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remove r_shadow_texturetype cvar (now always uses 2D textures), remove shadowmap...
[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 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
108 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
114
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
123
124 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
125 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
126
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
132
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
136
137 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
143 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
144 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
145 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
146
147 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
152
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
157
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
165
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
170
171 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
172
173 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
174
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
176
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
184
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
186
187 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
188
189 extern cvar_t v_glslgamma;
190
191 extern qboolean v_flipped_state;
192
193 static struct r_bloomstate_s
194 {
195         qboolean enabled;
196         qboolean hdr;
197
198         int bloomwidth, bloomheight;
199
200         int screentexturewidth, screentextureheight;
201         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
202
203         int bloomtexturewidth, bloomtextureheight;
204         rtexture_t *texture_bloom;
205
206         // arrays for rendering the screen passes
207         float screentexcoord2f[8];
208         float bloomtexcoord2f[8];
209         float offsettexcoord2f[8];
210
211         r_viewport_t viewport;
212 }
213 r_bloomstate;
214
215 r_waterstate_t r_waterstate;
216
217 /// shadow volume bsp struct with automatically growing nodes buffer
218 svbsp_t r_svbsp;
219
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
233
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
236 {
237         char basename[64];
238         rtexture_t *texture;
239 }
240 cubemapinfo_t;
241
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
244
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
248
249 typedef struct r_qwskincache_s
250 {
251         char name[MAX_QPATH];
252         skinframe_t *skinframe;
253 }
254 r_qwskincache_t;
255
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
258
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
263 {
264         0, 0, 0,
265         1, 0, 0,
266         1, 1, 0,
267         0, 1, 0
268 };
269 const float r_d3dscreenvertex3f[12] =
270 {
271         0, 1, 0,
272         1, 1, 0,
273         1, 0, 0,
274         0, 0, 0
275 };
276
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
278 {
279         int i;
280         for (i = 0;i < verts;i++)
281         {
282                 out[0] = in[0] * r;
283                 out[1] = in[1] * g;
284                 out[2] = in[2] * b;
285                 out[3] = in[3];
286                 in += 4;
287                 out += 4;
288         }
289 }
290
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
292 {
293         int i;
294         for (i = 0;i < verts;i++)
295         {
296                 out[0] = r;
297                 out[1] = g;
298                 out[2] = b;
299                 out[3] = a;
300                 out += 4;
301         }
302 }
303
304 // FIXME: move this to client?
305 void FOG_clear(void)
306 {
307         if (gamemode == GAME_NEHAHRA)
308         {
309                 Cvar_Set("gl_fogenable", "0");
310                 Cvar_Set("gl_fogdensity", "0.2");
311                 Cvar_Set("gl_fogred", "0.3");
312                 Cvar_Set("gl_foggreen", "0.3");
313                 Cvar_Set("gl_fogblue", "0.3");
314         }
315         r_refdef.fog_density = 0;
316         r_refdef.fog_red = 0;
317         r_refdef.fog_green = 0;
318         r_refdef.fog_blue = 0;
319         r_refdef.fog_alpha = 1;
320         r_refdef.fog_start = 0;
321         r_refdef.fog_end = 16384;
322         r_refdef.fog_height = 1<<30;
323         r_refdef.fog_fadedepth = 128;
324         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
325 }
326
327 static void R_BuildBlankTextures(void)
328 {
329         unsigned char data[4];
330         data[2] = 128; // normal X
331         data[1] = 128; // normal Y
332         data[0] = 255; // normal Z
333         data[3] = 128; // height
334         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
335         data[0] = 255;
336         data[1] = 255;
337         data[2] = 255;
338         data[3] = 255;
339         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
340         data[0] = 128;
341         data[1] = 128;
342         data[2] = 128;
343         data[3] = 255;
344         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345         data[0] = 0;
346         data[1] = 0;
347         data[2] = 0;
348         data[3] = 255;
349         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 }
351
352 static void R_BuildNoTexture(void)
353 {
354         int x, y;
355         unsigned char pix[16][16][4];
356         // this makes a light grey/dark grey checkerboard texture
357         for (y = 0;y < 16;y++)
358         {
359                 for (x = 0;x < 16;x++)
360                 {
361                         if ((y < 8) ^ (x < 8))
362                         {
363                                 pix[y][x][0] = 128;
364                                 pix[y][x][1] = 128;
365                                 pix[y][x][2] = 128;
366                                 pix[y][x][3] = 255;
367                         }
368                         else
369                         {
370                                 pix[y][x][0] = 64;
371                                 pix[y][x][1] = 64;
372                                 pix[y][x][2] = 64;
373                                 pix[y][x][3] = 255;
374                         }
375                 }
376         }
377         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
378 }
379
380 static void R_BuildWhiteCube(void)
381 {
382         unsigned char data[6*1*1*4];
383         memset(data, 255, sizeof(data));
384         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
385 }
386
387 static void R_BuildNormalizationCube(void)
388 {
389         int x, y, side;
390         vec3_t v;
391         vec_t s, t, intensity;
392 #define NORMSIZE 64
393         unsigned char *data;
394         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395         for (side = 0;side < 6;side++)
396         {
397                 for (y = 0;y < NORMSIZE;y++)
398                 {
399                         for (x = 0;x < NORMSIZE;x++)
400                         {
401                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
403                                 switch(side)
404                                 {
405                                 default:
406                                 case 0:
407                                         v[0] = 1;
408                                         v[1] = -t;
409                                         v[2] = -s;
410                                         break;
411                                 case 1:
412                                         v[0] = -1;
413                                         v[1] = -t;
414                                         v[2] = s;
415                                         break;
416                                 case 2:
417                                         v[0] = s;
418                                         v[1] = 1;
419                                         v[2] = t;
420                                         break;
421                                 case 3:
422                                         v[0] = s;
423                                         v[1] = -1;
424                                         v[2] = -t;
425                                         break;
426                                 case 4:
427                                         v[0] = s;
428                                         v[1] = -t;
429                                         v[2] = 1;
430                                         break;
431                                 case 5:
432                                         v[0] = -s;
433                                         v[1] = -t;
434                                         v[2] = -1;
435                                         break;
436                                 }
437                                 intensity = 127.0f / sqrt(DotProduct(v, v));
438                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441                                 data[((side*64+y)*64+x)*4+3] = 255;
442                         }
443                 }
444         }
445         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
446         Mem_Free(data);
447 }
448
449 static void R_BuildFogTexture(void)
450 {
451         int x, b;
452 #define FOGWIDTH 256
453         unsigned char data1[FOGWIDTH][4];
454         //unsigned char data2[FOGWIDTH][4];
455         double d, r, alpha;
456
457         r_refdef.fogmasktable_start = r_refdef.fog_start;
458         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459         r_refdef.fogmasktable_range = r_refdef.fogrange;
460         r_refdef.fogmasktable_density = r_refdef.fog_density;
461
462         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
464         {
465                 d = (x * r - r_refdef.fogmasktable_start);
466                 if(developer_extra.integer)
467                         Con_DPrintf("%f ", d);
468                 d = max(0, d);
469                 if (r_fog_exp2.integer)
470                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
471                 else
472                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473                 if(developer_extra.integer)
474                         Con_DPrintf(" : %f ", alpha);
475                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476                 if(developer_extra.integer)
477                         Con_DPrintf(" = %f\n", alpha);
478                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
479         }
480
481         for (x = 0;x < FOGWIDTH;x++)
482         {
483                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
484                 data1[x][0] = b;
485                 data1[x][1] = b;
486                 data1[x][2] = b;
487                 data1[x][3] = 255;
488                 //data2[x][0] = 255 - b;
489                 //data2[x][1] = 255 - b;
490                 //data2[x][2] = 255 - b;
491                 //data2[x][3] = 255;
492         }
493         if (r_texture_fogattenuation)
494         {
495                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
497         }
498         else
499         {
500                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
501                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
502         }
503 }
504
505 static void R_BuildFogHeightTexture(void)
506 {
507         unsigned char *inpixels;
508         int size;
509         int x;
510         int y;
511         int j;
512         float c[4];
513         float f;
514         inpixels = NULL;
515         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516         if (r_refdef.fogheighttexturename[0])
517                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
518         if (!inpixels)
519         {
520                 r_refdef.fog_height_tablesize = 0;
521                 if (r_texture_fogheighttexture)
522                         R_FreeTexture(r_texture_fogheighttexture);
523                 r_texture_fogheighttexture = NULL;
524                 if (r_refdef.fog_height_table2d)
525                         Mem_Free(r_refdef.fog_height_table2d);
526                 r_refdef.fog_height_table2d = NULL;
527                 if (r_refdef.fog_height_table1d)
528                         Mem_Free(r_refdef.fog_height_table1d);
529                 r_refdef.fog_height_table1d = NULL;
530                 return;
531         }
532         size = image_width;
533         r_refdef.fog_height_tablesize = size;
534         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
537         Mem_Free(inpixels);
538         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
539         // average fog color table accounting for every fog layer between a point
540         // and the camera.  (Note: attenuation is handled separately!)
