if (rsurface.array_size < model->surfmesh.num_vertices)
10612                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10613         rsurface.matrix = identitymatrix;
10614         rsurface.inversematrix = identitymatrix;
10615         rsurface.matrixscale = 1;
10616         rsurface.inversematrixscale = 1;
10617         R_EntityMatrix(&identitymatrix);
10618         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10619         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10620         rsurface.fograngerecip = r_refdef.fograngerecip;
10621         rsurface.fogheightfade = r_refdef.fogheightfade;
10622         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10623         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10624         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10625         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10626         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10627         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10628         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10629         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10630         rsurface.colormod[3] = 1;
10631         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);
10632         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10633         rsurface.frameblend[0].lerp = 1;
10634         rsurface.ent_alttextures = false;
10635         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10636         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10637         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10638         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10639         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10640         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10641         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10642         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10643         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10644         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10645         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10646         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10647         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10648         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10649         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10650         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10651         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10652         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10653         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10654         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10655         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10656         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10657         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10658         rsurface.modelelement3i = model->surfmesh.data_element3i;
10659         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10660         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10661         rsurface.modelelement3s = model->surfmesh.data_element3s;
10662         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10663         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10664         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10665         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10666         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10667         rsurface.modelsurfaces = model->data_surfaces;
10668         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10669         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10670         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10671         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10672         rsurface.modelgeneratedvertex = false;
10673         rsurface.batchgeneratedvertex = false;
10674         rsurface.batchfirstvertex = 0;
10675         rsurface.batchnumvertices = 0;
10676         rsurface.batchfirsttriangle = 0;
10677         rsurface.batchnumtriangles = 0;
10678         rsurface.batchvertex3f  = NULL;
10679         rsurface.batchvertex3f_vertexbuffer = NULL;
10680         rsurface.batchvertex3f_bufferoffset = 0;
10681         rsurface.batchsvector3f = NULL;
10682         rsurface.batchsvector3f_vertexbuffer = NULL;
10683         rsurface.batchsvector3f_bufferoffset = 0;
10684         rsurface.batchtvector3f = NULL;
10685         rsurface.batchtvector3f_vertexbuffer = NULL;
10686         rsurface.batchtvector3f_bufferoffset = 0;
10687         rsurface.batchnormal3f  = NULL;
10688         rsurface.batchnormal3f_vertexbuffer = NULL;
10689         rsurface.batchnormal3f_bufferoffset = 0;
10690         rsurface.batchlightmapcolor4f = NULL;
10691         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10692         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10693         rsurface.batchtexcoordtexture2f = NULL;
10694         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10695         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10696         rsurface.batchtexcoordlightmap2f = NULL;
10697         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10698         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10699         rsurface.batchvertexmesh = NULL;
10700         rsurface.batchvertexmeshbuffer = NULL;
10701         rsurface.batchvertexposition = NULL;
10702         rsurface.batchvertexpositionbuffer = NULL;
10703         rsurface.batchelement3i = NULL;
10704         rsurface.batchelement3i_indexbuffer = NULL;
10705         rsurface.batchelement3i_bufferoffset = 0;
10706         rsurface.batchelement3s = NULL;
10707         rsurface.batchelement3s_indexbuffer = NULL;
10708         rsurface.batchelement3s_bufferoffset = 0;
10709         rsurface.passcolor4f = NULL;
10710         rsurface.passcolor4f_vertexbuffer = NULL;
10711         rsurface.passcolor4f_bufferoffset = 0;
10712 }
10713
10714 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10715 {
10716         dp_model_t *model = ent->model;
10717         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10718         //      return;
10719         rsurface.entity = (entity_render_t *)ent;
10720         rsurface.skeleton = ent->skeleton;
10721         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10722         rsurface.ent_skinnum = ent->skinnum;
10723         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;
10724         rsurface.ent_shadertime = ent->shadertime;
10725         rsurface.ent_flags = ent->flags;
10726         if (rsurface.array_size < model->surfmesh.num_vertices)
10727                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10728         rsurface.matrix = ent->matrix;
10729         rsurface.inversematrix = ent->inversematrix;
10730         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10731         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10732         R_EntityMatrix(&rsurface.matrix);
10733         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10734         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10735         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10736         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10737         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10738         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10739         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10740         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10741         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10742         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10743         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10744         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10745         rsurface.colormod[3] = ent->alpha;
10746         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10747         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10748         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10749         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10750         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10751         if (ent->model->brush.submodel && !prepass)
10752         {
10753                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10754                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10755         }
10756         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10757         {
10758                 if (ent->animcache_vertex3f && !r_framedata_failed)
10759                 {
10760                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10761                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10762                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10763                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10764                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10765                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10766                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10767                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10768                 }
10769                 else if (wanttangents)
10770                 {
10771                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10772                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10773                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10774                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10775                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10776                         rsurface.modelvertexmesh = NULL;
10777                         rsurface.modelvertexmeshbuffer = NULL;
10778                         rsurface.modelvertexposition = NULL;
10779                         rsurface.modelvertexpositionbuffer = NULL;
10780                 }
10781                 else if (wantnormals)
10782                 {
10783                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10784                         rsurface.modelsvector3f = NULL;
10785                         rsurface.modeltvector3f = NULL;
10786                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10787                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10788                         rsurface.modelvertexmesh = NULL;
10789                         rsurface.modelvertexmeshbuffer = NULL;
10790                         rsurface.modelvertexposition = NULL;
10791                         rsurface.modelvertexpositionbuffer = NULL;
10792                 }
10793                 else
10794                 {
10795                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10796                         rsurface.modelsvector3f = NULL;
10797                         rsurface.modeltvector3f = NULL;
10798                         rsurface.modelnormal3f = NULL;
10799                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10800                         rsurface.modelvertexmesh = NULL;
10801                         rsurface.modelvertexmeshbuffer = NULL;
10802                         rsurface.modelvertexposition = NULL;
10803                         rsurface.modelvertexpositionbuffer = NULL;
10804                 }
10805                 rsurface.modelvertex3f_vertexbuffer = 0;
10806                 rsurface.modelvertex3f_bufferoffset = 0;
10807                 rsurface.modelsvector3f_vertexbuffer = 0;
10808                 rsurface.modelsvector3f_bufferoffset = 0;
10809                 rsurface.modeltvector3f_vertexbuffer = 0;
10810                 rsurface.modeltvector3f_bufferoffset = 0;
10811                 rsurface.modelnormal3f_vertexbuffer = 0;
10812                 rsurface.modelnormal3f_bufferoffset = 0;
10813                 rsurface.modelgeneratedvertex = true;
10814         }
10815         else
10816         {
10817                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10818                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10819                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10820                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10821                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10822                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10823                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10824                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10825                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10826                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10827                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10828                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10829                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10830                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10831                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10832                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10833                 rsurface.modelgeneratedvertex = false;
10834         }
10835         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10836         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10837         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10838         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10839         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10840         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10841         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10842         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10843         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10844         rsurface.modelelement3i = model->surfmesh.data_element3i;
10845         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10846         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10847         rsurface.modelelement3s = model->surfmesh.data_element3s;
10848         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10849         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10850         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10851         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10852         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10853         rsurface.modelsurfaces = model->data_surfaces;
10854         rsurface.batchgeneratedvertex = false;
10855         rsurface.batchfirstvertex = 0;
10856         rsurface.batchnumvertices = 0;
10857         rsurface.batchfirsttriangle = 0;
10858         rsurface.batchnumtriangles = 0;
10859         rsurface.batchvertex3f  = NULL;
10860         rsurface.batchvertex3f_vertexbuffer = NULL;
10861         rsurface.batchvertex3f_bufferoffset = 0;
10862         rsurface.batchsvector3f = NULL;
10863         rsurface.batchsvector3f_vertexbuffer = NULL;
10864         rsurface.batchsvector3f_bufferoffset = 0;
10865         rsurface.batchtvector3f = NULL;
10866         rsurface.batchtvector3f_vertexbuffer = NULL;
10867         rsurface.batchtvector3f_bufferoffset = 0;
10868         rsurface.batchnormal3f  = NULL;
10869         rsurface.batchnormal3f_vertexbuffer = NULL;
10870         rsurface.batchnormal3f_bufferoffset = 0;
10871         rsurface.batchlightmapcolor4f = NULL;
10872         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10873         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10874         rsurface.batchtexcoordtexture2f = NULL;
10875         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10876         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10877         rsurface.batchtexcoordlightmap2f = NULL;
10878         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10879         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10880         rsurface.batchvertexmesh = NULL;
10881         rsurface.batchvertexmeshbuffer = NULL;
10882         rsurface.batchvertexposition = NULL;
10883         rsurface.batchvertexpositionbuffer = NULL;
10884         rsurface.batchelement3i = NULL;
10885         rsurface.batchelement3i_indexbuffer = NULL;
10886         rsurface.batchelement3i_bufferoffset = 0;
10887         rsurface.batchelement3s = NULL;
10888         rsurface.batchelement3s_indexbuffer = NULL;
10889         rsurface.batchelement3s_bufferoffset = 0;
10890         rsurface.passcolor4f = NULL;
10891         rsurface.passcolor4f_vertexbuffer = NULL;
10892         rsurface.passcolor4f_bufferoffset = 0;
10893 }
10894
10895 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)
10896 {
10897         int i;
10898
10899         rsurface.entity = r_refdef.scene.worldentity;
10900         rsurface.skeleton = NULL;
10901         rsurface.ent_skinnum = 0;
10902         rsurface.ent_qwskin = -1;
10903         rsurface.ent_shadertime = shadertime;
10904         rsurface.ent_flags = entflags;
10905         rsurface.modelnumvertices = numvertices;
10906         rsurface.modelnumtriangles = numtriangles;
10907         if (rsurface.array_size < rsurface.modelnumvertices)
10908                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10909         rsurface.matrix = *matrix;
10910         rsurface.inversematrix = *inversematrix;
10911         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10912         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10913         R_EntityMatrix(&rsurface.matrix);
10914         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10915         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10916         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10917         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10918         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10919         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10920         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10921         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10922         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10923         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10924         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10925         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10926         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);
10927         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10928         rsurface.frameblend[0].lerp = 1;
10929         rsurface.ent_alttextures = false;
10930         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10931         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10932         if (wanttangents)
10933         {
10934                 rsurface.modelvertex3f = vertex3f;
10935                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10936                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10937                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10938         }
10939         else if (wantnormals)
10940         {
10941                 rsurface.modelvertex3f = vertex3f;
10942                 rsurface.modelsvector3f = NULL;
10943                 rsurface.modeltvector3f = NULL;
10944                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10945         }
10946         else
10947         {
10948                 rsurface.modelvertex3f = vertex3f;
10949                 rsurface.modelsvector3f = NULL;
10950                 rsurface.modeltvector3f = NULL;
10951                 rsurface.modelnormal3f = NULL;
10952         }
10953         rsurface.modelvertexmesh = NULL;
10954         rsurface.modelvertexmeshbuffer = NULL;
10955         rsurface.modelvertexposition = NULL;
10956         rsurface.modelvertexpositionbuffer = NULL;
10957         rsurface.modelvertex3f_vertexbuffer = 0;
10958         rsurface.modelvertex3f_bufferoffset = 0;
10959         rsurface.modelsvector3f_vertexbuffer = 0;
10960         rsurface.modelsvector3f_bufferoffset = 0;
10961         rsurface.modeltvector3f_vertexbuffer = 0;
10962         rsurface.modeltvector3f_bufferoffset = 0;
10963         rsurface.modelnormal3f_vertexbuffer = 0;
10964         rsurface.modelnormal3f_bufferoffset = 0;
10965         rsurface.modelgeneratedvertex = true;
10966         rsurface.modellightmapcolor4f  = color4f;
10967         rsurface.modellightmapcolor4f_vertexbuffer = 0;
10968         rsurface.modellightmapcolor4f_bufferoffset = 0;