541         for (y = 0;y < size;y++)
542         {
543                 for (x = 0;x < size;x++)
544                 {
545                         Vector4Clear(c);
546                         f = 0;
547                         if (x < y)
548                         {
549                                 for (j = x;j <= y;j++)
550                                 {
551                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
552                                         f++;
553                                 }
554                         }
555                         else
556                         {
557                                 for (j = x;j >= y;j--)
558                                 {
559                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
560                                         f++;
561                                 }
562                         }
563                         f = 1.0f / f;
564                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
568                 }
569         }
570         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
571 }
572
573 //=======================================================================================================================================================
574
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
579 "\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
581 "# define USEFOG\n"
582 "#endif\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
585 "#endif\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
588 "#endif\n"
589 "\n"
590 "#ifdef USESHADOWMAP2D\n"
591 "# ifdef GL_EXT_gpu_shader4\n"
592 "#   extension GL_EXT_gpu_shader4 : enable\n"
593 "# endif\n"
594 "# ifdef GL_ARB_texture_gather\n"
595 "#   extension GL_ARB_texture_gather : enable\n"
596 "# else\n"
597 "#   ifdef GL_AMD_texture_texture4\n"
598 "#     extension GL_AMD_texture_texture4 : enable\n"
599 "#   endif\n"
600 "# endif\n"
601 "#endif\n"
602 "\n"
603 "//#ifdef USESHADOWSAMPLER\n"
604 "//# extension GL_ARB_shadow : enable\n"
605 "//#endif\n"
606 "\n"
607 "//#ifdef __GLSL_CG_DATA_TYPES\n"
608 "//# define myhalf half\n"
609 "//# define myhalf2 half2\n"
610 "//# define myhalf3 half3\n"
611 "//# define myhalf4 half4\n"
612 "//#else\n"
613 "# define myhalf float\n"
614 "# define myhalf2 vec2\n"
615 "# define myhalf3 vec3\n"
616 "# define myhalf4 vec4\n"
617 "//#endif\n"
618 "\n"
619 "#ifdef VERTEX_SHADER\n"
620 "uniform mat4 ModelViewProjectionMatrix;\n"
621 "#endif\n"
622 "\n"
623 "#ifdef MODE_DEPTH_OR_SHADOW\n"
624 "#ifdef VERTEX_SHADER\n"
625 "void main(void)\n"
626 "{\n"
627 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
628 "}\n"
629 "#endif\n"
630 "#else // !MODE_DEPTH_ORSHADOW\n"
631 "\n"
632 "\n"
633 "\n"
634 "\n"
635 "#ifdef MODE_SHOWDEPTH\n"
636 "#ifdef VERTEX_SHADER\n"
637 "void main(void)\n"
638 "{\n"
639 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
640 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
641 "}\n"
642 "#endif\n"
643 "\n"
644 "#ifdef FRAGMENT_SHADER\n"
645 "void main(void)\n"
646 "{\n"
647 "       gl_FragColor = gl_Color;\n"
648 "}\n"
649 "#endif\n"
650 "#else // !MODE_SHOWDEPTH\n"
651 "\n"
652 "\n"
653 "\n"
654 "\n"
655 "#ifdef MODE_POSTPROCESS\n"
656 "varying vec2 TexCoord1;\n"
657 "varying vec2 TexCoord2;\n"
658 "\n"
659 "#ifdef VERTEX_SHADER\n"
660 "void main(void)\n"
661 "{\n"
662 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
664 "#ifdef USEBLOOM\n"
665 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
666 "#endif\n"
667 "}\n"
668 "#endif\n"
669 "\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "uniform sampler2D Texture_First;\n"
672 "#ifdef USEBLOOM\n"
673 "uniform sampler2D Texture_Second;\n"
674 "uniform vec4 BloomColorSubtract;\n"
675 "#endif\n"
676 "#ifdef USEGAMMARAMPS\n"
677 "uniform sampler2D Texture_GammaRamps;\n"
678 "#endif\n"
679 "#ifdef USESATURATION\n"
680 "uniform float Saturation;\n"
681 "#endif\n"
682 "#ifdef USEVIEWTINT\n"
683 "uniform vec4 ViewTintColor;\n"
684 "#endif\n"
685 "//uncomment these if you want to use them:\n"
686 "uniform vec4 UserVec1;\n"
687 "uniform vec4 UserVec2;\n"
688 "// uniform vec4 UserVec3;\n"
689 "// uniform vec4 UserVec4;\n"
690 "// uniform float ClientTime;\n"
691 "uniform vec2 PixelSize;\n"
692 "void main(void)\n"
693 "{\n"
694 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
695 "#ifdef USEBLOOM\n"
696 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
697 "#endif\n"
698 "#ifdef USEVIEWTINT\n"
699 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
700 "#endif\n"
701 "\n"
702 "#ifdef USEPOSTPROCESSING\n"
703 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
704 "// 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"
705 "       float sobel = 1.0;\n"
706 "       // vec2 ts = textureSize(Texture_First, 0);\n"
707 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
708 "       vec2 px = PixelSize;\n"
709 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
710 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
711 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
714 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
716 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
717 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
720 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
722 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
723 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
724 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
725 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
726 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
727 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
728 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
729 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
730 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
731 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
732 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
733 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
734 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
735 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
736 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
737 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
738 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
739 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
740 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
741 "#endif\n"
742 "\n"
743 "#ifdef USESATURATION\n"
744 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
745 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
746 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
747 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
748 "#endif\n"
749 "\n"
750 "#ifdef USEGAMMARAMPS\n"
751 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
752 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
753 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
754 "#endif\n"
755 "}\n"
756 "#endif\n"
757 "#else // !MODE_POSTPROCESS\n"
758 "\n"
759 "\n"
760 "\n"
761 "\n"
762 "#ifdef MODE_GENERIC\n"
763 "#ifdef USEDIFFUSE\n"
764 "varying vec2 TexCoord1;\n"
765 "#endif\n"
766 "#ifdef USESPECULAR\n"
767 "varying vec2 TexCoord2;\n"
768 "#endif\n"
769 "#ifdef VERTEX_SHADER\n"
770 "void main(void)\n"
771 "{\n"
772 "       gl_FrontColor = gl_Color;\n"
773 "#ifdef USEDIFFUSE\n"
774 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
775 "#endif\n"
776 "#ifdef USESPECULAR\n"
777 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
778 "#endif\n"
779 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
780 "}\n"
781 "#endif\n"
782 "\n"
783 "#ifdef FRAGMENT_SHADER\n"
784 "#ifdef USEDIFFUSE\n"
785 "uniform sampler2D Texture_First;\n"
786 "#endif\n"
787 "#ifdef USESPECULAR\n"
788 "uniform sampler2D Texture_Second;\n"
789 "#endif\n"
790 "\n"
791 "void main(void)\n"
792 "{\n"
793 "       gl_FragColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
796 "#endif\n"
797 "\n"
798 "#ifdef USESPECULAR\n"
799 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
800 "# ifdef USECOLORMAPPING\n"
801 "       gl_FragColor *= tex2;\n"
802 "# endif\n"
803 "# ifdef USEGLOW\n"
804 "       gl_FragColor += tex2;\n"
805 "# endif\n"
806 "# ifdef USEVERTEXTEXTUREBLEND\n"
807 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
808 "# endif\n"
809 "#endif\n"
810 "}\n"
811 "#endif\n"
812 "#else // !MODE_GENERIC\n"
813 "\n"
814 "\n"
815 "\n"
816 "\n"
817 "#ifdef MODE_BLOOMBLUR\n"
818 "varying TexCoord;\n"
819 "#ifdef VERTEX_SHADER\n"
820 "void main(void)\n"
821 "{\n"
822 "       gl_FrontColor = gl_Color;\n"
823 "       TexCoord = gl_MultiTexCoord0.xy;\n"
824 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
825 "}\n"
826 "#endif\n"
827 "\n"
828 "#ifdef FRAGMENT_SHADER\n"
829 "uniform sampler2D Texture_First;\n"
830 "uniform vec4 BloomBlur_Parameters;\n"
831 "\n"
832 "void main(void)\n"
833 "{\n"
834 "       int i;\n"
835 "       vec2 tc = TexCoord;\n"
836 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
837 "       tc += BloomBlur_Parameters.xy;\n"
838 "       for (i = 1;i < SAMPLES;i++)\n"
839 "       {\n"
840 "               color += texture2D(Texture_First, tc).rgb;\n"
841 "               tc += BloomBlur_Parameters.xy;\n"
842 "       }\n"
843 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
844 "}\n"
845 "#endif\n"
846 "#else // !MODE_BLOOMBLUR\n"
847 "#ifdef MODE_REFRACTION\n"
848 "varying vec2 TexCoord;\n"
849 "varying vec4 ModelViewProjectionPosition;\n"
850 "uniform mat4 TexMatrix;\n"
851 "#ifdef VERTEX_SHADER\n"
852 "\n"
853 "void main(void)\n"
854 "{\n"
855 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
856 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
857 "       ModelViewProjectionPosition = gl_Position;\n"
858 "}\n"
859 "#endif\n"
860 "\n"
861 "#ifdef FRAGMENT_SHADER\n"
862 "uniform sampler2D Texture_Normal;\n"
863 "uniform sampler2D Texture_Refraction;\n"
864 "uniform sampler2D Texture_Reflection;\n"
865 "\n"
866 "uniform vec4 DistortScaleRefractReflect;\n"
867 "uniform vec4 ScreenScaleRefractReflect;\n"
868 "uniform vec4 ScreenCenterRefractReflect;\n"
869 "uniform vec4 RefractColor;\n"
870 "uniform vec4 ReflectColor;\n"
871 "uniform float ReflectFactor;\n"
872 "uniform float ReflectOffset;\n"
873 "\n"
874 "void main(void)\n"
875 "{\n"
876 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
877 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
879 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
880 "       // FIXME temporary hack to detect the case that the reflection\n"
881 "       // gets blackened at edges due to leaving the area that contains actual\n"
882 "       // content.\n"
883 "       // Remove this 'ack once we have a better way to stop this thing from\n"
884 "       // 'appening.\n"
885 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
886 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
887 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
888 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
889 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
890 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
891 "}\n"
892 "#endif\n"
893 "#else // !MODE_REFRACTION\n"
894 "\n"
895 "\n"
896 "\n"
897 "\n"
898 "#ifdef MODE_WATER\n"
899 "varying vec2 TexCoord;\n"
900 "varying vec3 EyeVector;\n"
901 "varying vec4 ModelViewProjectionPosition;\n"
902 "#ifdef VERTEX_SHADER\n"
903 "uniform vec3 EyePosition;\n"
904 "uniform mat4 TexMatrix;\n"
905 "\n"
906 "void main(void)\n"
907 "{\n"
908 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
909 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
910 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
911 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
912 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
913 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
914 "       ModelViewProjectionPosition = gl_Position;\n"
915 "}\n"
916 "#endif\n"
917 "\n"
918 "#ifdef FRAGMENT_SHADER\n"
919 "uniform sampler2D Texture_Normal;\n"
920 "uniform sampler2D Texture_Refraction;\n"
921 "uniform sampler2D Texture_Reflection;\n"
922 "\n"
923 "uniform vec4 DistortScaleRefractReflect;\n"
924 "uniform vec4 ScreenScaleRefractReflect;\n"
925 "uniform vec4 ScreenCenterRefractReflect;\n"
926 "uniform vec4 RefractColor;\n"
927 "uniform vec4 ReflectColor;\n"
928 "uniform float ReflectFactor;\n"
929 "uniform float ReflectOffset;\n"
930 "\n"
931 "void main(void)\n"
932 "{\n"
933 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
934 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
935 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
936 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
937 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
938 "       // FIXME temporary hack to detect the case that the reflection\n"
939 "       // gets blackened at edges due to leaving the area that contains actual\n"
940 "       // content.\n"
941 "       // Remove this 'ack once we have a better way to stop this thing from\n"
942 "       // 'appening.\n"
943 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
944 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
945 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
946 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
947 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
948 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
949 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
950 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
951 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
952 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
953 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
954 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
955 "}\n"
956 "#endif\n"
957 "#else // !MODE_WATER\n"
958 "\n"
959 "\n"
960 "\n"
961 "\n"
962 "// common definitions between vertex shader and fragment shader:\n"
963 "\n"
964 "varying vec2 TexCoord;\n"
965 "#ifdef USEVERTEXTEXTUREBLEND\n"
966 "varying vec2 TexCoord2;\n"
967 "#endif\n"
968 "#ifdef USELIGHTMAP\n"
969 "varying vec2 TexCoordLightmap;\n"
970 "#endif\n"
971 "\n"
972 "#ifdef MODE_LIGHTSOURCE\n"
973 "varying vec3 CubeVector;\n"
974 "#endif\n"
975 "\n"
976 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
977 "varying vec3 LightVector;\n"
978 "#endif\n"
979 "\n"
980 "#ifdef USEEYEVECTOR\n"
981 "varying vec3 EyeVector;\n"
982 "#endif\n"
983 "#ifdef USEFOG\n"
984 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
985 "#endif\n"
986 "\n"
987 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
988 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
989 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
990 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
991 "#endif\n"
992 "\n"
993 "#ifdef USEREFLECTION\n"
994 "varying vec4 ModelViewProjectionPosition;\n"
995 "#endif\n"
996 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
997 "uniform vec3 LightPosition;\n"
998 "varying vec4 ModelViewPosition;\n"
999 "#endif\n"
1000 "\n"
1001 "#ifdef MODE_LIGHTSOURCE\n"
1002 "uniform vec3 LightPosition;\n"
1003 "#endif\n"
1004 "uniform vec3 EyePosition;\n"
1005 "#ifdef MODE_LIGHTDIRECTION\n"
1006 "uniform vec3 LightDir;\n"
1007 "#endif\n"
1008 "uniform vec4 FogPlane;\n"
1009 "\n"
1010 "#ifdef USESHADOWMAPORTHO\n"
1011 "varying vec3 ShadowMapTC;\n"
1012 "#endif\n"
1013 "\n"
1014 "\n"
1015 "\n"
1016 "\n"
1017 "\n"
1018 "// 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"
1019 "\n"
1020 "// fragment shader specific:\n"
1021 "#ifdef FRAGMENT_SHADER\n"
1022 "\n"
1023 "uniform sampler2D Texture_Normal;\n"
1024 "uniform sampler2D Texture_Color;\n"
1025 "uniform sampler2D Texture_Gloss;\n"
1026 "#ifdef USEGLOW\n"
1027 "uniform sampler2D Texture_Glow;\n"
1028 "#endif\n"
1029 "#ifdef USEVERTEXTEXTUREBLEND\n"
1030 "uniform sampler2D Texture_SecondaryNormal;\n"
1031 "uniform sampler2D Texture_SecondaryColor;\n"
1032 "uniform sampler2D Texture_SecondaryGloss;\n"
1033 "#ifdef USEGLOW\n"
1034 "uniform sampler2D Texture_SecondaryGlow;\n"
1035 "#endif\n"
1036 "#endif\n"
1037 "#ifdef USECOLORMAPPING\n"
1038 "uniform sampler2D Texture_Pants;\n"
1039 "uniform sampler2D Texture_Shirt;\n"
1040 "#endif\n"
1041 "#ifdef USEFOG\n"
1042 "#ifdef USEFOGHEIGHTTEXTURE\n"
1043 "uniform sampler2D Texture_FogHeightTexture;\n"
1044 "#endif\n"
1045 "uniform sampler2D Texture_FogMask;\n"
1046 "#endif\n"
1047 "#ifdef USELIGHTMAP\n"
1048 "uniform sampler2D Texture_Lightmap;\n"
1049 "#endif\n"
1050 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1051 "uniform sampler2D Texture_Deluxemap;\n"
1052 "#endif\n"
1053 "#ifdef USEREFLECTION\n"
1054 "uniform sampler2D Texture_Reflection;\n"
1055 "#endif\n"
1056 "\n"
1057 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1058 "uniform sampler2D Texture_ScreenDepth;\n"
1059 "uniform sampler2D Texture_ScreenNormalMap;\n"
1060 "#endif\n"
1061 "#ifdef USEDEFERREDLIGHTMAP\n"
1062 "uniform sampler2D Texture_ScreenDiffuse;\n"
1063 "uniform sampler2D Texture_ScreenSpecular;\n"
1064 "#endif\n"
1065 "\n"
1066 "uniform myhalf3 Color_Pants;\n"
1067 "uniform myhalf3 Color_Shirt;\n"
1068 "uniform myhalf3 FogColor;\n"
1069 "\n"
1070 "#ifdef USEFOG\n"
1071 "uniform float FogRangeRecip;\n"
1072 "uniform float FogPlaneViewDist;\n"
1073 "uniform float FogHeightFade;\n"
1074 "vec3 FogVertex(vec3 surfacecolor)\n"
1075 "{\n"
1076 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1077 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1078 "       float fogfrac;\n"
1079 "#ifdef USEFOGHEIGHTTEXTURE\n"
1080 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1081 "       fogfrac = fogheightpixel.a;\n"
1082 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1083 "#else\n"
1084 "# ifdef USEFOGOUTSIDE\n"
1085 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1086 "# else\n"
1087 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1088 "# endif\n"
1089 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1090 "#endif\n"
1091 "}\n"
1092 "#endif\n"
1093 "\n"
1094 "#ifdef USEOFFSETMAPPING\n"
1095 "uniform float OffsetMapping_Scale;\n"
1096 "vec2 OffsetMapping(vec2 TexCoord)\n"
1097 "{\n"
1098 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1099 "       // 14 sample relief mapping: linear search and then binary search\n"
1100 "       // this basically steps forward a small amount repeatedly until it finds\n"
1101 "       // itself inside solid, then jitters forward and back using decreasing\n"
1102 "       // amounts to find the impact\n"
1103 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1104 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1105 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1106 "       vec3 RT = vec3(TexCoord, 1);\n"
1107 "       OffsetVector *= 0.1;\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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)          - 0.5);\n"
1118 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1119 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1120 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1121 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1122 "       return RT.xy;\n"
1123 "#else\n"
1124 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1125 "       // this basically moves forward the full distance, and then backs up based\n"
1126 "       // on height of samples\n"
1127 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1128 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1129 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1130 "       TexCoord += OffsetVector;\n"
1131 "       OffsetVector *= 0.333;\n"
1132 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1133 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1134 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1135 "       return TexCoord;\n"
1136 "#endif\n"
1137 "}\n"
1138 "#endif // USEOFFSETMAPPING\n"
1139 "\n"
1140 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1141 "uniform sampler2D Texture_Attenuation;\n"
1142 "uniform samplerCube Texture_Cube;\n"
1143 "#endif\n"
1144 "\n"
1145 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1146 "\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1150 "# else\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1152 "# endif\n"
1153 "#endif\n"
1154 "\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1157 "#endif\n"
1158 "\n"
1159 "#if defined(USESHADOWMAP2D)\n"
1160 "uniform vec2 ShadowMap_TextureScale;\n"
1161 "uniform vec4 ShadowMap_Parameters;\n"
1162 "#endif\n"
1163 "\n"
1164 "#if defined(USESHADOWMAP2D)\n"
1165 "# ifdef USESHADOWMAPORTHO\n"
1166 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1167 "# else\n"
1168 "#  ifdef USESHADOWMAPVSDCT\n"
1169 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1170 "{\n"
1171 "       vec3 adir = abs(dir);\n"
1172 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1173 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1174 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1175 "}\n"
1176 "#  else\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1178 "{\n"
1179 "       vec3 adir = abs(dir);\n"
1180 "       float ma = adir.z;\n"
1181 "       vec4 proj = vec4(dir, 2.5);\n"
1182 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1183 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1184 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1185 "       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"
1186 "}\n"
1187 "#  endif\n"
1188 "# endif\n"
1189 "#endif // defined(USESHADOWMAP2D)\n"
1190 "\n"
1191 "# ifdef USESHADOWMAP2D\n"
1192 "float ShadowMapCompare(vec3 dir)\n"
1193 "{\n"