10969         rsurface.modeltexcoordtexture2f  = texcoord2f;
10970         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10971         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10972         rsurface.modeltexcoordlightmap2f  = NULL;
10973         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10974         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10975         rsurface.modelelement3i = element3i;
10976         rsurface.modelelement3i_indexbuffer = NULL;
10977         rsurface.modelelement3i_bufferoffset = 0;
10978         rsurface.modelelement3s = element3s;
10979         rsurface.modelelement3s_indexbuffer = NULL;
10980         rsurface.modelelement3s_bufferoffset = 0;
10981         rsurface.modellightmapoffsets = NULL;
10982         rsurface.modelsurfaces = NULL;
10983         rsurface.batchgeneratedvertex = false;
10984         rsurface.batchfirstvertex = 0;
10985         rsurface.batchnumvertices = 0;
10986         rsurface.batchfirsttriangle = 0;
10987         rsurface.batchnumtriangles = 0;
10988         rsurface.batchvertex3f  = NULL;
10989         rsurface.batchvertex3f_vertexbuffer = NULL;
10990         rsurface.batchvertex3f_bufferoffset = 0;
10991         rsurface.batchsvector3f = NULL;
10992         rsurface.batchsvector3f_vertexbuffer = NULL;
10993         rsurface.batchsvector3f_bufferoffset = 0;
10994         rsurface.batchtvector3f = NULL;
10995         rsurface.batchtvector3f_vertexbuffer = NULL;
10996         rsurface.batchtvector3f_bufferoffset = 0;
10997         rsurface.batchnormal3f  = NULL;
10998         rsurface.batchnormal3f_vertexbuffer = NULL;
10999         rsurface.batchnormal3f_bufferoffset = 0;
11000         rsurface.batchlightmapcolor4f = NULL;
11001         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11002         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11003         rsurface.batchtexcoordtexture2f = NULL;
11004         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11005         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11006         rsurface.batchtexcoordlightmap2f = NULL;
11007         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11008         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11009         rsurface.batchvertexmesh = NULL;
11010         rsurface.batchvertexmeshbuffer = NULL;
11011         rsurface.batchvertexposition = NULL;
11012         rsurface.batchvertexpositionbuffer = NULL;
11013         rsurface.batchelement3i = NULL;
11014         rsurface.batchelement3i_indexbuffer = NULL;
11015         rsurface.batchelement3i_bufferoffset = 0;
11016         rsurface.batchelement3s = NULL;
11017         rsurface.batchelement3s_indexbuffer = NULL;
11018         rsurface.batchelement3s_bufferoffset = 0;
11019         rsurface.passcolor4f = NULL;
11020         rsurface.passcolor4f_vertexbuffer = NULL;
11021         rsurface.passcolor4f_bufferoffset = 0;
11022
11023         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11024         {
11025                 if ((wantnormals || wanttangents) && !normal3f)
11026                 {
11027                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11028                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11029                 }
11030                 if (wanttangents && !svector3f)
11031                 {
11032                         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);
11033                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11034                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11035                 }
11036         }
11037
11038         // now convert arrays into vertexmesh structs
11039         for (i = 0;i < numvertices;i++)
11040         {
11041                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11042                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11043                 if (rsurface.modelsvector3f)
11044                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11045                 if (rsurface.modeltvector3f)
11046                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11047                 if (rsurface.modelnormal3f)
11048                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11049                 if (rsurface.modellightmapcolor4f)
11050                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11051                 if (rsurface.modeltexcoordtexture2f)
11052                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11053                 if (rsurface.modeltexcoordlightmap2f)
11054                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11055         }
11056 }
11057
11058 float RSurf_FogPoint(const float *v)
11059 {
11060         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11061         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11062         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11063         float FogHeightFade = r_refdef.fogheightfade;
11064         float fogfrac;
11065         unsigned int fogmasktableindex;
11066         if (r_refdef.fogplaneviewabove)
11067                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11068         else
11069                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11070         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11071         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11072 }
11073
11074 float RSurf_FogVertex(const float *v)
11075 {
11076         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11077         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11078         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11079         float FogHeightFade = rsurface.fogheightfade;
11080         float fogfrac;
11081         unsigned int fogmasktableindex;
11082         if (r_refdef.fogplaneviewabove)
11083                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11084         else
11085                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11086         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11087         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11088 }
11089
11090 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11091 {
11092         int i;
11093         for (i = 0;i < numelements;i++)
11094                 outelement3i[i] = inelement3i[i] + adjust;
11095 }
11096
11097 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11098 extern cvar_t gl_vbo;
11099 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11100 {
11101         int deformindex;
11102         int firsttriangle;
11103         int numtriangles;
11104         int firstvertex;
11105         int endvertex;
11106         int numvertices;
11107         int surfacefirsttriangle;
11108         int surfacenumtriangles;
11109         int surfacefirstvertex;
11110         int surfaceendvertex;
11111         int surfacenumvertices;
11112         int needsupdate;
11113         int i, j;
11114         qboolean gaps;
11115         qboolean dynamicvertex;
11116         float amplitude;
11117         float animpos;
11118         float scale;
11119         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11120         float waveparms[4];
11121         q3shaderinfo_deform_t *deform;
11122         const msurface_t *surface, *firstsurface;
11123         r_vertexposition_t *vertexposition;
11124         r_vertexmesh_t *vertexmesh;
11125         if (!texturenumsurfaces)
11126                 return;
11127         // find vertex range of this surface batch
11128         gaps = false;
11129         firstsurface = texturesurfacelist[0];
11130         firsttriangle = firstsurface->num_firsttriangle;
11131         numtriangles = 0;
11132         firstvertex = endvertex = firstsurface->num_firstvertex;
11133         for (i = 0;i < texturenumsurfaces;i++)
11134         {
11135                 surface = texturesurfacelist[i];
11136                 if (surface != firstsurface + i)
11137                         gaps = true;
11138                 surfacefirstvertex = surface->num_firstvertex;
11139                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11140                 surfacenumtriangles = surface->num_triangles;
11141                 if (firstvertex > surfacefirstvertex)
11142                         firstvertex = surfacefirstvertex;
11143                 if (endvertex < surfaceendvertex)
11144                         endvertex = surfaceendvertex;
11145                 numtriangles += surfacenumtriangles;
11146         }
11147         if (!numtriangles)
11148                 return;
11149
11150         // we now know the vertex range used, and if there are any gaps in it
11151         rsurface.batchfirstvertex = firstvertex;
11152         rsurface.batchnumvertices = endvertex - firstvertex;
11153         rsurface.batchfirsttriangle = firsttriangle;
11154         rsurface.batchnumtriangles = numtriangles;
11155
11156         // this variable holds flags for which properties have been updated that
11157         // may require regenerating vertexmesh or vertexposition arrays...
11158         needsupdate = 0;
11159
11160         // check if any dynamic vertex processing must occur
11161         dynamicvertex = false;
11162
11163         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11164                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11165         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11166         {
11167                 switch (deform->deform)
11168                 {
11169                 default:
11170                 case Q3DEFORM_PROJECTIONSHADOW:
11171                 case Q3DEFORM_TEXT0:
11172                 case Q3DEFORM_TEXT1:
11173                 case Q3DEFORM_TEXT2:
11174                 case Q3DEFORM_TEXT3:
11175                 case Q3DEFORM_TEXT4:
11176                 case Q3DEFORM_TEXT5:
11177                 case Q3DEFORM_TEXT6:
11178                 case Q3DEFORM_TEXT7:
11179                 case Q3DEFORM_NONE:
11180                         break;
11181                 case Q3DEFORM_AUTOSPRITE:
11182                         dynamicvertex = true;
11183                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11184                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11185                         break;
11186                 case Q3DEFORM_AUTOSPRITE2:
11187                         dynamicvertex = true;
11188                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11189                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11190                         break;
11191                 case Q3DEFORM_NORMAL:
11192                         dynamicvertex = true;
11193                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11194                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11195                         break;
11196                 case Q3DEFORM_WAVE:
11197                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11198                                 break; // if wavefunc is a nop, ignore this transform
11199                         dynamicvertex = true;
11200                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11201                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11202                         break;
11203                 case Q3DEFORM_BULGE:
11204                         dynamicvertex = true;
11205                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11206                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11207                         break;
11208                 case Q3DEFORM_MOVE:
11209                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11210                                 break; // if wavefunc is a nop, ignore this transform
11211                         dynamicvertex = true;
11212                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11213                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11214                         break;
11215                 }
11216         }
11217         switch(rsurface.texture->tcgen.tcgen)
11218         {
11219         default:
11220         case Q3TCGEN_TEXTURE:
11221                 break;
11222         case Q3TCGEN_LIGHTMAP:
11223                 dynamicvertex = true;
11224                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11225                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11226                 break;
11227         case Q3TCGEN_VECTOR:
11228                 dynamicvertex = true;
11229                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11230                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11231                 break;
11232         case Q3TCGEN_ENVIRONMENT:
11233                 dynamicvertex = true;
11234                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11235                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11236                 break;
11237         }
11238         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11239         {
11240                 dynamicvertex = true;
11241                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11242                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11243         }
11244
11245         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11246         {
11247                 dynamicvertex = true;
11248                 batchneed |= BATCHNEED_NOGAPS;
11249                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11250         }
11251
11252         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11253         {
11254                 dynamicvertex = true;
11255                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11256                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11257         }
11258
11259         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11260         {
11261                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11262                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11263                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11264                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11265                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11266                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11267                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11268         }
11269
11270         // when the model data has no vertex buffer (dynamic mesh), we need to
11271         // eliminate gaps
11272         if (!rsurface.modelvertexmeshbuffer)
11273                 batchneed |= BATCHNEED_NOGAPS;
11274
11275         // if needsupdate, we have to do a dynamic vertex batch for sure
11276         if (needsupdate & batchneed)
11277                 dynamicvertex = true;
11278
11279         // see if we need to build vertexmesh from arrays
11280         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11281                 dynamicvertex = true;
11282
11283         // see if we need to build vertexposition from arrays
11284         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11285                 dynamicvertex = true;
11286
11287         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11288         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11289                 dynamicvertex = true;
11290
11291         // if there is a chance of animated vertex colors, it's a dynamic batch
11292         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11293                 dynamicvertex = true;
11294
11295         rsurface.batchvertex3f = rsurface.modelvertex3f;
11296         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11297         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11298         rsurface.batchsvector3f = rsurface.modelsvector3f;
11299         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11300         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11301         rsurface.batchtvector3f = rsurface.modeltvector3f;
11302         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11303         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11304         rsurface.batchnormal3f = rsurface.modelnormal3f;
11305         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11306         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11307         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11308         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11309         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11310         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11311         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11312         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11313         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11314         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11315         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11316         rsurface.batchvertexposition = rsurface.modelvertexposition;
11317         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11318         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11319         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11320         rsurface.batchelement3i = rsurface.modelelement3i;
11321         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11322         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11323         rsurface.batchelement3s = rsurface.modelelement3s;
11324         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11325         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11326
11327         // if any dynamic vertex processing has to occur in software, we copy the
11328         // entire surface list together before processing to rebase the vertices
11329         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11330         //
11331         // if any gaps exist and we do not have a static vertex buffer, we have to
11332         // copy the surface list together to avoid wasting upload bandwidth on the
11333         // vertices in the gaps.
11334         //
11335         // if gaps exist and we have a static vertex buffer, we still have to
11336         // combine the index buffer ranges into one dynamic index buffer.
11337         //
11338         // in all cases we end up with data that can be drawn in one call.
11339
11340         if (!dynamicvertex)
11341         {
11342                 // static vertex data, just set pointers...
11343                 rsurface.batchgeneratedvertex = false;
11344                 // if there are gaps, we want to build a combined index buffer,
11345                 // otherwise use the original static buffer with an appropriate offset
11346                 if (gaps)
11347                 {
11348                         firsttriangle = 0;
11349                         numtriangles = 0;
11350                         for (i = 0;i < texturenumsurfaces;i++)
11351                         {
11352                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11353                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11354                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11355                                 numtriangles += surfacenumtriangles;
11356                         }
11357                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11358                         rsurface.batchelement3i_indexbuffer = NULL;
11359                         rsurface.batchelement3i_bufferoffset = 0;
11360                         rsurface.batchelement3s = NULL;
11361                         rsurface.batchelement3s_indexbuffer = NULL;
11362                         rsurface.batchelement3s_bufferoffset = 0;
11363                         if (endvertex <= 65536)
11364                         {
11365                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11366                                 for (i = 0;i < numtriangles*3;i++)
11367                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11368                         }
11369                         rsurface.batchfirsttriangle = firsttriangle;
11370                         rsurface.batchnumtriangles = numtriangles;
11371                 }
11372                 return;
11373         }
11374
11375         // something needs software processing, do it for real...
11376         // we only directly handle interleaved array data in this case...