1194 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1195 "       float f;\n"
1196 "\n"
1197 "#  ifdef USESHADOWSAMPLER\n"
1198 "#    ifdef USESHADOWMAPPCF\n"
1199 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1200 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1201 "       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"
1202 "#    else\n"
1203 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1204 "#    endif\n"
1205 "#  else\n"
1206 "#    ifdef USESHADOWMAPPCF\n"
1207 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1208 "#      ifdef GL_ARB_texture_gather\n"
1209 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1210 "#      else\n"
1211 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1212 "#      endif\n"
1213 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1214 "#      if USESHADOWMAPPCF > 1\n"
1215 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1216 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1217 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1218 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1219 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1220 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1221 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1222 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1223 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1224 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1225 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1226 "       locols.yz += group2.ab;\n"
1227 "       hicols.yz += group8.rg;\n"
1228 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1229 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1230 "                               mix(locols, hicols, offset.y);\n"
1231 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1232 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1233 "       f = dot(cols, vec4(1.0/25.0));\n"
1234 "#      else\n"
1235 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1236 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1237 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1238 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1239 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1240 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1241 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1242 "#      endif\n"
1243 "#     else\n"
1244 "#      ifdef GL_EXT_gpu_shader4\n"
1245 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1246 "#      else\n"
1247 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1248 "#      endif\n"
1249 "#      if USESHADOWMAPPCF > 1\n"
1250 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1251 "       center *= ShadowMap_TextureScale;\n"
1252 "       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"
1253 "       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"
1254 "       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"
1255 "       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"
1256 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1257 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1258 "#      else\n"
1259 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1260 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1261 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1262 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1263 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1264 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1265 "#      endif\n"
1266 "#     endif\n"
1267 "#    else\n"
1268 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1269 "#    endif\n"
1270 "#  endif\n"
1271 "#  ifdef USESHADOWMAPORTHO\n"
1272 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1273 "#  else\n"
1274 "       return f;\n"
1275 "#  endif\n"
1276 "}\n"
1277 "# endif\n"
1278 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1279 "#endif // FRAGMENT_SHADER\n"
1280 "\n"
1281 "\n"
1282 "\n"
1283 "\n"
1284 "#ifdef MODE_DEFERREDGEOMETRY\n"
1285 "#ifdef VERTEX_SHADER\n"
1286 "uniform mat4 TexMatrix;\n"
1287 "#ifdef USEVERTEXTEXTUREBLEND\n"
1288 "uniform mat4 BackgroundTexMatrix;\n"
1289 "#endif\n"
1290 "uniform mat4 ModelViewMatrix;\n"
1291 "void main(void)\n"
1292 "{\n"
1293 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1294 "#ifdef USEVERTEXTEXTUREBLEND\n"
1295 "       gl_FrontColor = gl_Color;\n"
1296 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1297 "#endif\n"
1298 "\n"
1299 "       // transform unnormalized eye direction into tangent space\n"
1300 "#ifdef USEOFFSETMAPPING\n"
1301 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1302 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1303 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1304 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1305 "#endif\n"
1306 "\n"
1307 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1308 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1309 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1310 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1311 "}\n"
1312 "#endif // VERTEX_SHADER\n"
1313 "\n"
1314 "#ifdef FRAGMENT_SHADER\n"
1315 "void main(void)\n"
1316 "{\n"
1317 "#ifdef USEOFFSETMAPPING\n"
1318 "       // apply offsetmapping\n"
1319 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1320 "#define TexCoord TexCoordOffset\n"
1321 "#endif\n"
1322 "\n"
1323 "#ifdef USEALPHAKILL\n"
1324 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1325 "               discard;\n"
1326 "#endif\n"
1327 "\n"
1328 "#ifdef USEVERTEXTEXTUREBLEND\n"
1329 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1330 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1331 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1332 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1333 "#endif\n"
1334 "\n"
1335 "#ifdef USEVERTEXTEXTUREBLEND\n"
1336 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1337 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1338 "#else\n"
1339 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1340 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1341 "#endif\n"
1342 "\n"
1343 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1344 "}\n"
1345 "#endif // FRAGMENT_SHADER\n"
1346 "#else // !MODE_DEFERREDGEOMETRY\n"
1347 "\n"
1348 "\n"
1349 "\n"
1350 "\n"
1351 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1352 "#ifdef VERTEX_SHADER\n"
1353 "uniform mat4 ModelViewMatrix;\n"
1354 "void main(void)\n"
1355 "{\n"
1356 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1357 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1358 "}\n"
1359 "#endif // VERTEX_SHADER\n"
1360 "\n"
1361 "#ifdef FRAGMENT_SHADER\n"
1362 "uniform mat4 ViewToLight;\n"
1363 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1364 "uniform vec2 ScreenToDepth;\n"
1365 "uniform myhalf3 DeferredColor_Ambient;\n"
1366 "uniform myhalf3 DeferredColor_Diffuse;\n"
1367 "#ifdef USESPECULAR\n"
1368 "uniform myhalf3 DeferredColor_Specular;\n"
1369 "uniform myhalf SpecularPower;\n"
1370 "#endif\n"
1371 "uniform myhalf2 PixelToScreenTexCoord;\n"
1372 "void main(void)\n"
1373 "{\n"
1374 "       // calculate viewspace pixel position\n"
1375 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1376 "       vec3 position;\n"
1377 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1378 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1379 "       // decode viewspace pixel normal\n"
1380 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1381 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1382 "       // surfacenormal = pixel normal in viewspace\n"
1383 "       // LightVector = pixel to light in viewspace\n"
1384 "       // CubeVector = position in lightspace\n"
1385 "       // eyevector = pixel to view in viewspace\n"
1386 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1387 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1388 "#ifdef USEDIFFUSE\n"
1389 "       // calculate diffuse shading\n"
1390 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1391 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1392 "#endif\n"
1393 "#ifdef USESPECULAR\n"
1394 "       // calculate directional shading\n"
1395 "       vec3 eyevector = position * -1.0;\n"
1396 "#  ifdef USEEXACTSPECULARMATH\n"
1397 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1398 "#  else\n"
1399 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1400 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1401 "#  endif\n"
1402 "#endif\n"
1403 "\n"
1404 "#if defined(USESHADOWMAP2D)\n"
1405 "       fade *= ShadowMapCompare(CubeVector);\n"
1406 "#endif\n"
1407 "\n"
1408 "#ifdef USEDIFFUSE\n"
1409 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1410 "#else\n"
1411 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1412 "#endif\n"
1413 "#ifdef USESPECULAR\n"
1414 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1415 "#else\n"
1416 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1417 "#endif\n"
1418 "\n"
1419 "# ifdef USECUBEFILTER\n"
1420 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1421 "       gl_FragData[0].rgb *= cubecolor;\n"
1422 "       gl_FragData[1].rgb *= cubecolor;\n"
1423 "# endif\n"
1424 "}\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 TexMatrix;\n"
1433 "#ifdef USEVERTEXTEXTUREBLEND\n"
1434 "uniform mat4 BackgroundTexMatrix;\n"
1435 "#endif\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 "uniform mat4 ModelToLight;\n"
1438 "#endif\n"
1439 "#ifdef USESHADOWMAPORTHO\n"
1440 "uniform mat4 ShadowMapMatrix;\n"
1441 "#endif\n"
1442 "void main(void)\n"
1443 "{\n"
1444 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1445 "       gl_FrontColor = gl_Color;\n"
1446 "#endif\n"
1447 "       // copy the surface texcoord\n"
1448 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1449 "#ifdef USEVERTEXTEXTUREBLEND\n"
1450 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1451 "#endif\n"
1452 "#ifdef USELIGHTMAP\n"
1453 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1454 "#endif\n"
1455 "\n"
1456 "#ifdef MODE_LIGHTSOURCE\n"
1457 "       // transform vertex position into light attenuation/cubemap space\n"
1458 "       // (-1 to +1 across the light box)\n"
1459 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1460 "\n"
1461 "# ifdef USEDIFFUSE\n"
1462 "       // transform unnormalized light direction into tangent space\n"
1463 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1464 "       //  normalize it per pixel)\n"
1465 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1466 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1467 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1468 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1469 "# endif\n"
1470 "#endif\n"
1471 "\n"
1472 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1473 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1474 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1475 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1476 "#endif\n"
1477 "\n"
1478 "       // transform unnormalized eye direction into tangent space\n"
1479 "#ifdef USEEYEVECTOR\n"
1480 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1481 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1482 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1483 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1484 "#endif\n"
1485 "\n"
1486 "#ifdef USEFOG\n"
1487 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1488 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1489 "#endif\n"
1490 "\n"
1491 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1492 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1493 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1494 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1495 "#endif\n"
1496 "\n"
1497 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1498 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1499 "\n"
1500 "#ifdef USESHADOWMAPORTHO\n"
1501 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1502 "#endif\n"
1503 "\n"
1504 "#ifdef USEREFLECTION\n"
1505 "       ModelViewProjectionPosition = gl_Position;\n"
1506 "#endif\n"
1507 "}\n"
1508 "#endif // VERTEX_SHADER\n"
1509 "\n"
1510 "\n"
1511 "\n"
1512 "\n"
1513 "#ifdef FRAGMENT_SHADER\n"
1514 "#ifdef USEDEFERREDLIGHTMAP\n"
1515 "uniform myhalf2 PixelToScreenTexCoord;\n"
1516 "uniform myhalf3 DeferredMod_Diffuse;\n"
1517 "uniform myhalf3 DeferredMod_Specular;\n"
1518 "#endif\n"
1519 "uniform myhalf3 Color_Ambient;\n"
1520 "uniform myhalf3 Color_Diffuse;\n"
1521 "uniform myhalf3 Color_Specular;\n"
1522 "uniform myhalf SpecularPower;\n"
1523 "#ifdef USEGLOW\n"
1524 "uniform myhalf3 Color_Glow;\n"
1525 "#endif\n"
1526 "uniform myhalf Alpha;\n"
1527 "#ifdef USEREFLECTION\n"
1528 "uniform vec4 DistortScaleRefractReflect;\n"
1529 "uniform vec4 ScreenScaleRefractReflect;\n"
1530 "uniform vec4 ScreenCenterRefractReflect;\n"
1531 "uniform myhalf4 ReflectColor;\n"
1532 "#endif\n"
1533 "#ifdef USEREFLECTCUBE\n"
1534 "uniform mat4 ModelToReflectCube;\n"
1535 "uniform sampler2D Texture_ReflectMask;\n"
1536 "uniform samplerCube Texture_ReflectCube;\n"
1537 "#endif\n"
1538 "#ifdef MODE_LIGHTDIRECTION\n"
1539 "uniform myhalf3 LightColor;\n"
1540 "#endif\n"
1541 "#ifdef MODE_LIGHTSOURCE\n"
1542 "uniform myhalf3 LightColor;\n"
1543 "#endif\n"
1544 "void main(void)\n"
1545 "{\n"
1546 "#ifdef USEOFFSETMAPPING\n"
1547 "       // apply offsetmapping\n"
1548 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1549 "#define TexCoord TexCoordOffset\n"
1550 "#endif\n"
1551 "\n"
1552 "       // combine the diffuse textures (base, pants, shirt)\n"
1553 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1554 "#ifdef USEALPHAKILL\n"
1555 "       if (color.a < 0.5)\n"
1556 "               discard;\n"
1557 "#endif\n"
1558 "       color.a *= Alpha;\n"
1559 "#ifdef USECOLORMAPPING\n"
1560 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1561 "#endif\n"
1562 "#ifdef USEVERTEXTEXTUREBLEND\n"
1563 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1564 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1565 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1566 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1567 "       color.a = 1.0;\n"
1568 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1569 "#endif\n"
1570 "\n"
1571 "       // get the surface normal\n"
1572 "#ifdef USEVERTEXTEXTUREBLEND\n"
1573 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1574 "#else\n"
1575 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1576 "#endif\n"
1577 "\n"
1578 "       // get the material colors\n"
1579 "       myhalf3 diffusetex = color.rgb;\n"
1580 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1581 "# ifdef USEVERTEXTEXTUREBLEND\n"
1582 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1583 "# else\n"
1584 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1585 "# endif\n"
1586 "#endif\n"
1587 "\n"
1588 "#ifdef USEREFLECTCUBE\n"
1589 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1590 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1591 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1592 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1593 "#endif\n"
1594 "\n"
1595 "\n"
1596 "\n"
1597 "\n"
1598 "#ifdef MODE_LIGHTSOURCE\n"
1599 "       // light source\n"
1600 "#ifdef USEDIFFUSE\n"
1601 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1602 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1603 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1604 "#ifdef USESPECULAR\n"
1605 "#ifdef USEEXACTSPECULARMATH\n"
1606 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1607 "#else\n"
1608 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1609 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1610 "#endif\n"
1611 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1612 "#endif\n"
1613 "#else\n"
1614 "       color.rgb = diffusetex * Color_Ambient;\n"
1615 "#endif\n"
1616 "       color.rgb *= LightColor;\n"
1617 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1618 "#if defined(USESHADOWMAP2D)\n"
1619 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1620 "#endif\n"
1621 "# ifdef USECUBEFILTER\n"
1622 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1623 "# endif\n"
1624 "#endif // MODE_LIGHTSOURCE\n"
1625 "\n"
1626 "\n"
1627 "\n"
1628 "\n"
1629 "#ifdef MODE_LIGHTDIRECTION\n"
1630 "#define SHADING\n"
1631 "#ifdef USEDIFFUSE\n"
1632 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1633 "#endif\n"
1634 "#define lightcolor LightColor\n"
1635 "#endif // MODE_LIGHTDIRECTION\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1637 "#define SHADING\n"
1638 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1639 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1641 "       // convert modelspace light vector to tangentspace\n"
1642 "       myhalf3 lightnormal;\n"
1643 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1644 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1645 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1646 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1647 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1648 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1649 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1650 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1651 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1652 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1653 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1654 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1655 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1656 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1657 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1658 "#define SHADING\n"
1659 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1660 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1661 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1662 "#endif\n"
1663 "\n"
1664 "\n"
1665 "\n"
1666 "\n"
1667 "#ifdef MODE_LIGHTMAP\n"
1668 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1669 "#endif // MODE_LIGHTMAP\n"
1670 "#ifdef MODE_VERTEXCOLOR\n"
1671 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1672 "#endif // MODE_VERTEXCOLOR\n"
1673 "#ifdef MODE_FLATCOLOR\n"
1674 "       color.rgb = diffusetex * Color_Ambient;\n"
1675 "#endif // MODE_FLATCOLOR\n"
1676 "\n"
1677 "\n"
1678 "\n"
1679 "\n"
1680 "#ifdef SHADING\n"
1681 "# ifdef USEDIFFUSE\n"
1682 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 "#  ifdef USESPECULAR\n"
1684 "#   ifdef USEEXACTSPECULARMATH\n"
1685 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1686 "#   else\n"
1687 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1689 "#   endif\n"
1690 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1691 "#  else\n"
1692 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1693 "#  endif\n"
1694 "# else\n"
1695 "       color.rgb = diffusetex * Color_Ambient;\n"
1696 "# endif\n"
1697 "#endif\n"
1698 "\n"
1699 "#ifdef USESHADOWMAPORTHO\n"
1700 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1701 "#endif\n"
1702 "\n"
1703 "#ifdef USEDEFERREDLIGHTMAP\n"
1704 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1705 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1706 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1707 "#endif\n"
1708 "\n"
1709 "#ifdef USEGLOW\n"
1710 "#ifdef USEVERTEXTEXTUREBLEND\n"
1711 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1712 "#else\n"
1713 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1714 "#endif\n"
1715 "#endif\n"
1716 "\n"
1717 "#ifdef USEFOG\n"
1718 "       color.rgb = FogVertex(color.rgb);\n"
1719 "#endif\n"
1720 "\n"
1721 "       // 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"
1722 "#ifdef USEREFLECTION\n"
1723 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1724 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1725 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1726 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1727 "       // FIXME temporary hack to detect the case that the reflection\n"
1728 "       // gets blackened at edges due to leaving the area that contains actual\n"
1729 "       // content.\n"
1730 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1731 "       // 'appening.\n"
1732 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1733 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1734 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1735 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1736 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1737 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1738 "#endif\n"
1739 "\n"
1740 "       gl_FragColor = vec4(color);\n"
1741 "}\n"
1742 "#endif // FRAGMENT_SHADER\n"
1743 "\n"
1744 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1745 "#endif // !MODE_DEFERREDGEOMETRY\n"
1746 "#endif // !MODE_WATER\n"
1747 "#endif // !MODE_REFRACTION\n"
1748 "#endif // !MODE_BLOOMBLUR\n"
1749 "#endif // !MODE_GENERIC\n"
1750 "#endif // !MODE_POSTPROCESS\n"
1751 "#endif // !MODE_SHOWDEPTH\n"
1752 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1753 ;
1754
1755 /*
1756 =========================================================================================================================================================
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1758
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1762
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1765
1766
1767
1768 =========================================================================================================================================================