11377         rsurface.batchgeneratedvertex = true;
11378
11379         // now copy the vertex data into a combined array and make an index array
11380         // (this is what Quake3 does all the time)
11381         //if (gaps || rsurface.batchfirstvertex)
11382         {
11383                 rsurface.batchvertexposition = NULL;
11384                 rsurface.batchvertexpositionbuffer = NULL;
11385                 rsurface.batchvertexmesh = NULL;
11386                 rsurface.batchvertexmeshbuffer = NULL;
11387                 rsurface.batchvertex3f = NULL;
11388                 rsurface.batchvertex3f_vertexbuffer = NULL;
11389                 rsurface.batchvertex3f_bufferoffset = 0;
11390                 rsurface.batchsvector3f = NULL;
11391                 rsurface.batchsvector3f_vertexbuffer = NULL;
11392                 rsurface.batchsvector3f_bufferoffset = 0;
11393                 rsurface.batchtvector3f = NULL;
11394                 rsurface.batchtvector3f_vertexbuffer = NULL;
11395                 rsurface.batchtvector3f_bufferoffset = 0;
11396                 rsurface.batchnormal3f = NULL;
11397                 rsurface.batchnormal3f_vertexbuffer = NULL;
11398                 rsurface.batchnormal3f_bufferoffset = 0;
11399                 rsurface.batchlightmapcolor4f = NULL;
11400                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11401                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11402                 rsurface.batchtexcoordtexture2f = NULL;
11403                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11404                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11405                 rsurface.batchtexcoordlightmap2f = NULL;
11406                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11407                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11408                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11409                 rsurface.batchelement3i_indexbuffer = NULL;
11410                 rsurface.batchelement3i_bufferoffset = 0;
11411                 rsurface.batchelement3s = NULL;
11412                 rsurface.batchelement3s_indexbuffer = NULL;
11413                 rsurface.batchelement3s_bufferoffset = 0;
11414                 // we'll only be setting up certain arrays as needed
11415                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11416                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11417                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11418                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11419                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11420                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11421                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11422                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11423                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11424                 {
11425                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11426                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11427                 }
11428                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11429                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11430                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11431                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11432                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11433                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11434                 numvertices = 0;
11435                 numtriangles = 0;
11436                 for (i = 0;i < texturenumsurfaces;i++)
11437                 {
11438                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11439                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11440                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11441                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11442                         // copy only the data requested
11443                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11444                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11445                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11446                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11447                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11448                         {
11449                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11450                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11451                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11452                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11453                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11454                                 {
11455                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11456                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11457                                 }
11458                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11459                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11460                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11461                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11462                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11463                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11464                         }
11465                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11466                         numvertices += surfacenumvertices;
11467                         numtriangles += surfacenumtriangles;
11468                 }
11469
11470                 // generate a 16bit index array as well if possible
11471                 // (in general, dynamic batches fit)
11472                 if (numvertices <= 65536)
11473                 {
11474                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11475                         for (i = 0;i < numtriangles*3;i++)
11476                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11477                 }
11478
11479                 // since we've copied everything, the batch now starts at 0
11480                 rsurface.batchfirstvertex = 0;
11481                 rsurface.batchnumvertices = numvertices;
11482                 rsurface.batchfirsttriangle = 0;
11483                 rsurface.batchnumtriangles = numtriangles;
11484         }
11485
11486         // q1bsp surfaces rendered in vertex color mode have to have colors
11487         // calculated based on lightstyles
11488         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11489         {
11490                 // generate color arrays for the surfaces in this list
11491                 int c[4];
11492                 int scale;
11493                 int size3;
11494                 const int *offsets;
11495                 const unsigned char *lm;
11496                 numvertices = 0;
11497                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11498                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11499                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11500                 for (i = 0;i < texturenumsurfaces;i++)
11501                 {
11502                         surface = texturesurfacelist[i];
11503                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11504                         surfacenumvertices = surface->num_vertices;
11505                         if (surface->lightmapinfo->samples)
11506                         {
11507                                 for (j = 0;j < surfacenumvertices;j++)
11508                                 {
11509                                         lm = surface->lightmapinfo->samples + offsets[j];
11510                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11511                                         VectorScale(lm, scale, c);
11512                                         if (surface->lightmapinfo->styles[1] != 255)
11513                                         {
11514                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11515                                                 lm += size3;
11516                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11517                                                 VectorMA(c, scale, lm, c);
11518                                                 if (surface->lightmapinfo->styles[2] != 255)
11519                                                 {
11520                                                         lm += size3;
11521                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11522                                                         VectorMA(c, scale, lm, c);
11523                                                         if (surface->lightmapinfo->styles[3] != 255)
11524                                                         {
11525                                                                 lm += size3;
11526                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11527                                                                 VectorMA(c, scale, lm, c);
11528                                                         }
11529                                                 }
11530                                         }
11531                                         c[0] >>= 15;
11532                                         c[1] >>= 15;
11533                                         c[2] >>= 15;
11534                                         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);
11535                                         numvertices++;
11536                                 }
11537                         }
11538                         else
11539                         {
11540                                 for (j = 0;j < surfacenumvertices;j++)
11541                                 {
11542                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11543                                         numvertices++;
11544                                 }
11545                         }
11546                 }
11547         }
11548
11549         // if vertices are deformed (sprite flares and things in maps, possibly
11550         // water waves, bulges and other deformations), modify the copied vertices
11551         // in place
11552         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11553         {
11554                 switch (deform->deform)
11555                 {
11556                 default:
11557                 case Q3DEFORM_PROJECTIONSHADOW:
11558                 case Q3DEFORM_TEXT0:
11559                 case Q3DEFORM_TEXT1:
11560                 case Q3DEFORM_TEXT2:
11561                 case Q3DEFORM_TEXT3:
11562                 case Q3DEFORM_TEXT4:
11563                 case Q3DEFORM_TEXT5:
11564                 case Q3DEFORM_TEXT6:
11565                 case Q3DEFORM_TEXT7:
11566                 case Q3DEFORM_NONE:
11567                         break;
11568                 case Q3DEFORM_AUTOSPRITE:
11569                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11570                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11571                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11572                         VectorNormalize(newforward);
11573                         VectorNormalize(newright);
11574                         VectorNormalize(newup);
11575                         // a single autosprite surface can contain multiple sprites...
11576                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11577                         {
11578                                 VectorClear(center);
11579                                 for (i = 0;i < 4;i++)
11580                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11581                                 VectorScale(center, 0.25f, center);
11582                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11583                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11584                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11585                                 for (i = 0;i < 4;i++)
11586                                 {
11587                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11588                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11589                                 }
11590                         }
11591                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11592                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11593                         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);
11594                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11595                         rsurface.batchvertex3f_vertexbuffer = NULL;
11596                         rsurface.batchvertex3f_bufferoffset = 0;
11597                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11598                         rsurface.batchsvector3f_vertexbuffer = NULL;
11599                         rsurface.batchsvector3f_bufferoffset = 0;
11600                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11601                         rsurface.batchtvector3f_vertexbuffer = NULL;
11602                         rsurface.batchtvector3f_bufferoffset = 0;
11603                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11604                         rsurface.batchnormal3f_vertexbuffer = NULL;
11605                         rsurface.batchnormal3f_bufferoffset = 0;
11606                         break;
11607                 case Q3DEFORM_AUTOSPRITE2:
11608                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11609                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11610                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11611                         VectorNormalize(newforward);
11612                         VectorNormalize(newright);
11613                         VectorNormalize(newup);
11614                         {
11615                                 const float *v1, *v2;
11616                                 vec3_t start, end;
11617                                 float f, l;
11618                                 struct
11619                                 {
11620                                         float length2;
11621                                         const float *v1;
11622                                         const float *v2;
11623                                 }
11624                                 shortest[2];
11625                                 memset(shortest, 0, sizeof(shortest));
11626                                 // a single autosprite surface can contain multiple sprites...
11627                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11628                                 {
11629                                         VectorClear(center);
11630                                         for (i = 0;i < 4;i++)
11631                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11632                                         VectorScale(center, 0.25f, center);
11633                                         // find the two shortest edges, then use them to define the
11634                                         // axis vectors for rotating around the central axis
11635                                         for (i = 0;i < 6;i++)
11636                                         {
11637                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11638                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11639                                                 l = VectorDistance2(v1, v2);
11640                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11641                                                 if (v1[2] != v2[2])
11642                                                         l += (1.0f / 1024.0f);
11643                                                 if (shortest[0].length2 > l || i == 0)
11644                                                 {
11645                                                         shortest[1] = shortest[0];
11646                                                         shortest[0].length2 = l;
11647                                                         shortest[0].v1 = v1;
11648                                                         shortest[0].v2 = v2;
11649                                                 }
11650                                                 else if (shortest[1].length2 > l || i == 1)
11651                                                 {
11652                                                         shortest[1].length2 = l;
11653                                                         shortest[1].v1 = v1;
11654                                                         shortest[1].v2 = v2;
11655                                                 }
11656                                         }
11657                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11658                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11659                                         // this calculates the right vector from the shortest edge
11660                                         // and the up vector from the edge midpoints
11661                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11662                                         VectorNormalize(right);
11663                                         VectorSubtract(end, start, up);
11664                                         VectorNormalize(up);
11665                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11666                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11667                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11668                                         VectorNegate(forward, forward);
11669                                         VectorReflect(forward, 0, up, forward);
11670                                         VectorNormalize(forward);
11671                                         CrossProduct(up, forward, newright);
11672                                         VectorNormalize(newright);
11673                                         // rotate the quad around the up axis vector, this is made
11674                                         // especially easy by the fact we know the quad is flat,
11675                                         // so we only have to subtract the center position and
11676                                         // measure distance along the right vector, and then
11677                                         // multiply that by the newright vector and add back the
11678                                         // center position
11679                                         // we also need to subtract the old position to undo the
11680                                         // displacement from the center, which we do with a
11681                                         // DotProduct, the subtraction/addition of center is also
11682                                         // optimized into DotProducts here
11683                                         l = DotProduct(right, center);
11684                                         for (i = 0;i < 4;i++)
11685                                         {
11686                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11687                                                 f = DotProduct(right, v1) - l;
11688                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11689                                         }
11690                                 }
11691                         }
11692                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11693                         rsurface.batchvertex3f_vertexbuffer = NULL;
11694                         rsurface.batchvertex3f_bufferoffset = 0;
11695                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11696                         {
11697                                 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11698                                 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11699                                 rsurface.batchnormal3f_vertexbuffer = NULL;
11700                                 rsurface.batchnormal3f_bufferoffset = 0;
11701                         }
11702                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11703                         {
11704                                 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);
11705                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11706                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11707                                 rsurface.batchsvector3f_bufferoffset = 0;
11708                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11709                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11710                                 rsurface.batchtvector3f_bufferoffset = 0;
11711                         }
11712                         break;
11713                 case Q3DEFORM_NORMAL:
11714                         // deform the normals to make reflections wavey
11715                         for (j = 0;j < rsurface.batchnumvertices;j++)
11716                         {
11717                                 float vertex[3];
11718                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11719                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11720                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11721                                 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]);
11722                                 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]);
11723                                 VectorNormalize(normal);
11724                         }
11725                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11726                         rsurface.batchnormal3f_vertexbuffer = NULL;
11727                         rsurface.batchnormal3f_bufferoffset = 0;
11728                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11729                         {
11730                                 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);
11731                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11732                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11733                                 rsurface.batchsvector3f_bufferoffset = 0;
11734                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11735                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11736                                 rsurface.batchtvector3f_bufferoffset = 0;
11737                         }
11738                         break;
11739                 case Q3DEFORM_WAVE:
11740                         // deform vertex array to make wavey water and flags and such
11741                         waveparms[0] = deform->waveparms[0];
11742                         waveparms[1] = deform->waveparms[1];
11743                         waveparms[2] = deform->waveparms[2];
11744                         waveparms[3] = deform->waveparms[3];
11745                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11746                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11747                         // this is how a divisor of vertex influence on deformation
11748                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11749                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11750                         for (j = 0;j < rsurface.batchnumvertices;j++)
11751                         {
11752                                 // if the wavefunc depends on time, evaluate it per-vertex
11753                                 if (waveparms[3])
11754                                 {
11755                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11756                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11757                                 }
11758                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11759                         }
11760                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11761                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11762                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11763                         rsurface.batchvertex3f_vertexbuffer = NULL;
11764                         rsurface.batchvertex3f_bufferoffset = 0;
11765                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11766                         rsurface.batchnormal3f_vertexbuffer = NULL;
11767                         rsurface.batchnormal3f_bufferoffset = 0;
11768                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11769                         {
11770                                 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);
11771                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11772                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11773                                 rsurface.batchsvector3f_bufferoffset = 0;
11774                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11775                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11776                                 rsurface.batchtvector3f_bufferoffset = 0;
11777                         }
11778                         break;
11779                 case Q3DEFORM_BULGE:
11780                         // deform vertex array to make the surface have moving bulges
11781                         for (j = 0;j < rsurface.batchnumvertices;j++)
11782                         {
11783                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11784                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11785                         }
11786                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11787                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11788                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11789                         rsurface.batchvertex3f_vertexbuffer = NULL;
11790                         rsurface.batchvertex3f_bufferoffset = 0;
11791                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11792                         rsurface.batchnormal3f_vertexbuffer = NULL;
11793                         rsurface.batchnormal3f_bufferoffset = 0;
11794                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11795                         {
11796                                 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);
11797                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11798                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11799                                 rsurface.batchsvector3f_bufferoffset = 0;
11800                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11801                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11802                                 rsurface.batchtvector3f_bufferoffset = 0;
11803                         }
11804                         break;
11805                 case Q3DEFORM_MOVE:
11806                         // deform vertex array
11807                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11808                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11809                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11810                         VectorScale(deform->parms, scale, waveparms);
11811                         for (j = 0;j < rsurface.batchnumvertices;j++)
11812                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11813                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11814                         rsurface.batchvertex3f_vertexbuffer = NULL;
11815                         rsurface.batchvertex3f_bufferoffset = 0;
11816                         break;
11817                 }
11818         }
11819
11820         // generate texcoords based on the chosen texcoord source
11821         switch(rsurface.texture->tcgen.tcgen)
11822         {
11823         default:
11824         case Q3TCGEN_TEXTURE:
11825                 break;
11826         case Q3TCGEN_LIGHTMAP:
11827                 if (rsurface.batchtexcoordlightmap2f)
11828                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11829                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11830                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11831                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11832                 break;
11833         case Q3TCGEN_VECTOR:
11834                 for (j = 0;j < rsurface.batchnumvertices;j++)
11835                 {
11836                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11837                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11838                 }
11839                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11840                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11841                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11842                 break;
11843         case Q3TCGEN_ENVIRONMENT:
11844                 // make environment reflections using a spheremap
11845                 for (j = 0;j < rsurface.batchnumvertices;j++)
11846                 {
11847                         // identical to Q3A's method, but executed in worldspace so
11848                         // carried models can be shiny too
11849
11850                         float viewer[3], d, reflected[3], worldreflected[3];
11851
11852                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11853                         // VectorNormalize(viewer);
11854
11855                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11856
11857                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11858                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11859                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11860                         // note: this is proportinal to viewer, so we can normalize later
11861
11862                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11863                         VectorNormalize(worldreflected);
11864
11865                         // note: this sphere map only uses world x and z!