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1770
1771
1772 =========================================================================================================================================================
1773
1774
1775
1776 =========================================================================================================================================================
1777
1778
1779
1780 =========================================================================================================================================================
1781 */
1782
1783 const char *builtincgshaderstring =
1784 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1785 "// written by Forest 'LordHavoc' Hale\n"
1786 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1787 "\n"
1788 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1789 "#if defined(USEREFLECTION)\n"
1790 "#undef USESHADOWMAPORTHO\n"
1791 "#endif\n"
1792 "\n"
1793 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1794 "# define USEFOG\n"
1795 "#endif\n"
1796 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1797 "#define USELIGHTMAP\n"
1798 "#endif\n"
1799 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1800 "#define USEEYEVECTOR\n"
1801 "#endif\n"
1802 "\n"
1803 "#ifdef FRAGMENT_SHADER\n"
1804 "#ifdef HLSL\n"
1805 "//#undef USESHADOWMAPPCF\n"
1806 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1807 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1808 "#else\n"
1809 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1810 "#endif\n"
1811 "#endif\n"
1812 "\n"
1813 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1814 "#ifdef VERTEX_SHADER\n"
1815 "void main\n"
1816 "(\n"
1817 "float4 gl_Vertex : POSITION,\n"
1818 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1819 "out float4 gl_Position : POSITION,\n"
1820 "out float Depth : TEXCOORD0\n"
1821 ")\n"
1822 "{\n"
1823 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1824 "       Depth = gl_Position.z;\n"
1825 "}\n"
1826 "#endif\n"
1827 "\n"
1828 "#ifdef FRAGMENT_SHADER\n"
1829 "void main\n"
1830 "(\n"
1831 "float Depth : TEXCOORD0,\n"
1832 "out float4 gl_FragColor : COLOR\n"
1833 ")\n"
1834 "{\n"
1835 "//     float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1836 "       float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
1837 "       temp.yz -= floor(temp.yz);\n"
1838 "       gl_FragColor = float4(temp,0);\n"
1839 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1840 "}\n"
1841 "#endif\n"
1842 "#else // !MODE_DEPTH_ORSHADOW\n"
1843 "\n"
1844 "\n"
1845 "\n"
1846 "\n"
1847 "#ifdef MODE_SHOWDEPTH\n"
1848 "#ifdef VERTEX_SHADER\n"
1849 "void main\n"
1850 "(\n"
1851 "float4 gl_Vertex : POSITION,\n"
1852 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1853 "out float4 gl_Position : POSITION,\n"
1854 "out float4 gl_FrontColor : COLOR0\n"
1855 ")\n"
1856 "{\n"
1857 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1858 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1859 "}\n"
1860 "#endif\n"
1861 "\n"
1862 "#ifdef FRAGMENT_SHADER\n"
1863 "void main\n"
1864 "(\n"
1865 "float4 gl_FrontColor : COLOR0,\n"
1866 "out float4 gl_FragColor : COLOR\n"
1867 ")\n"
1868 "{\n"
1869 "       gl_FragColor = gl_FrontColor;\n"
1870 "}\n"
1871 "#endif\n"
1872 "#else // !MODE_SHOWDEPTH\n"
1873 "\n"
1874 "\n"
1875 "\n"
1876 "\n"
1877 "#ifdef MODE_POSTPROCESS\n"
1878 "\n"
1879 "#ifdef VERTEX_SHADER\n"
1880 "void main\n"
1881 "(\n"
1882 "float4 gl_Vertex : POSITION,\n"
1883 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1884 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1885 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1886 "out float4 gl_Position : POSITION,\n"
1887 "out float2 TexCoord1 : TEXCOORD0,\n"
1888 "out float2 TexCoord2 : TEXCOORD1\n"
1889 ")\n"
1890 "{\n"
1891 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1892 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1893 "#ifdef USEBLOOM\n"
1894 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1895 "#endif\n"
1896 "}\n"
1897 "#endif\n"
1898 "\n"
1899 "#ifdef FRAGMENT_SHADER\n"
1900 "void main\n"
1901 "(\n"
1902 "float2 TexCoord1 : TEXCOORD0,\n"
1903 "float2 TexCoord2 : TEXCOORD1,\n"
1904 "uniform sampler Texture_First : register(s0),\n"
1905 "#ifdef USEBLOOM\n"
1906 "uniform sampler Texture_Second : register(s1),\n"
1907 "#endif\n"
1908 "#ifdef USEGAMMARAMPS\n"
1909 "uniform sampler Texture_GammaRamps : register(s2),\n"
1910 "#endif\n"
1911 "#ifdef USESATURATION\n"
1912 "uniform float Saturation : register(c30),\n"
1913 "#endif\n"
1914 "#ifdef USEVIEWTINT\n"
1915 "uniform float4 ViewTintColor : register(c41),\n"
1916 "#endif\n"
1917 "uniform float4 UserVec1 : register(c37),\n"
1918 "uniform float4 UserVec2 : register(c38),\n"
1919 "uniform float4 UserVec3 : register(c39),\n"
1920 "uniform float4 UserVec4 : register(c40),\n"
1921 "uniform float ClientTime : register(c2),\n"
1922 "uniform float2 PixelSize : register(c25),\n"
1923 "uniform float4 BloomColorSubtract : register(c43),\n"
1924 "out float4 gl_FragColor : COLOR\n"
1925 ")\n"
1926 "{\n"
1927 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1928 "#ifdef USEBLOOM\n"
1929 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1930 "#endif\n"
1931 "#ifdef USEVIEWTINT\n"
1932 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1933 "#endif\n"
1934 "\n"
1935 "#ifdef USEPOSTPROCESSING\n"
1936 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1937 "// 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"
1938 "       float sobel = 1.0;\n"
1939 "       // float2 ts = textureSize(Texture_First, 0);\n"
1940 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
1941 "       float2 px = PixelSize;\n"
1942 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1943 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
1944 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1945 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1946 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
1947 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1948 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1949 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
1950 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1951 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1952 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
1953 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1954 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1955 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1956 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1957 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1958 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1959 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1960 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1961 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1962 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1963 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1964 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1965 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1966 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1967 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1968 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1969 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1970 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1971 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1972 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1973 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1974 "#endif\n"
1975 "\n"
1976 "#ifdef USESATURATION\n"
1977 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1978 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1979 "       //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1980 "       gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1981 "#endif\n"
1982 "\n"
1983 "#ifdef USEGAMMARAMPS\n"
1984 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1985 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1986 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1987 "#endif\n"
1988 "}\n"
1989 "#endif\n"
1990 "#else // !MODE_POSTPROCESS\n"
1991 "\n"
1992 "\n"
1993 "\n"
1994 "\n"
1995 "#ifdef MODE_GENERIC\n"
1996 "#ifdef VERTEX_SHADER\n"
1997 "void main\n"
1998 "(\n"
1999 "float4 gl_Vertex : POSITION,\n"
2000 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2001 "float4 gl_Color : COLOR0,\n"
2002 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2003 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2004 "out float4 gl_Position : POSITION,\n"
2005 "out float4 gl_FrontColor : COLOR,\n"
2006 "out float2 TexCoord1 : TEXCOORD0,\n"
2007 "out float2 TexCoord2 : TEXCOORD1\n"
2008 ")\n"
2009 "{\n"
2010 "#ifdef HLSL\n"
2011 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2012 "#else\n"
2013 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2014 "#endif\n"
2015 "#ifdef USEDIFFUSE\n"
2016 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2017 "#endif\n"
2018 "#ifdef USESPECULAR\n"
2019 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2020 "#endif\n"
2021 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2022 "}\n"
2023 "#endif\n"
2024 "\n"
2025 "#ifdef FRAGMENT_SHADER\n"
2026 "\n"
2027 "void main\n"
2028 "(\n"
2029 "float4 gl_FrontColor : COLOR0,\n"
2030 "float2 TexCoord1 : TEXCOORD0,\n"
2031 "float2 TexCoord2 : TEXCOORD1,\n"
2032 "#ifdef USEDIFFUSE\n"
2033 "uniform sampler Texture_First : register(s0),\n"
2034 "#endif\n"
2035 "#ifdef USESPECULAR\n"
2036 "uniform sampler Texture_Second : register(s1),\n"
2037 "#endif\n"
2038 "out float4 gl_FragColor : COLOR\n"
2039 ")\n"
2040 "{\n"
2041 "       gl_FragColor = gl_FrontColor;\n"
2042 "#ifdef USEDIFFUSE\n"
2043 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2044 "#endif\n"
2045 "\n"
2046 "#ifdef USESPECULAR\n"
2047 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2048 "# ifdef USECOLORMAPPING\n"
2049 "       gl_FragColor *= tex2;\n"
2050 "# endif\n"
2051 "# ifdef USEGLOW\n"
2052 "       gl_FragColor += tex2;\n"
2053 "# endif\n"
2054 "# ifdef USEVERTEXTEXTUREBLEND\n"
2055 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2056 "# endif\n"
2057 "#endif\n"
2058 "}\n"
2059 "#endif\n"
2060 "#else // !MODE_GENERIC\n"
2061 "\n"
2062 "\n"
2063 "\n"
2064 "\n"
2065 "#ifdef MODE_BLOOMBLUR\n"
2066 "#ifdef VERTEX_SHADER\n"
2067 "void main\n"
2068 "(\n"
2069 "float4 gl_Vertex : POSITION,\n"
2070 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2071 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2072 "out float4 gl_Position : POSITION,\n"
2073 "out float2 TexCoord : TEXCOORD0\n"
2074 ")\n"
2075 "{\n"
2076 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2077 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2078 "}\n"
2079 "#endif\n"
2080 "\n"
2081 "#ifdef FRAGMENT_SHADER\n"
2082 "\n"
2083 "void main\n"
2084 "(\n"
2085 "float2 TexCoord : TEXCOORD0,\n"
2086 "uniform sampler Texture_First : register(s0),\n"
2087 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2088 "out float4 gl_FragColor : COLOR\n"
2089 ")\n"
2090 "{\n"
2091 "       int i;\n"
2092 "       float2 tc = TexCoord;\n"
2093 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2094 "       tc += BloomBlur_Parameters.xy;\n"
2095 "       for (i = 1;i < SAMPLES;i++)\n"
2096 "       {\n"
2097 "               color += tex2D(Texture_First, tc).rgb;\n"
2098 "               tc += BloomBlur_Parameters.xy;\n"
2099 "       }\n"
2100 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2101 "}\n"
2102 "#endif\n"
2103 "#else // !MODE_BLOOMBLUR\n"
2104 "#ifdef MODE_REFRACTION\n"
2105 "#ifdef VERTEX_SHADER\n"
2106 "void main\n"
2107 "(\n"
2108 "float4 gl_Vertex : POSITION,\n"
2109 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2110 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2111 "uniform float4x4 TexMatrix : register(c0),\n"
2112 "uniform float3 EyePosition : register(c24),\n"
2113 "out float4 gl_Position : POSITION,\n"
2114 "out float2 TexCoord : TEXCOORD0,\n"
2115 "out float3 EyeVector : TEXCOORD1,\n"
2116 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2117 ")\n"
2118 "{\n"
2119 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2120 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2121 "       ModelViewProjectionPosition = gl_Position;\n"
2122 "}\n"
2123 "#endif\n"
2124 "\n"
2125 "#ifdef FRAGMENT_SHADER\n"
2126 "void main\n"
2127 "(\n"
2128 "float2 TexCoord : TEXCOORD0,\n"
2129 "float3 EyeVector : TEXCOORD1,\n"
2130 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2131 "uniform sampler Texture_Normal : register(s0),\n"
2132 "uniform sampler Texture_Refraction : register(s3),\n"
2133 "uniform sampler Texture_Reflection : register(s7),\n"
2134 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2135 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2136 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2137 "uniform float4 RefractColor : register(c29),\n"
2138 "out float4 gl_FragColor : COLOR\n"
2139 ")\n"
2140 "{\n"
2141 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2142 "       //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"
2143 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2144 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2145 "       // FIXME temporary hack to detect the case that the reflection\n"
2146 "       // gets blackened at edges due to leaving the area that contains actual\n"
2147 "       // content.\n"
2148 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2149 "       // 'appening.\n"
2150 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2151 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2152 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2153 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2154 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2155 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2156 "}\n"
2157 "#endif\n"
2158 "#else // !MODE_REFRACTION\n"
2159 "\n"
2160 "\n"
2161 "\n"
2162 "\n"
2163 "#ifdef MODE_WATER\n"
2164 "#ifdef VERTEX_SHADER\n"
2165 "\n"
2166 "void main\n"
2167 "(\n"
2168 "float4 gl_Vertex : POSITION,\n"
2169 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2170 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2171 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2172 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2173 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2174 "uniform float4x4 TexMatrix : register(c0),\n"
2175 "uniform float3 EyePosition : register(c24),\n"
2176 "out float4 gl_Position : POSITION,\n"
2177 "out float2 TexCoord : TEXCOORD0,\n"
2178 "out float3 EyeVector : TEXCOORD1,\n"
2179 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2180 ")\n"
2181 "{\n"
2182 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2183 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2184 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2185 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2186 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2187 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2188 "       ModelViewProjectionPosition = gl_Position;\n"
2189 "}\n"
2190 "#endif\n"
2191 "\n"
2192 "#ifdef FRAGMENT_SHADER\n"
2193 "void main\n"
2194 "(\n"
2195 "float2 TexCoord : TEXCOORD0,\n"
2196 "float3 EyeVector : TEXCOORD1,\n"
2197 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2198 "uniform sampler Texture_Normal : register(s0),\n"
2199 "uniform sampler Texture_Refraction : register(s3),\n"
2200 "uniform sampler Texture_Reflection : register(s7),\n"
2201 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2202 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2203 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2204 "uniform float4 RefractColor : register(c29),\n"
2205 "uniform float4 ReflectColor : register(c26),\n"
2206 "uniform float ReflectFactor : register(c27),\n"
2207 "uniform float ReflectOffset : register(c28),\n"
2208 "out float4 gl_FragColor : COLOR\n"
2209 ")\n"
2210 "{\n"
2211 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2212 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2213 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2214 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2215 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2216 "       // FIXME temporary hack to detect the case that the reflection\n"
2217 "       // gets blackened at edges due to leaving the area that contains actual\n"
2218 "       // content.\n"
2219 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2220 "       // 'appening.\n"
2221 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2222 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2223 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2224 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2225 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2226 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2227 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2228 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2229 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2230 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2231 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2232 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2233 "}\n"
2234 "#endif\n"
2235 "#else // !MODE_WATER\n"
2236 "\n"
2237 "\n"
2238 "\n"
2239 "\n"
2240 "// 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"
2241 "\n"
2242 "// fragment shader specific:\n"
2243 "#ifdef FRAGMENT_SHADER\n"
2244 "\n"
2245 "#ifdef USEFOG\n"
2246 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2247 "{\n"
2248 "       float fogfrac;\n"
2249 "#ifdef USEFOGHEIGHTTEXTURE\n"
2250 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2251 "       fogfrac = fogheightpixel.a;\n"
2252 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2253 "#else\n"
2254 "# ifdef USEFOGOUTSIDE\n"
2255 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2256 "# else\n"
2257 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2258 "# endif\n"
2259 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2260 "#endif\n"
2261 "}\n"
2262 "#endif\n"
2263 "\n"
2264 "#ifdef USEOFFSETMAPPING\n"
2265 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2266 "{\n"
2267 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2268 "       // 14 sample relief mapping: linear search and then binary search\n"
2269 "       // this basically steps forward a small amount repeatedly until it finds\n"
2270 "       // itself inside solid, then jitters forward and back using decreasing\n"
2271 "       // amounts to find the impact\n"
2272 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2273 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2274 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2275 "       float3 RT = float3(TexCoord, 1);\n"
2276 "       OffsetVector *= 0.1;\n"
2277 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2278 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2279 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2280 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2281 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2282 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2283 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2284 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2285 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2286 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2287 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2288 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2289 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2290 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2291 "       return RT.xy;\n"
2292 "#else\n"
2293 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2294 "       // this basically moves forward the full distance, and then backs up based\n"
2295 "       // on height of samples\n"
2296 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2297 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2298 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2299 "       TexCoord += OffsetVector;\n"
2300 "       OffsetVector *= 0.333;\n"
2301 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2302 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2303 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2304 "       return TexCoord;\n"
2305 "#endif\n"
2306 "}\n"
2307 "#endif // USEOFFSETMAPPING\n"
2308 "\n"
2309 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2310 "#if defined(USESHADOWMAP2D)\n"
2311 "# ifdef USESHADOWMAPORTHO\n"
2312 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2313 "# else\n"
2314 "#  ifdef USESHADOWMAPVSDCT\n"
2315 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2316 "{\n"
2317 "       float3 adir = abs(dir);\n"
2318 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2319 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2320 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2321 "}\n"
2322 "#  else\n"
2323 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2324 "{\n"
2325 "       float3 adir = abs(dir);\n"
2326 "       float ma = adir.z;\n"
2327 "       float4 proj = float4(dir, 2.5);\n"
2328 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2329 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2330 "#ifdef HLSL\n"
2331 "       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"
2332 "#else\n"
2333 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2334 "       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"
2335 "#endif\n"
2336 "}\n"
2337 "#  endif\n"