11866                         // so positive and negative y will LOOK THE SAME.
11867                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11868                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11869                 }
11870                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11871                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11872                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11873                 break;
11874         }
11875         // the only tcmod that needs software vertex processing is turbulent, so
11876         // check for it here and apply the changes if needed
11877         // and we only support that as the first one
11878         // (handling a mixture of turbulent and other tcmods would be problematic
11879         //  without punting it entirely to a software path)
11880         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11881         {
11882                 amplitude = rsurface.texture->tcmods[0].parms[1];
11883                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11884                 for (j = 0;j < rsurface.batchnumvertices;j++)
11885                 {
11886                         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);
11887                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11888                 }
11889                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11890                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11891                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11892         }
11893
11894         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11895         {
11896                 // convert the modified arrays to vertex structs
11897                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11898                 rsurface.batchvertexmeshbuffer = NULL;
11899                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11900                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11901                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11902                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11903                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11904                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11905                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11906                 {
11907                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11908                         {
11909                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11910                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11911                         }
11912                 }
11913                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11914                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11915                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11916                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11917                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11918                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11919                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11920                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11921                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11922         }
11923
11924         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11925         {
11926                 // convert the modified arrays to vertex structs
11927                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11928                 rsurface.batchvertexpositionbuffer = NULL;
11929                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11930                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11931                 else
11932                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11933                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11934         }
11935 }
11936
11937 void RSurf_DrawBatch(void)
11938 {
11939         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);
11940 }
11941
11942 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11943 {
11944         // pick the closest matching water plane
11945         int planeindex, vertexindex, bestplaneindex = -1;
11946         float d, bestd;
11947         vec3_t vert;
11948         const float *v;
11949         r_waterstate_waterplane_t *p;
11950         bestd = 0;
11951         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11952         {
11953                 if(p->camera_entity != rsurface.texture->camera_entity)
11954                         continue;
11955                 d = 0;
11956                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11957                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11958                 {
11959                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
11960                         d += fabs(PlaneDiff(vert, &p->plane));
11961                 }
11962                 if (bestd > d || bestplaneindex < 0)
11963                 {
11964                         bestd = d;
11965                         bestplaneindex = planeindex;
11966                 }
11967         }
11968         return bestplaneindex;
11969 }
11970
11971 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11972 {
11973         int i;
11974         for (i = 0;i < rsurface.batchnumvertices;i++)
11975                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11976         rsurface.passcolor4f = rsurface.array_passcolor4f;
11977         rsurface.passcolor4f_vertexbuffer = 0;
11978         rsurface.passcolor4f_bufferoffset = 0;
11979 }
11980
11981 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11982 {
11983         int i;
11984         float f;
11985         const float *v;
11986         const float *c;
11987         float *c2;
11988         if (rsurface.passcolor4f)
11989         {
11990                 // generate color arrays
11991                 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)
11992                 {
11993                         f = RSurf_FogVertex(v);
11994                         c2[0] = c[0] * f;
11995                         c2[1] = c[1] * f;
11996                         c2[2] = c[2] * f;
11997                         c2[3] = c[3];
11998                 }
11999         }
12000         else
12001         {
12002                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12003                 {
12004                         f = RSurf_FogVertex(v);
12005                         c2[0] = f;
12006                         c2[1] = f;
12007                         c2[2] = f;
12008                         c2[3] = 1;
12009                 }
12010         }
12011         rsurface.passcolor4f = rsurface.array_passcolor4f;
12012         rsurface.passcolor4f_vertexbuffer = 0;
12013         rsurface.passcolor4f_bufferoffset = 0;
12014 }
12015
12016 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12017 {
12018         int i;
12019         float f;
12020         const float *v;
12021         const float *c;
12022         float *c2;
12023         if (!rsurface.passcolor4f)
12024                 return;
12025         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)
12026         {
12027                 f = RSurf_FogVertex(v);
12028                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12029                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12030                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12031                 c2[3] = c[3];
12032         }
12033         rsurface.passcolor4f = rsurface.array_passcolor4f;
12034         rsurface.passcolor4f_vertexbuffer = 0;
12035         rsurface.passcolor4f_bufferoffset = 0;
12036 }
12037
12038 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12039 {
12040         int i;
12041         const float *c;
12042         float *c2;
12043         if (!rsurface.passcolor4f)
12044                 return;
12045         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12046         {
12047                 c2[0] = c[0] * r;
12048                 c2[1] = c[1] * g;
12049                 c2[2] = c[2] * b;
12050                 c2[3] = c[3] * a;
12051         }
12052         rsurface.passcolor4f = rsurface.array_passcolor4f;
12053         rsurface.passcolor4f_vertexbuffer = 0;
12054         rsurface.passcolor4f_bufferoffset = 0;
12055 }
12056
12057 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12058 {
12059         int i;
12060         const float *c;
12061         float *c2;
12062         if (!rsurface.passcolor4f)
12063                 return;
12064         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12065         {
12066                 c2[0] = c[0] + r_refdef.scene.ambient;
12067                 c2[1] = c[1] + r_refdef.scene.ambient;
12068                 c2[2] = c[2] + r_refdef.scene.ambient;
12069                 c2[3] = c[3];
12070         }
12071         rsurface.passcolor4f = rsurface.array_passcolor4f;
12072         rsurface.passcolor4f_vertexbuffer = 0;
12073         rsurface.passcolor4f_bufferoffset = 0;
12074 }
12075
12076 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12077 {
12078         // TODO: optimize
12079         rsurface.passcolor4f = NULL;
12080         rsurface.passcolor4f_vertexbuffer = 0;
12081         rsurface.passcolor4f_bufferoffset = 0;
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         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12087         RSurf_DrawBatch();
12088 }
12089
12090 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12091 {
12092         // TODO: optimize applyfog && applycolor case
12093         // just apply fog if necessary, and tint the fog color array if necessary
12094         rsurface.passcolor4f = NULL;
12095         rsurface.passcolor4f_vertexbuffer = 0;
12096         rsurface.passcolor4f_bufferoffset = 0;
12097         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12098         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12099         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12100         GL_Color(r, g, b, a);
12101         RSurf_DrawBatch();
12102 }
12103
12104 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12105 {
12106         // TODO: optimize
12107         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12108         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12109         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12110         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12111         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12112         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12113         GL_Color(r, g, b, a);
12114         RSurf_DrawBatch();
12115 }
12116
12117 static void RSurf_DrawBatch_GL11_ClampColor(void)
12118 {
12119         int i;
12120         const float *c1;
12121         float *c2;
12122         if (!rsurface.passcolor4f)
12123                 return;
12124         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12125         {
12126                 c2[0] = bound(0.0f, c1[0], 1.0f);
12127                 c2[1] = bound(0.0f, c1[1], 1.0f);
12128                 c2[2] = bound(0.0f, c1[2], 1.0f);
12129                 c2[3] = bound(0.0f, c1[3], 1.0f);
12130         }
12131 }
12132
12133 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12134 {
12135         int i;
12136         float f;
12137         const float *v;
12138         const float *n;
12139         float *c;
12140         //vec3_t eyedir;
12141
12142         // fake shading
12143         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)
12144         {
12145                 f = -DotProduct(r_refdef.view.forward, n);
12146                 f = max(0, f);
12147                 f = f * 0.85 + 0.15; // work around so stuff won't get black
12148                 f *= r_refdef.lightmapintensity;
12149                 Vector4Set(c, f, f, f, 1);
12150         }
12151
12152         rsurface.passcolor4f = rsurface.array_passcolor4f;
12153         rsurface.passcolor4f_vertexbuffer = 0;
12154         rsurface.passcolor4f_bufferoffset = 0;
12155 }
12156
12157 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12158 {
12159         RSurf_DrawBatch_GL11_ApplyFakeLight();
12160         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12161         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12162         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12163         GL_Color(r, g, b, a);
12164         RSurf_DrawBatch();
12165 }
12166
12167 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12168 {
12169         int i;
12170         float f;
12171         float alpha;
12172         const float *v;
12173         const float *n;
12174         float *c;
12175         vec3_t ambientcolor;
12176         vec3_t diffusecolor;
12177         vec3_t lightdir;
12178         // TODO: optimize
12179         // model lighting
12180         VectorCopy(rsurface.modellight_lightdir, lightdir);
12181         f = 0.5f * r_refdef.lightmapintensity;
12182         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12183         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12184         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12185         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12186         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12187         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12188         alpha = *a;
12189         if (VectorLength2(diffusecolor) > 0)
12190         {
12191                 // q3-style directional shading
12192                 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)
12193                 {
12194                         if ((f = DotProduct(n, lightdir)) > 0)
12195                                 VectorMA(ambientcolor, f, diffusecolor, c);
12196                         else
12197                                 VectorCopy(ambientcolor, c);
12198                         c[3] = alpha;
12199                 }
12200                 *r = 1;
12201                 *g = 1;
12202                 *b = 1;
12203                 *a = 1;
12204                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12205                 rsurface.passcolor4f_vertexbuffer = 0;
12206                 rsurface.passcolor4f_bufferoffset = 0;
12207                 *applycolor = false;
12208         }
12209         else
12210         {
12211                 *r = ambientcolor[0];
12212                 *g = ambientcolor[1];
12213                 *b = ambientcolor[2];
12214                 rsurface.passcolor4f = NULL;
12215                 rsurface.passcolor4f_vertexbuffer = 0;
12216                 rsurface.passcolor4f_bufferoffset = 0;
12217         }
12218 }
12219
12220 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12221 {
12222         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12223         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12224         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12225         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12226         GL_Color(r, g, b, a);
12227         RSurf_DrawBatch();
12228 }
12229
12230 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12231 {
12232         int i;
12233         float f;
12234         const float *v;
12235         float *c;
12236         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12237         {
12238                 f = 1 - RSurf_FogVertex(v);
12239                 c[0] = r;
12240                 c[1] = g;
12241                 c[2] = b;
12242                 c[3] = f * a;
12243         }
12244 }
12245
12246 void RSurf_SetupDepthAndCulling(void)
12247 {
12248         // submodels are biased to avoid z-fighting with world surfaces that they
12249         // may be exactly overlapping (avoids z-fighting artifacts on certain
12250         // doors and things in Quake maps)
12251         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12252         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12253         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12254         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12255 }
12256
12257 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12258 {
12259         // transparent sky would be ridiculous
12260         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12261                 return;
12262         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12263         skyrenderlater = true;
12264         RSurf_SetupDepthAndCulling();
12265         GL_DepthMask(true);
12266         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12267         // skymasking on them, and Quake3 never did sky masking (unlike
12268         // software Quake and software Quake2), so disable the sky masking
12269         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12270         // and skymasking also looks very bad when noclipping outside the
12271         // level, so don't use it then either.
12272         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12273         {
12274                 R_Mesh_ResetTextureState();
12275                 if (skyrendermasked)
12276                 {
12277                         R_SetupShader_DepthOrShadow();
12278                         // depth-only (masking)
12279                         GL_ColorMask(0,0,0,0);
12280                         // just to make sure that braindead drivers don't draw
12281                         // anything despite that colormask...
12282                         GL_BlendFunc(GL_ZERO, GL_ONE);
12283                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12284                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12285                 }
12286                 else
12287                 {
12288                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12289                         // fog sky
12290                         GL_BlendFunc(GL_ONE, GL_ZERO);
12291                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12292                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12293                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12294                 }
12295                 RSurf_DrawBatch();
12296                 if (skyrendermasked)
12297                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12298         }
12299         R_Mesh_ResetTextureState();
12300         GL_Color(1, 1, 1, 1);
12301 }
12302
12303 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12304 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12305 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12306 {
12307         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12308                 return;
12309         if (prepass)
12310         {
12311                 // render screenspace normalmap to texture
12312                 GL_DepthMask(true);
12313                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12314                 RSurf_DrawBatch();
12315                 return;
12316         }
12317
12318         // bind lightmap texture
12319
12320         // water/refraction/reflection/camera surfaces have to be handled specially
12321         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12322         {
12323                 int start, end, startplaneindex;
12324                 for (start = 0;start < texturenumsurfaces;start = end)
12325                 {
12326                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12327                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12328                                 ;
12329                         // now that we have a batch using the same planeindex, render it
12330                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12331                         {
12332                                 // render water or distortion background
12333                                 GL_DepthMask(true);
12334                                 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));
12335                                 RSurf_DrawBatch();
12336                                 // blend surface on top
12337                                 GL_DepthMask(false);
12338                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12339                                 RSurf_DrawBatch();
12340                         }
12341                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12342                         {
12343                                 // render surface with reflection texture as input
12344                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12345                                 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));
12346                                 RSurf_DrawBatch();
12347                         }
12348                 }
12349                 return;
12350         }
12351
12352         // render surface batch normally
12353         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12354         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12355         RSurf_DrawBatch();
12356 }
12357
12358 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12359 {
12360         // OpenGL 1.3 path - anything not completely ancient
12361         qboolean applycolor;
12362         qboolean applyfog;
12363         int layerindex;
12364         const texturelayer_t *layer;
12365         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);
12366         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12367
12368         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12369         {
12370                 vec4_t layercolor;
12371                 int layertexrgbscale;
12372                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12373                 {
12374                         if (layerindex == 0)
12375                                 GL_AlphaTest(true);
12376                         else
12377                         {
12378                                 GL_AlphaTest(false);
12379                                 GL_DepthFunc(GL_EQUAL);
12380                         }
12381                 }
12382                 GL_DepthMask(layer->depthmask && writedepth);
12383                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12384                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12385                 {
12386                         layertexrgbscale = 4;
12387                         VectorScale(layer->color, 0.25f, layercolor);
12388                 }
12389                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12390                 {
12391                         layertexrgbscale = 2;
12392                         VectorScale(layer->color, 0.5f, layercolor);
12393                 }
12394                 else
12395                 {
12396                         layertexrgbscale = 1;
12397                         VectorScale(layer->color, 1.0f, layercolor);
12398                 }
12399                 layercolor[3] = layer->color[3];
12400                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12401                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12402                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12403                 switch (layer->type)
12404                 {
12405                 case TEXTURELAYERTYPE_LITTEXTURE:
12406                         // single-pass lightmapped texture with 2x rgbscale
12407                         R_Mesh_TexBind(0, r_texture_white);
12408                         R_Mesh_TexMatrix(0, NULL);
12409                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12410                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12411                         R_Mesh_TexBind(1, layer->texture);
12412                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12413                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12414                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12415                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12416                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12417                         else if (FAKELIGHT_ENABLED)
12418                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12419                         else if (rsurface.uselightmaptexture)
12420                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12421                         else
12422                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12423                         break;
12424                 case TEXTURELAYERTYPE_TEXTURE:
12425                         // singletexture unlit texture with transparency support
12426                         R_Mesh_TexBind(0, layer->texture);
12427                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12428                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12429                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12430                         R_Mesh_TexBind(1, 0);
12431                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12432                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12433                         break;
12434                 case TEXTURELAYERTYPE_FOG:
12435                         // singletexture fogging
12436                         if (layer->texture)
12437                         {
12438                                 R_Mesh_TexBind(0, layer->texture);
12439                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12440                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12441                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12442                         }
12443                         else
12444                         {
12445                                 R_Mesh_TexBind(0, 0);
12446                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12447                         }
12448                         R_Mesh_TexBind(1, 0);
12449                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12450                         // generate a color array for the fog pass
12451                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12452                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12453                         RSurf_DrawBatch();
12454                         break;
12455                 default:
12456                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12457                 }
12458         }
12459         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12460         {
12461                 GL_DepthFunc(GL_LEQUAL);
12462                 GL_AlphaTest(false);
12463         }
12464 }
12465
12466 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12467 {
12468         // OpenGL 1.1 - crusty old voodoo path
12469         qboolean applyfog;
12470         int layerindex;
12471         const texturelayer_t *layer;
12472         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);
12473         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12474
12475         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12476         {
12477                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12478                 {
12479                         if (layerindex == 0)
12480                                 GL_AlphaTest(true);
12481                         else
12482                         {
12483                                 GL_AlphaTest(false);
12484                                 GL_DepthFunc(GL_EQUAL);
12485                         }
12486                 }
12487                 GL_DepthMask(layer->depthmask && writedepth);
12488                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12489                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12490                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12491                 switch (layer->type)
12492                 {
12493                 case TEXTURELAYERTYPE_LITTEXTURE:
12494                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12495                         {
12496                                 // two-pass lit texture with 2x rgbscale
12497                                 // first the lightmap pass
12498                                 R_Mesh_TexBind(0, r_texture_white);
12499                                 R_Mesh_TexMatrix(0, NULL);
12500                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12501                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12502                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12503                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12504                                 else if (FAKELIGHT_ENABLED)
12505                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12506                                 else if (rsurface.uselightmaptexture)
12507                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12508                                 else
12509                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12510                                 // then apply the texture to it
12511                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12512                                 R_Mesh_TexBind(0, layer->texture);
12513                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12514                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12515                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12516                                 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);
12517                         }
12518                         else
12519                         {
12520                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12521                                 R_Mesh_TexBind(0, layer->texture);
12522                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12523                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12524                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12525                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12526                                         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);
12527                                 else
12528                                         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);
12529                         }
12530                         break;
12531                 case TEXTURELAYERTYPE_TEXTURE:
12532                         // singletexture unlit texture with transparency support
12533                         R_Mesh_TexBind(0, layer->texture);
12534                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12535                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12536                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12537                         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);
12538                         break;
12539                 case TEXTURELAYERTYPE_FOG:
12540                         // singletexture fogging
12541                         if (layer->texture)
12542                         {
12543                                 R_Mesh_TexBind(0, layer->texture);
12544                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12545                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12546                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12547                         }
12548                         else
12549                         {
12550                                 R_Mesh_TexBind(0, 0);
12551                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12552                         }
12553                         // generate a color array for the fog pass
12554                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12555                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12556                         RSurf_DrawBatch();
12557                         break;
12558                 default:
12559                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12560                 }
12561         }
12562         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12563         {
12564                 GL_DepthFunc(GL_LEQUAL);
12565                 GL_AlphaTest(false);
12566         }
12567 }
12568
12569 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12570 {
12571         int vi;
12572         int j;
12573         r_vertexgeneric_t *batchvertex;
12574         float c[4];
12575
12576         GL_AlphaTest(false);
12577         R_Mesh_ResetTextureState();
12578         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12579
12580         if(rsurface.texture && rsurface.texture->currentskinframe)
12581         {
12582                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12583                 c[3] *= rsurface.texture->currentalpha;
12584         }
12585         else
12586         {
12587                 c[0] = 1;
12588                 c[1] = 0;
12589                 c[2] = 1;
12590                 c[3] = 1;
12591         }
12592
12593         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12594         {
12595                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12596                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12597                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12598         }
12599
12600         // brighten it up (as texture value 127 means "unlit")
12601         c[0] *= 2 * r_refdef.view.colorscale;
12602         c[1] *= 2 * r_refdef.view.colorscale;
12603         c[2] *= 2 * r_refdef.view.colorscale;
12604
12605         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12606                 c[3] *= r_wateralpha.value;
12607
12608         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12609         {
12610                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12611                 GL_DepthMask(false);
12612         }
12613         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12614         {
12615                 GL_BlendFunc(GL_ONE, GL_ONE);
12616                 GL_DepthMask(false);
12617         }
12618         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12619         {
12620                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12621                 GL_DepthMask(false);
12622         }
12623         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12624         {
12625                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12626                 GL_DepthMask(false);
12627         }
12628         else
12629         {
12630                 GL_BlendFunc(GL_ONE, GL_ZERO);
12631                 GL_DepthMask(writedepth);
12632         }
12633
12634         if (r_showsurfaces.integer == 3)
12635         {
12636                 rsurface.passcolor4f = NULL;
12637
12638                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12639                 {
12640                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12641
12642                         rsurface.passcolor4f = NULL;
12643                         rsurface.passcolor4f_vertexbuffer = 0;
12644                         rsurface.passcolor4f_bufferoffset = 0;
12645                 }
12646                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12647                 {
12648                         qboolean applycolor = true;
12649                         float one = 1.0;
12650
12651                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12652
12653                         r_refdef.lightmapintensity = 1;
12654                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12655                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12656                 }
12657                 else if (FAKELIGHT_ENABLED)
12658                 {
12659                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12660
12661                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
12662                         RSurf_DrawBatch_GL11_ApplyFakeLight();
12663                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12664                 }
12665                 else
12666                 {
12667                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12668
12669                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12670                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12671                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12672                 }
12673
12674                 if(!rsurface.passcolor4f)
12675                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12676
12677                 RSurf_DrawBatch_GL11_ApplyAmbient();
12678                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12679                 if(r_refdef.fogenabled)
12680                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12681                 RSurf_DrawBatch_GL11_ClampColor();
12682
12683                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12684                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12685                 RSurf_DrawBatch();
12686         }
12687         else if (!r_refdef.view.showdebug)
12688         {
12689                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12690                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12691                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12692                 {
12693                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12694                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12695                 }
12696                 R_Mesh_PrepareVertices_Generic_Unlock();
12697                 RSurf_DrawBatch();
12698         }
12699         else if (r_showsurfaces.integer == 4)
12700         {
12701                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12702                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12703                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12704                 {
12705                         unsigned char c = vi << 3;
12706                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12707                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12708                 }
12709                 R_Mesh_PrepareVertices_Generic_Unlock();
12710                 RSurf_DrawBatch();
12711         }
12712         else if (r_showsurfaces.integer == 2)
12713         {
12714                 const int *e;
12715                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12716                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12717                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12718                 {
12719                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12720                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12721                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12722                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12723                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12724                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12725                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12726                 }
12727                 R_Mesh_PrepareVertices_Generic_Unlock();
12728                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12729         }
12730         else
12731         {
12732                 int texturesurfaceindex;
12733                 int k;
12734                 const msurface_t *surface;
12735                 unsigned char surfacecolor4ub[4];
12736                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12737                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12738                 vi = 0;
12739                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12740                 {
12741                         surface = texturesurfacelist[texturesurfaceindex];
12742                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12743                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12744                         for (j = 0;j < surface->num_vertices;j++)
12745                         {
12746                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12747                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12748                                 vi++;
12749                         }
12750                 }
12751                 R_Mesh_PrepareVertices_Generic_Unlock();
12752                 RSurf_DrawBatch();
12753         }
12754 }
12755
12756 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12757 {
12758         CHECKGLERROR
12759         RSurf_SetupDepthAndCulling();
12760         if (r_showsurfaces.integer)
12761         {
12762                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12763                 return;
12764         }
12765         switch (vid.renderpath)
12766         {
12767         case RENDERPATH_GL20:
12768         case RENDERPATH_CGGL:
12769         case RENDERPATH_D3D9:
12770         case RENDERPATH_D3D10:
12771         case RENDERPATH_D3D11:
12772                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12773                 break;
12774         case RENDERPATH_GL13:
12775                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12776                 break;
12777         case RENDERPATH_GL11:
12778                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12779                 break;
12780         }
12781         CHECKGLERROR
12782 }
12783
12784 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12785 {
12786         CHECKGLERROR
12787         RSurf_SetupDepthAndCulling();
12788         if (r_showsurfaces.integer)
12789         {
12790                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12791                 return;
12792         }
12793         switch (vid.renderpath)
12794         {
12795         case RENDERPATH_GL20:
12796         case RENDERPATH_CGGL:
12797         case RENDERPATH_D3D9:
12798         case RENDERPATH_D3D10:
12799         case RENDERPATH_D3D11:
12800                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12801                 break;
12802         case RENDERPATH_GL13:
12803                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12804                 break;
12805         case RENDERPATH_GL11:
12806                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12807                 break;
12808         }
12809         CHECKGLERROR
12810 }
12811
12812 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12813 {
12814         int i, j;
12815         int texturenumsurfaces, endsurface;
12816         texture_t *texture;
12817         const msurface_t *surface;
12818 #define MAXBATCH_TRANSPARENTSURFACES 256
12819         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12820
12821         // if the model is static it doesn't matter what value we give for
12822         // wantnormals and wanttangents, so this logic uses only rules applicable
12823         // to a model, knowing that they are meaningless otherwise
12824         if (ent == r_refdef.scene.worldentity)
12825                 RSurf_ActiveWorldEntity();
12826         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12827                 RSurf_ActiveModelEntity(ent, false, false, false);
12828         else
12829         {
12830                 switch (vid.renderpath)
12831                 {
12832                 case RENDERPATH_GL20:
12833                 case RENDERPATH_CGGL:
12834                 case RENDERPATH_D3D9:
12835                 case RENDERPATH_D3D10:
12836                 case RENDERPATH_D3D11:
12837                         RSurf_ActiveModelEntity(ent, true, true, false);
12838                         break;
12839                 case RENDERPATH_GL13:
12840                 case RENDERPATH_GL11:
12841                         RSurf_ActiveModelEntity(ent, true, false, false);
12842                         break;
12843                 }
12844         }
12845
12846         if (r_transparentdepthmasking.integer)
12847         {
12848                 qboolean setup = false;
12849                 for (i = 0;i < numsurfaces;i = j)
12850                 {
12851                         j = i + 1;
12852                         surface = rsurface.modelsurfaces + surfacelist[i];
12853                         texture = surface->texture;
12854                         rsurface.texture = R_GetCurrentTexture(texture);
12855                         rsurface.lightmaptexture = NULL;
12856                         rsurface.deluxemaptexture = NULL;
12857                         rsurface.uselightmaptexture = false;
12858                         // scan ahead until we find a different texture
12859                         endsurface = min(i + 1024, numsurfaces);
12860                         texturenumsurfaces = 0;
12861                         texturesurfacelist[texturenumsurfaces++] = surface;
12862                         for (;j < endsurface;j++)
12863                         {
12864                                 surface = rsurface.modelsurfaces + surfacelist[j];
12865                                 if (texture != surface->texture)
12866                                         break;
12867                                 texturesurfacelist[texturenumsurfaces++] = surface;
12868                         }
12869                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12870                                 continue;
12871                         // render the range of surfaces as depth
12872                         if (!setup)
12873                         {
12874                                 setup = true;
12875                                 GL_ColorMask(0,0,0,0);
12876                                 GL_Color(1,1,1,1);
12877                                 GL_DepthTest(true);
12878                                 GL_BlendFunc(GL_ONE, GL_ZERO);
12879                                 GL_DepthMask(true);
12880                                 GL_AlphaTest(false);
12881                                 R_Mesh_ResetTextureState();
12882                                 R_SetupShader_DepthOrShadow();
12883                         }
12884                         RSurf_SetupDepthAndCulling();
12885                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12886                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12887                         RSurf_DrawBatch();
12888                 }
12889                 if (setup)
12890                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12891         }
12892
12893         for (i = 0;i < numsurfaces;i = j)
12894         {
12895                 j = i + 1;
12896                 surface = rsurface.modelsurfaces + surfacelist[i];
12897                 texture = surface->texture;
12898                 rsurface.texture = R_GetCurrentTexture(texture);
12899                 rsurface.lightmaptexture = FAKELIGHT_ENABLED ? NULL : surface->lightmaptexture;
12900                 rsurface.deluxemaptexture = surface->deluxemaptexture;
12901                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12902                 // scan ahead until we find a different texture
12903                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12904                 texturenumsurfaces = 0;
12905                 texturesurfacelist[texturenumsurfaces++] = surface;
12906                 for (;j < endsurface;j++)
12907                 {
12908                         surface = rsurface.modelsurfaces + surfacelist[j];
12909                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12910                                 break;
12911                         texturesurfacelist[texturenumsurfaces++] = surface;
12912                 }
12913                 // render the range of surfaces
12914                 if (ent == r_refdef.scene.worldentity)
12915                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12916                 else
12917                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12918         }
12919         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12920         GL_AlphaTest(false);
12921 }
12922
12923 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12924 {
12925         // transparent surfaces get pushed off into the transparent queue
12926         int surfacelistindex;
12927         const msurface_t *surface;
12928         vec3_t tempcenter, center;
12929         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12930         {
12931                 surface = texturesurfacelist[surfacelistindex];
12932                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12933                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12934                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12935                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12936                 if (queueentity->transparent_offset) // transparent offset
12937                 {
12938                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12939                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12940                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12941                 }
12942                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12943         }
12944 }
12945
12946 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12947 {
12948         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12949                 return;
12950         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12951                 return;
12952         RSurf_SetupDepthAndCulling();
12953         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12954         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12955         RSurf_DrawBatch();
12956 }
12957
12958 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12959 {
12960         const entity_render_t *queueentity = r_refdef.scene.worldentity;
12961         CHECKGLERROR
12962         if (depthonly)
12963                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12964         else if (prepass)
12965         {
12966                 if (!rsurface.texture->currentnumlayers)
12967                         return;
12968                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12969                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12970                 else
12971                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12972         }
12973         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12974                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12975         else if (!rsurface.texture->currentnumlayers)
12976                 return;
12977         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12978         {
12979                 // in the deferred case, transparent surfaces were queued during prepass
12980                 if (!r_shadow_usingdeferredprepass)
12981                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12982         }
12983         else
12984         {
12985                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12986                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12987         }
12988         CHECKGLERROR
12989 }
12990
12991 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12992 {
12993         int i, j;
12994         texture_t *texture;
12995         // break the surface list down into batches by texture and use of lightmapping
12996         for (i = 0;i < numsurfaces;i = j)
12997         {
12998                 j = i + 1;
12999                 // texture is the base texture pointer, rsurface.texture is the
13000                 // current frame/skin the texture is directing us to use (for example
13001                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13002                 // use skin 1 instead)
13003                 texture = surfacelist[i]->texture;
13004                 rsurface.texture = R_GetCurrentTexture(texture);
13005                 rsurface.lightmaptexture = FAKELIGHT_ENABLED ? NULL : surfacelist[i]->lightmaptexture;
13006                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13007                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13008                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13009                 {
13010                         // if this texture is not the kind we want, skip ahead to the next one
13011                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13012                                 ;
13013                         continue;
13014                 }
13015                 // simply scan ahead until we find a different texture or lightmap state
13016                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13017                         ;
13018                 // render the range of surfaces
13019                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13020         }
13021 }
13022
13023 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13024 {
13025         CHECKGLERROR
13026         if (depthonly)
13027                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13028         else if (prepass)
13029         {
13030                 if (!rsurface.texture->currentnumlayers)
13031                         return;
13032                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13033                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13034                 else
13035                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13036         }
13037         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13038                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13039         else if (!rsurface.texture->currentnumlayers)
13040                 return;
13041         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13042         {
13043                 // in the deferred case, transparent surfaces were queued during prepass
13044                 if (!r_shadow_usingdeferredprepass)
13045                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13046         }
13047         else
13048         {
13049                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13050                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13051         }
13052         CHECKGLERROR
13053 }
13054
13055 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13056 {
13057         int i, j;
13058         texture_t *texture;
13059         // break the surface list down into batches by texture and use of lightmapping
13060         for (i = 0;i < numsurfaces;i = j)
13061         {
13062                 j = i + 1;
13063                 // texture is the base texture pointer, rsurface.texture is the
13064                 // current frame/skin the texture is directing us to use (for example
13065                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13066                 // use skin 1 instead)
13067                 texture = surfacelist[i]->texture;
13068                 rsurface.texture = R_GetCurrentTexture(texture);
13069                 rsurface.lightmaptexture = FAKELIGHT_ENABLED ? NULL : surfacelist[i]->lightmaptexture;
13070                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13071                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13072                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13073                 {
13074                         // if this texture is not the kind we want, skip ahead to the next one
13075                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13076                                 ;
13077                         continue;
13078                 }
13079                 // simply scan ahead until we find a different texture or lightmap state
13080                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13081                         ;
13082                 // render the range of surfaces
13083                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13084         }
13085 }
13086
13087 float locboxvertex3f[6*4*3] =
13088 {
13089         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13090         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13091         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13092         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13093         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13094         1,0,0, 0,0,0, 0,1,0, 1,1,0
13095 };
13096
13097 unsigned short locboxelements[6*2*3] =
13098 {
13099          0, 1, 2, 0, 2, 3,
13100          4, 5, 6, 4, 6, 7,
13101          8, 9,10, 8,10,11,
13102         12,13,14, 12,14,15,
13103         16,17,18, 16,18,19,
13104         20,21,22, 20,22,23
13105 };
13106
13107 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13108 {
13109         int i, j;
13110         cl_locnode_t *loc = (cl_locnode_t *)ent;
13111         vec3_t mins, size;
13112         float vertex3f[6*4*3];
13113         CHECKGLERROR
13114         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13115         GL_DepthMask(false);
13116         GL_DepthRange(0, 1);
13117         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13118         GL_DepthTest(true);
13119         GL_CullFace(GL_NONE);
13120         R_EntityMatrix(&identitymatrix);
13121
13122         R_Mesh_ResetTextureState();
13123
13124         i = surfacelist[0];
13125         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13126                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13127                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13128                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13129
13130         if (VectorCompare(loc->mins, loc->maxs))
13131         {
13132                 VectorSet(size, 2, 2, 2);
13133                 VectorMA(loc->mins, -0.5f, size, mins);
13134         }
13135         else
13136         {
13137                 VectorCopy(loc->mins, mins);
13138                 VectorSubtract(loc->maxs, loc->mins, size);
13139         }
13140
13141         for (i = 0;i < 6*4*3;)
13142                 for (j = 0;j < 3;j++, i++)
13143                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13144
13145         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13146         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13147         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13148 }
13149
13150 void R_DrawLocs(void)
13151 {
13152         int index;
13153         cl_locnode_t *loc, *nearestloc;
13154         vec3_t center;
13155         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13156         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13157         {
13158                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13159                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13160         }
13161 }
13162
13163 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13164 {
13165         if (decalsystem->decals)
13166                 Mem_Free(decalsystem->decals);
13167         memset(decalsystem, 0, sizeof(*decalsystem));
13168 }
13169
13170 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)
13171 {
13172         tridecal_t *decal;
13173         tridecal_t *decals;
13174         int i;
13175
13176         // expand or initialize the system
13177         if (decalsystem->maxdecals <= decalsystem->numdecals)
13178         {
13179                 decalsystem_t old = *decalsystem;
13180                 qboolean useshortelements;
13181                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13182                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13183                 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)));
13184                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13185                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13186                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13187                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13188                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13189                 if (decalsystem->numdecals)
13190                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13191                 if (old.decals)
13192                         Mem_Free(old.decals);
13193                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13194                         decalsystem->element3i[i] = i;
13195                 if (useshortelements)
13196                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13197                                 decalsystem->element3s[i] = i;
13198         }
13199
13200         // grab a decal and search for another free slot for the next one
13201         decals = decalsystem->decals;
13202         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13203         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13204                 ;
13205         decalsystem->freedecal = i;
13206         if (decalsystem->numdecals <= i)
13207                 decalsystem->numdecals = i + 1;
13208
13209         // initialize the decal
13210         decal->lived = 0;
13211         decal->triangleindex = triangleindex;
13212         decal->surfaceindex = surfaceindex;
13213         decal->decalsequence = decalsequence;
13214         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13215         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13216         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13217         decal->color4ub[0][3] = 255;
13218         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13219         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13220         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13221         decal->color4ub[1][3] = 255;
13222         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13223         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13224         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13225         decal->color4ub[2][3] = 255;
13226         decal->vertex3f[0][0] = v0[0];
13227         decal->vertex3f[0][1] = v0[1];
13228         decal->vertex3f[0][2] = v0[2];
13229         decal->vertex3f[1][0] = v1[0];
13230         decal->vertex3f[1][1] = v1[1];
13231         decal->vertex3f[1][2] = v1[2];
13232         decal->vertex3f[2][0] = v2[0];
13233         decal->vertex3f[2][1] = v2[1];
13234         decal->vertex3f[2][2] = v2[2];
13235         decal->texcoord2f[0][0] = t0[0];
13236         decal->texcoord2f[0][1] = t0[1];
13237         decal->texcoord2f[1][0] = t1[0];
13238         decal->texcoord2f[1][1] = t1[1];
13239         decal->texcoord2f[2][0] = t2[0];
13240         decal->texcoord2f[2][1] = t2[1];
13241 }
13242
13243 extern cvar_t cl_decals_bias;
13244 extern cvar_t cl_decals_models;
13245 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13246 // baseparms, parms, temps
13247 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)
13248 {
13249         int cornerindex;
13250         int index;
13251         float v[9][3];
13252         const float *vertex3f;
13253         int numpoints;
13254         float points[2][9][3];
13255         float temp[3];
13256         float tc[9][2];
13257         float f;
13258         float c[9][4];
13259         const int *e;
13260
13261         e = rsurface.modelelement3i + 3*triangleindex;
13262
13263         vertex3f = rsurface.modelvertex3f;
13264
13265         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13266         {
13267                 index = 3*e[cornerindex];
13268                 VectorCopy(vertex3f + index, v[cornerindex]);
13269         }
13270         // cull backfaces
13271         //TriangleNormal(v[0], v[1], v[2], normal);
13272         //if (DotProduct(normal, localnormal) < 0.0f)
13273         //      continue;
13274         // clip by each of the box planes formed from the projection matrix
13275         // if anything survives, we emit the decal
13276         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]);
13277         if (numpoints < 3)
13278                 return;
13279         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]);
13280         if (numpoints < 3)
13281                 return;
13282         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]);
13283         if (numpoints < 3)
13284                 return;
13285         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]);
13286         if (numpoints < 3)
13287                 return;
13288         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]);
13289         if (numpoints < 3)
13290                 return;
13291         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]);
13292         if (numpoints < 3)
13293                 return;
13294         // some part of the triangle survived, so we have to accept it...
13295         if (dynamic)
13296         {
13297                 // dynamic always uses the original triangle
13298                 numpoints = 3;
13299                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13300                 {
13301                         index = 3*e[cornerindex];
13302                         VectorCopy(vertex3f + index, v[cornerindex]);
13303                 }
13304         }
13305         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13306         {
13307                 // convert vertex positions to texcoords
13308                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13309                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13310                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13311                 // calculate distance fade from the projection origin
13312                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13313                 f = bound(0.0f, f, 1.0f);
13314                 c[cornerindex][0] = r * f;
13315                 c[cornerindex][1] = g * f;
13316                 c[cornerindex][2] = b * f;
13317                 c[cornerindex][3] = 1.0f;
13318                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13319         }
13320         if (dynamic)
13321                 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);
13322         else
13323                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13324                         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);
13325 }
13326 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)
13327 {
13328         matrix4x4_t projection;
13329         decalsystem_t *decalsystem;
13330         qboolean dynamic;
13331         dp_model_t *model;
13332         const msurface_t *surface;
13333         const msurface_t *surfaces;
13334         const int *surfacelist;
13335         const texture_t *texture;
13336         int numtriangles;
13337         int numsurfacelist;
13338         int surfacelistindex;
13339         int surfaceindex;
13340         int triangleindex;
13341         float localorigin[3];
13342         float localnormal[3];
13343         float localmins[3];
13344         float localmaxs[3];
13345         float localsize;
13346         //float normal[3];
13347         float planes[6][4];
13348         float angles[3];
13349         bih_t *bih;
13350         int bih_triangles_count;
13351         int bih_triangles[256];
13352         int bih_surfaces[256];
13353
13354         decalsystem = &ent->decalsystem;
13355         model = ent->model;
13356         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13357         {
13358                 R_DecalSystem_Reset(&ent->decalsystem);
13359                 return;
13360         }
13361
13362         if (!model->brush.data_leafs && !cl_decals_models.integer)
13363         {
13364                 if (decalsystem->model)
13365                         R_DecalSystem_Reset(decalsystem);
13366                 return;
13367         }
13368
13369         if (decalsystem->model != model)
13370                 R_DecalSystem_Reset(decalsystem);
13371         decalsystem->model = model;
13372
13373         RSurf_ActiveModelEntity(ent, false, false, false);
13374
13375         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13376         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13377         VectorNormalize(localnormal);
13378         localsize = worldsize*rsurface.inversematrixscale;
13379         localmins[0] = localorigin[0] - localsize;
13380         localmins[1] = localorigin[1] - localsize;
13381         localmins[2] = localorigin[2] - localsize;
13382         localmaxs[0] = localorigin[0] + localsize;
13383         localmaxs[1] = localorigin[1] + localsize;
13384         localmaxs[2] = localorigin[2] + localsize;
13385
13386         //VectorCopy(localnormal, planes[4]);
13387         //VectorVectors(planes[4], planes[2], planes[0]);
13388         AnglesFromVectors(angles, localnormal, NULL, false);
13389         AngleVectors(angles, planes[0], planes[2], planes[4]);
13390         VectorNegate(planes[0], planes[1]);
13391         VectorNegate(planes[2], planes[3]);
13392         VectorNegate(planes[4], planes[5]);
13393         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13394         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13395         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13396         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13397         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13398         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13399
13400 #if 1
13401 // works
13402 {
13403         matrix4x4_t forwardprojection;
13404         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13405         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13406 }
13407 #else
13408 // broken
13409 {
13410         float projectionvector[4][3];
13411         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13412         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13413         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13414         projectionvector[0][0] = planes[0][0] * ilocalsize;
13415         projectionvector[0][1] = planes[1][0] * ilocalsize;
13416         projectionvector[0][2] = planes[2][0] * ilocalsize;
13417         projectionvector[1][0] = planes[0][1] * ilocalsize;
13418         projectionvector[1][1] = planes[1][1] * ilocalsize;
13419         projectionvector[1][2] = planes[2][1] * ilocalsize;
13420         projectionvector[2][0] = planes[0][2] * ilocalsize;
13421         projectionvector[2][1] = planes[1][2] * ilocalsize;
13422         projectionvector[2][2] = planes[2][2] * ilocalsize;
13423         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13424         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13425         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13426         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13427 }
13428 #endif
13429
13430         dynamic = model->surfmesh.isanimated;
13431         numsurfacelist = model->nummodelsurfaces;
13432         surfacelist = model->sortedmodelsurfaces;
13433         surfaces = model->data_surfaces;
13434
13435         bih = NULL;
13436         bih_triangles_count = -1;
13437         if(!dynamic)
13438         {
13439                 if(model->render_bih.numleafs)
13440                         bih = &model->render_bih;
13441                 else if(model->collision_bih.numleafs)
13442                         bih = &model->collision_bih;
13443         }
13444         if(bih)
13445                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13446         if(bih_triangles_count == 0)
13447                 return;
13448         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13449                 return;
13450         if(bih_triangles_count > 0)
13451         {
13452                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13453                 {
13454                         surfaceindex = bih_surfaces[triangleindex];
13455                         surface = surfaces + surfaceindex;
13456                         texture = surface->texture;
13457                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13458                                 continue;
13459                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13460                                 continue;
13461                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13462                 }
13463         }
13464         else
13465         {
13466                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13467                 {
13468                         surfaceindex = surfacelist[surfacelistindex];
13469                         surface = surfaces + surfaceindex;
13470                         // check cull box first because it rejects more than any other check
13471                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13472                                 continue;
13473                         // skip transparent surfaces
13474                         texture = surface->texture;
13475                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13476                                 continue;
13477                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13478                                 continue;
13479                         numtriangles = surface->num_triangles;
13480                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13481                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13482                 }
13483         }
13484 }
13485
13486 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13487 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)
13488 {
13489         int renderentityindex;
13490         float worldmins[3];
13491         float worldmaxs[3];
13492         entity_render_t *ent;
13493
13494         if (!cl_decals_newsystem.integer)
13495                 return;
13496
13497         worldmins[0] = worldorigin[0] - worldsize;
13498         worldmins[1] = worldorigin[1] - worldsize;
13499         worldmins[2] = worldorigin[2] - worldsize;
13500         worldmaxs[0] = worldorigin[0] + worldsize;
13501         worldmaxs[1] = worldorigin[1] + worldsize;
13502         worldmaxs[2] = worldorigin[2] + worldsize;
13503
13504         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13505
13506         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13507         {
13508                 ent = r_refdef.scene.entities[renderentityindex];
13509                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13510                         continue;
13511
13512                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13513         }
13514 }
13515
13516 typedef struct r_decalsystem_splatqueue_s
13517 {
13518         vec3_t worldorigin;
13519         vec3_t worldnormal;
13520         float color[4];
13521         float tcrange[4];
13522         float worldsize;
13523         int decalsequence;
13524 }
13525 r_decalsystem_splatqueue_t;
13526
13527 int r_decalsystem_numqueued = 0;
13528 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13529
13530 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)
13531 {
13532         r_decalsystem_splatqueue_t *queue;
13533
13534         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13535                 return;
13536
13537         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13538         VectorCopy(worldorigin, queue->worldorigin);
13539         VectorCopy(worldnormal, queue->worldnormal);
13540         Vector4Set(queue->color, r, g, b, a);
13541         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13542         queue->worldsize = worldsize;
13543         queue->decalsequence = cl.decalsequence++;
13544 }
13545
13546 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13547 {
13548         int i;
13549         r_decalsystem_splatqueue_t *queue;
13550
13551         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13552                 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);
13553         r_decalsystem_numqueued = 0;
13554 }
13555
13556 extern cvar_t cl_decals_max;
13557 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13558 {
13559         int i;
13560         decalsystem_t *decalsystem = &ent->decalsystem;
13561         int numdecals;
13562         int killsequence;
13563         tridecal_t *decal;
13564         float frametime;
13565         float lifetime;
13566
13567         if (!decalsystem->numdecals)
13568                 return;
13569
13570         if (r_showsurfaces.integer)
13571                 return;
13572
13573         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13574         {
13575                 R_DecalSystem_Reset(decalsystem);
13576                 return;
13577         }
13578
13579         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13580         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13581
13582         if (decalsystem->lastupdatetime)
13583                 frametime = (cl.time - decalsystem->lastupdatetime);
13584         else
13585                 frametime = 0;
13586         decalsystem->lastupdatetime = cl.time;
13587         decal = decalsystem->decals;
13588         numdecals = decalsystem->numdecals;
13589
13590         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13591         {
13592                 if (decal->color4ub[0][3])
13593                 {
13594                         decal->lived += frametime;
13595                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13596                         {
13597                                 memset(decal, 0, sizeof(*decal));
13598                                 if (decalsystem->freedecal > i)
13599                                         decalsystem->freedecal = i;
13600                         }
13601                 }
13602         }
13603         decal = decalsystem->decals;
13604         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13605                 numdecals--;
13606
13607         // collapse the array by shuffling the tail decals into the gaps
13608         for (;;)
13609         {
13610                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13611                         decalsystem->freedecal++;
13612                 if (decalsystem->freedecal == numdecals)
13613                         break;
13614                 decal[decalsystem->freedecal] = decal[--numdecals];
13615         }
13616
13617         decalsystem->numdecals = numdecals;
13618
13619         if (numdecals <= 0)
13620         {
13621                 // if there are no decals left, reset decalsystem
13622                 R_DecalSystem_Reset(decalsystem);
13623         }
13624 }
13625
13626 extern skinframe_t *decalskinframe;
13627 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13628 {
13629         int i;
13630         decalsystem_t *decalsystem = &ent->decalsystem;
13631         int numdecals;
13632         tridecal_t *decal;
13633         float faderate;
13634         float alpha;
13635         float *v3f;
13636         float *c4f;
13637         float *t2f;
13638         const int *e;
13639         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13640         int numtris = 0;
13641
13642         numdecals = decalsystem->numdecals;
13643         if (!numdecals)
13644                 return;
13645
13646         if (r_showsurfaces.integer)
13647                 return;
13648
13649         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13650         {
13651                 R_DecalSystem_Reset(decalsystem);
13652                 return;
13653         }
13654
13655         // if the model is static it doesn't matter what value we give for
13656         // wantnormals and wanttangents, so this logic uses only rules applicable
13657         // to a model, knowing that they are meaningless otherwise
13658         if (ent == r_refdef.scene.worldentity)
13659                 RSurf_ActiveWorldEntity();
13660         else
13661                 RSurf_ActiveModelEntity(ent, false, false, false);
13662
13663         decalsystem->lastupdatetime = cl.time;
13664         decal = decalsystem->decals;
13665
13666         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13667
13668         // update vertex positions for animated models
13669         v3f = decalsystem->vertex3f;
13670         c4f = decalsystem->color4f;
13671         t2f = decalsystem->texcoord2f;
13672         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13673         {
13674                 if (!decal->color4ub[0][3])
13675                         continue;
13676
13677                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13678                         continue;
13679
13680                 // update color values for fading decals
13681                 if (decal->lived >= cl_decals_time.value)
13682                 {
13683                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13684                         alpha *= (1.0f/255.0f);
13685                 }
13686                 else
13687                         alpha = 1.0f/255.0f;
13688
13689                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13690                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13691                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13692                 c4f[ 3] = 1;
13693                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13694                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13695                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13696                 c4f[ 7] = 1;
13697                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13698                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13699                 c4f[10] = decal->color4ub[2][2] * alpha;
13700                 c4f[11] = 1;
13701
13702                 t2f[0] = decal->texcoord2f[0][0];
13703                 t2f[1] = decal->texcoord2f[0][1];
13704                 t2f[2] = decal->texcoord2f[1][0];
13705                 t2f[3] = decal->texcoord2f[1][1];
13706                 t2f[4] = decal->texcoord2f[2][0];
13707                 t2f[5] = decal->texcoord2f[2][1];
13708
13709                 // update vertex positions for animated models
13710                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13711                 {
13712                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13713                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13714                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13715                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13716                 }
13717                 else
13718                 {
13719                         VectorCopy(decal->vertex3f[0], v3f);
13720                         VectorCopy(decal->vertex3f[1], v3f + 3);
13721                         VectorCopy(decal->vertex3f[2], v3f + 6);
13722                 }
13723
13724                 if (r_refdef.fogenabled)
13725                 {
13726                         alpha = RSurf_FogVertex(v3f);
13727                         VectorScale(c4f, alpha, c4f);
13728                         alpha = RSurf_FogVertex(v3f + 3);
13729                         VectorScale(c4f + 4, alpha, c4f + 4);
13730                         alpha = RSurf_FogVertex(v3f + 6);
13731                         VectorScale(c4f + 8, alpha, c4f + 8);
13732                 }
13733
13734                 v3f += 9;
13735                 c4f += 12;
13736                 t2f += 6;
13737                 numtris++;
13738         }
13739
13740         if (numtris > 0)
13741         {
13742                 r_refdef.stats.drawndecals += numtris;
13743
13744                 // now render the decals all at once
13745                 // (this assumes they all use one particle font texture!)
13746                 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);
13747                 R_Mesh_ResetTextureState();
13748                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13749                 GL_DepthMask(false);
13750                 GL_DepthRange(0, 1);
13751                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13752                 GL_DepthTest(true);
13753                 GL_CullFace(GL_NONE);
13754                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13755                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13756                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13757         }
13758 }
13759
13760 static void R_DrawModelDecals(void)
13761 {
13762         int i, numdecals;
13763
13764         // fade faster when there are too many decals
13765         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13766         for (i = 0;i < r_refdef.scene.numentities;i++)
13767                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13768
13769         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13770         for (i = 0;i < r_refdef.scene.numentities;i++)
13771                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13772                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13773
13774         R_DecalSystem_ApplySplatEntitiesQueue();
13775
13776         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13777         for (i = 0;i < r_refdef.scene.numentities;i++)
13778                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13779
13780         r_refdef.stats.totaldecals += numdecals;
13781
13782         if (r_showsurfaces.integer)
13783                 return;
13784
13785         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13786
13787         for (i = 0;i < r_refdef.scene.numentities;i++)
13788         {
13789                 if (!r_refdef.viewcache.entityvisible[i])
13790                         continue;
13791                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13792                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13793         }
13794 }
13795
13796 extern cvar_t mod_collision_bih;
13797 void R_DrawDebugModel(void)
13798 {
13799         entity_render_t *ent = rsurface.entity;
13800         int i, j, k, l, flagsmask;
13801         const msurface_t *surface;
13802         dp_model_t *model = ent->model;
13803         vec3_t v;
13804
13805         switch(vid.renderpath)
13806         {
13807         case RENDERPATH_GL11:
13808         case RENDERPATH_GL13:
13809         case RENDERPATH_GL20:
13810         case RENDERPATH_CGGL:
13811                 break;
13812         case RENDERPATH_D3D9:
13813                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13814                 return;
13815         case RENDERPATH_D3D10:
13816                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13817                 return;
13818         case RENDERPATH_D3D11:
13819                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13820                 return;
13821         }
13822
13823         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13824
13825         R_Mesh_ResetTextureState();
13826         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13827         GL_DepthRange(0, 1);
13828         GL_DepthTest(!r_showdisabledepthtest.integer);
13829         GL_DepthMask(false);
13830         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13831
13832         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13833         {
13834                 int triangleindex;
13835                 int bihleafindex;
13836                 qboolean cullbox = ent == r_refdef.scene.worldentity;
13837                 const q3mbrush_t *brush;
13838                 const bih_t *bih = &model->collision_bih;
13839                 const bih_leaf_t *bihleaf;
13840                 float vertex3f[3][3];
13841                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13842                 cullbox = false;
13843                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13844                 {
13845                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13846                                 continue;
13847                         switch (bihleaf->type)
13848                         {
13849                         case BIH_BRUSH:
13850                                 brush = model->brush.data_brushes + bihleaf->itemindex;
13851                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
13852                                 {
13853                                         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);
13854                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13855                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13856                                 }
13857                                 break;
13858                         case BIH_COLLISIONTRIANGLE:
13859                                 triangleindex = bihleaf->itemindex;
13860                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13861                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13862                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13863                                 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);
13864                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13865                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13866                                 break;
13867                         case BIH_RENDERTRIANGLE:
13868                                 triangleindex = bihleaf->itemindex;
13869                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13870                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13871                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13872                                 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);
13873                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13874                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13875                                 break;
13876                         }
13877                 }
13878         }
13879
13880         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13881
13882         if (r_showtris.integer || r_shownormals.integer)
13883         {
13884                 if (r_showdisabledepthtest.integer)
13885                 {
13886                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13887                         GL_DepthMask(false);
13888                 }
13889                 else
13890                 {
13891                         GL_BlendFunc(GL_ONE, GL_ZERO);
13892                         GL_DepthMask(true);
13893                 }
13894                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13895                 {
13896                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13897                                 continue;
13898                         rsurface.texture = R_GetCurrentTexture(surface->texture);
13899                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13900                         {
13901                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13902                                 if (r_showtris.value > 0)
13903                                 {
13904                                         if (!rsurface.texture->currentlayers->depthmask)
13905                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13906                                         else if (ent == r_refdef.scene.worldentity)
13907                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13908                                         else
13909                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13910                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13911                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13912                                         RSurf_DrawBatch();
13913                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13914                                         CHECKGLERROR
13915                                 }
13916                                 if (r_shownormals.value < 0)
13917                                 {
13918                                         qglBegin(GL_LINES);
13919                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13920                                         {
13921                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13922                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13923                                                 qglVertex3f(v[0], v[1], v[2]);
13924                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13925                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13926                                                 qglVertex3f(v[0], v[1], v[2]);
13927                                         }
13928                                         qglEnd();
13929                                         CHECKGLERROR
13930                                 }
13931                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13932                                 {
13933                                         qglBegin(GL_LINES);
13934                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13935                                         {
13936                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13937                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13938                                                 qglVertex3f(v[0], v[1], v[2]);
13939                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13940                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13941                                                 qglVertex3f(v[0], v[1], v[2]);
13942                                         }
13943                                         qglEnd();
13944                                         CHECKGLERROR
13945                                         qglBegin(GL_LINES);
13946                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13947                                         {
13948                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13949                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13950                                                 qglVertex3f(v[0], v[1], v[2]);
13951                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13952                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13953                                                 qglVertex3f(v[0], v[1], v[2]);
13954                                         }
13955                                         qglEnd();
13956                                         CHECKGLERROR
13957                                         qglBegin(GL_LINES);
13958                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13959                                         {
13960                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13961                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13962                                                 qglVertex3f(v[0], v[1], v[2]);
13963                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13964                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13965                                                 qglVertex3f(v[0], v[1], v[2]);
13966                                         }
13967                                         qglEnd();
13968                                         CHECKGLERROR
13969                                 }
13970                         }
13971                 }
13972                 rsurface.texture = NULL;
13973         }
13974 }
13975
13976 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13977 int r_maxsurfacelist = 0;
13978 const msurface_t **r_surfacelist = NULL;
13979 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13980 {
13981         int i, j, endj, flagsmask;
13982         dp_model_t *model = r_refdef.scene.worldmodel;
13983         msurface_t *surfaces;
13984         unsigned char *update;
13985         int numsurfacelist = 0;
13986         if (model == NULL)
13987                 return;
13988
13989         if (r_maxsurfacelist < model->num_surfaces)
13990         {
13991                 r_maxsurfacelist = model->num_surfaces;
13992                 if (r_surfacelist)
13993                         Mem_Free((msurface_t**)r_surfacelist);
13994                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13995         }
13996
13997         RSurf_ActiveWorldEntity();
13998
13999         surfaces = model->data_surfaces;
14000         update = model->brushq1.lightmapupdateflags;
14001
14002         // update light styles on this submodel
14003         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14004         {
14005                 model_brush_lightstyleinfo_t *style;
14006                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14007                 {
14008                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14009                         {
14010                                 int *list = style->surfacelist;
14011                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14012                                 for (j = 0;j < style->numsurfaces;j++)
14013                                         update[list[j]] = true;
14014                         }
14015                 }
14016         }
14017
14018         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14019
14020         if (debug)
14021         {
14022                 R_DrawDebugModel();
14023                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14024                 return;
14025         }
14026
14027         rsurface.lightmaptexture = NULL;
14028         rsurface.deluxemaptexture = NULL;
14029         rsurface.uselightmaptexture = false;
14030         rsurface.texture = NULL;
14031         rsurface.rtlight = NULL;
14032         numsurfacelist = 0;
14033         // add visible surfaces to draw list
14034         for (i = 0;i < model->nummodelsurfaces;i++)
14035         {
14036                 j = model->sortedmodelsurfaces[i];
14037                 if (r_refdef.viewcache.world_surfacevisible[j])
14038                         r_surfacelist[numsurfacelist++] = surfaces + j;
14039         }
14040         // update lightmaps if needed
14041         if (model->brushq1.firstrender)
14042         {
14043                 model->brushq1.firstrender = false;
14044                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14045                         if (update[j])
14046                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14047         }
14048         else if (update)
14049         {
14050                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14051                         if (r_refdef.viewcache.world_surfacevisible[j])
14052                                 if (update[j])
14053                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14054         }
14055         // don't do anything if there were no surfaces
14056         if (!numsurfacelist)
14057         {
14058                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14059                 return;
14060         }
14061         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14062         GL_AlphaTest(false);
14063
14064         // add to stats if desired
14065         if (r_speeds.integer && !skysurfaces && !depthonly)
14066         {
14067                 r_refdef.stats.world_surfaces += numsurfacelist;
14068                 for (j = 0;j < numsurfacelist;j++)
14069                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14070         }
14071
14072         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14073 }
14074
14075 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14076 {
14077         int i, j, endj, flagsmask;
14078         dp_model_t *model = ent->model;
14079         msurface_t *surfaces;
14080         unsigned char *update;
14081         int numsurfacelist = 0;
14082         if (model == NULL)
14083                 return;
14084
14085         if (r_maxsurfacelist < model->num_surfaces)
14086         {
14087                 r_maxsurfacelist = model->num_surfaces;
14088                 if (r_surfacelist)
14089                         Mem_Free((msurface_t **)r_surfacelist);
14090                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14091         }
14092
14093         // if the model is static it doesn't matter what value we give for
14094         // wantnormals and wanttangents, so this logic uses only rules applicable
14095         // to a model, knowing that they are meaningless otherwise
14096         if (ent == r_refdef.scene.worldentity)
14097                 RSurf_ActiveWorldEntity();
14098         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14099                 RSurf_ActiveModelEntity(ent, false, false, false);
14100         else if (prepass)
14101                 RSurf_ActiveModelEntity(ent, true, true, true);
14102         else if (depthonly)
14103         {
14104                 switch (vid.renderpath)
14105                 {
14106                 case RENDERPATH_GL20:
14107                 case RENDERPATH_CGGL:
14108                 case RENDERPATH_D3D9:
14109                 case RENDERPATH_D3D10:
14110                 case RENDERPATH_D3D11:
14111                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14112                         break;
14113                 case RENDERPATH_GL13:
14114                 case RENDERPATH_GL11:
14115                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14116                         break;
14117                 }
14118         }
14119         else
14120         {
14121                 switch (vid.renderpath)
14122                 {
14123                 case RENDERPATH_GL20:
14124                 case RENDERPATH_CGGL:
14125                 case RENDERPATH_D3D9:
14126                 case RENDERPATH_D3D10:
14127                 case RENDERPATH_D3D11:
14128                         RSurf_ActiveModelEntity(ent, true, true, false);
14129                         break;
14130                 case RENDERPATH_GL13:
14131                 case RENDERPATH_GL11:
14132                         RSurf_ActiveModelEntity(ent, true, false, false);
14133                         break;
14134                 }
14135         }
14136
14137         surfaces = model->data_surfaces;
14138         update = model->brushq1.lightmapupdateflags;
14139
14140         // update light styles
14141         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14142         {
14143                 model_brush_lightstyleinfo_t *style;
14144                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14145                 {
14146                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14147                         {
14148                                 int *list = style->surfacelist;
14149                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14150                                 for (j = 0;j < style->numsurfaces;j++)
14151                                         update[list[j]] = true;
14152                         }
14153                 }
14154         }
14155
14156         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14157
14158         if (debug)
14159         {
14160                 R_DrawDebugModel();
14161                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14162                 return;
14163         }
14164
14165         rsurface.lightmaptexture = NULL;
14166         rsurface.deluxemaptexture = NULL;
14167         rsurface.uselightmaptexture = false;
14168         rsurface.texture = NULL;
14169         rsurface.rtlight = NULL;
14170         numsurfacelist = 0;
14171         // add visible surfaces to draw list
14172         for (i = 0;i < model->nummodelsurfaces;i++)
14173                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14174         // don't do anything if there were no surfaces
14175         if (!numsurfacelist)
14176         {
14177                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14178                 return;
14179         }
14180         // update lightmaps if needed
14181         if (update)
14182         {
14183                 int updated = 0;
14184                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14185                 {
14186                         if (update[j])
14187                         {
14188                                 updated++;
14189                                 R_BuildLightMap(ent, surfaces + j);
14190                         }
14191                 }
14192         }
14193         if (update)
14194                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14195                         if (update[j])
14196                                 R_BuildLightMap(ent, surfaces + j);
14197         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14198         GL_AlphaTest(false);
14199
14200         // add to stats if desired
14201         if (r_speeds.integer && !skysurfaces && !depthonly)
14202         {
14203                 r_refdef.stats.entities_surfaces += numsurfacelist;
14204                 for (j = 0;j < numsurfacelist;j++)
14205                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14206         }
14207
14208         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14209 }
14210
14211 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14212 {
14213         static texture_t texture;
14214         static msurface_t surface;
14215         const msurface_t *surfacelist = &surface;
14216
14217         // fake enough texture and surface state to render this geometry
14218
14219         texture.update_lastrenderframe = -1; // regenerate this texture
14220         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14221         texture.currentskinframe = skinframe;
14222         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14223         texture.offsetmapping = OFFSETMAPPING_OFF;
14224         texture.offsetscale = 1;
14225         texture.specularscalemod = 1;
14226         texture.specularpowermod = 1;
14227
14228         surface.texture = &texture;
14229         surface.num_triangles = numtriangles;
14230         surface.num_firsttriangle = firsttriangle;
14231         surface.num_vertices = numvertices;
14232         surface.num_firstvertex = firstvertex;
14233
14234         // now render it
14235         rsurface.texture = R_GetCurrentTexture(surface.texture);
14236         rsurface.lightmaptexture = NULL;
14237         rsurface.deluxemaptexture = NULL;
14238         rsurface.uselightmaptexture = false;
14239         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14240 }
14241
14242 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)
14243 {
14244         static msurface_t surface;
14245         const msurface_t *surfacelist = &surface;
14246
14247         // fake enough texture and surface state to render this geometry
14248
14249         surface.texture = texture;
14250         surface.num_triangles = numtriangles;
14251         surface.num_firsttriangle = firsttriangle;
14252         surface.num_vertices = numvertices;
14253         surface.num_firstvertex = firstvertex;
14254
14255         // now render it
14256         rsurface.texture = R_GetCurrentTexture(surface.texture);
14257         rsurface.lightmaptexture = NULL;
14258         rsurface.deluxemaptexture = NULL;
14259         rsurface.uselightmaptexture = false;
14260         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14261 }