2338 "# endif\n"
2339 "#endif // defined(USESHADOWMAP2D)\n"
2340 "\n"
2341 "# ifdef USESHADOWMAP2D\n"
2342 "#ifdef USESHADOWMAPVSDCT\n"
2343 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2344 "#else\n"
2345 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2346 "#endif\n"
2347 "{\n"
2348 "#ifdef USESHADOWMAPVSDCT\n"
2349 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2350 "#else\n"
2351 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2352 "#endif\n"
2353 "       float f;\n"
2354 "\n"
2355 "#  ifdef USESHADOWSAMPLER\n"
2356 "#    ifdef USESHADOWMAPPCF\n"
2357 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2358 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2359 "       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"
2360 "#    else\n"
2361 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2362 "#    endif\n"
2363 "#  else\n"
2364 "#    ifdef USESHADOWMAPPCF\n"
2365 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2366 "#      ifdef GL_ARB_texture_gather\n"
2367 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2368 "#      else\n"
2369 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2370 "#      endif\n"
2371 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2372 "#      if USESHADOWMAPPCF > 1\n"
2373 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2374 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2375 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2376 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2377 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2378 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2379 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2380 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2381 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2382 "       float4 locols = float4(group1.ab, group3.ab);\n"
2383 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2384 "       locols.yz += group2.ab;\n"
2385 "       hicols.yz += group8.rg;\n"
2386 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2387 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2388 "                               lerp(locols, hicols, offset.y);\n"
2389 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2390 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2391 "       f = dot(cols, float4(1.0/25.0));\n"
2392 "#      else\n"
2393 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2394 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2395 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2396 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2397 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2398 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2399 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2400 "#      endif\n"
2401 "#     else\n"
2402 "#      ifdef GL_EXT_gpu_shader4\n"
2403 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2404 "#      else\n"
2405 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2406 "#      endif\n"
2407 "#      if USESHADOWMAPPCF > 1\n"
2408 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2409 "       center *= ShadowMap_TextureScale;\n"
2410 "       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"
2411 "       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"
2412 "       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"
2413 "       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"
2414 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2415 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2416 "#      else\n"
2417 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2418 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2419 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2420 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2421 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2422 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2423 "#      endif\n"
2424 "#     endif\n"
2425 "#    else\n"
2426 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2427 "#    endif\n"
2428 "#  endif\n"
2429 "#  ifdef USESHADOWMAPORTHO\n"
2430 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2431 "#  else\n"
2432 "       return f;\n"
2433 "#  endif\n"
2434 "}\n"
2435 "# endif\n"
2436 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2437 "#endif // FRAGMENT_SHADER\n"
2438 "\n"
2439 "\n"
2440 "\n"
2441 "\n"
2442 "#ifdef MODE_DEFERREDGEOMETRY\n"
2443 "#ifdef VERTEX_SHADER\n"
2444 "void main\n"
2445 "(\n"
2446 "float4 gl_Vertex : POSITION,\n"
2447 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2448 "#ifdef USEVERTEXTEXTUREBLEND\n"
2449 "float4 gl_Color : COLOR0,\n"
2450 "#endif\n"
2451 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2452 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2453 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2454 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2455 "uniform float4x4 TexMatrix : register(c0),\n"
2456 "#ifdef USEVERTEXTEXTUREBLEND\n"
2457 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2458 "#endif\n"
2459 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2460 "#ifdef USEOFFSETMAPPING\n"
2461 "uniform float3 EyePosition : register(c24),\n"
2462 "#endif\n"
2463 "out float4 gl_Position : POSITION,\n"
2464 "out float4 gl_FrontColor : COLOR,\n"
2465 "out float4 TexCoordBoth : TEXCOORD0,\n"
2466 "#ifdef USEOFFSETMAPPING\n"
2467 "out float3 EyeVector : TEXCOORD2,\n"
2468 "#endif\n"
2469 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2470 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2471 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2472 ")\n"
2473 "{\n"
2474 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2476 "#ifdef HLSL\n"
2477 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2478 "#else\n"
2479 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2480 "#endif\n"
2481 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2482 "#endif\n"
2483 "\n"
2484 "       // transform unnormalized eye direction into tangent space\n"
2485 "#ifdef USEOFFSETMAPPING\n"
2486 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2487 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2488 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2489 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2490 "#endif\n"
2491 "\n"
2492 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2493 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2494 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2495 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2496 "}\n"
2497 "#endif // VERTEX_SHADER\n"
2498 "\n"
2499 "#ifdef FRAGMENT_SHADER\n"
2500 "void main\n"
2501 "(\n"
2502 "float4 TexCoordBoth : TEXCOORD0,\n"
2503 "float3 EyeVector : TEXCOORD2,\n"
2504 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2505 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2506 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2507 "uniform sampler Texture_Normal : register(s0),\n"
2508 "#ifdef USEALPHAKILL\n"
2509 "uniform sampler Texture_Color : register(s1),\n"
2510 "#endif\n"
2511 "uniform sampler Texture_Gloss : register(s2),\n"
2512 "#ifdef USEVERTEXTEXTUREBLEND\n"
2513 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2514 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2515 "#endif\n"
2516 "#ifdef USEOFFSETMAPPING\n"
2517 "uniform float OffsetMapping_Scale : register(c24),\n"
2518 "#endif\n"
2519 "uniform half SpecularPower : register(c36),\n"
2520 "out float4 gl_FragColor : COLOR\n"
2521 ")\n"
2522 "{\n"
2523 "       float2 TexCoord = TexCoordBoth.xy;\n"
2524 "#ifdef USEOFFSETMAPPING\n"
2525 "       // apply offsetmapping\n"
2526 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2527 "#define TexCoord TexCoordOffset\n"
2528 "#endif\n"
2529 "\n"
2530 "#ifdef USEALPHAKILL\n"
2531 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2532 "               discard;\n"
2533 "#endif\n"
2534 "\n"
2535 "#ifdef USEVERTEXTEXTUREBLEND\n"
2536 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2537 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2538 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2539 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2540 "#endif\n"
2541 "\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2544 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2545 "#else\n"
2546 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2547 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2548 "#endif\n"
2549 "\n"
2550 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2551 "}\n"
2552 "#endif // FRAGMENT_SHADER\n"
2553 "#else // !MODE_DEFERREDGEOMETRY\n"
2554 "\n"
2555 "\n"
2556 "\n"
2557 "\n"
2558 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2559 "#ifdef VERTEX_SHADER\n"
2560 "void main\n"
2561 "(\n"
2562 "float4 gl_Vertex : POSITION,\n"
2563 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2564 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2565 "out float4 gl_Position : POSITION,\n"
2566 "out float4 ModelViewPosition : TEXCOORD0\n"
2567 ")\n"
2568 "{\n"
2569 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2570 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2571 "}\n"
2572 "#endif // VERTEX_SHADER\n"
2573 "\n"
2574 "#ifdef FRAGMENT_SHADER\n"
2575 "void main\n"
2576 "(\n"
2577 "#ifdef HLSL\n"
2578 "float2 Pixel : VPOS,\n"
2579 "#else\n"
2580 "float2 Pixel : WPOS,\n"
2581 "#endif\n"
2582 "float4 ModelViewPosition : TEXCOORD0,\n"
2583 "uniform float4x4 ViewToLight : register(c44),\n"
2584 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2585 "uniform float3 LightPosition : register(c23),\n"
2586 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2587 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2588 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2589 "#ifdef USESPECULAR\n"
2590 "uniform half3 DeferredColor_Specular : register(c11),\n"
2591 "uniform half SpecularPower : register(c36),\n"
2592 "#endif\n"
2593 "uniform sampler Texture_Attenuation : register(s9),\n"
2594 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2595 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2596 "\n"
2597 "#ifdef USECUBEFILTER\n"
2598 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2599 "#endif\n"
2600 "\n"
2601 "#ifdef USESHADOWMAP2D\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2604 "# else\n"
2605 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2606 "# endif\n"
2607 "#endif\n"
2608 "\n"
2609 "#ifdef USESHADOWMAPVSDCT\n"
2610 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2611 "#endif\n"
2612 "\n"
2613 "#if defined(USESHADOWMAP2D)\n"
2614 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2615 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2616 "#endif\n"
2617 "\n"
2618 "out float4 gl_FragData0 : COLOR0,\n"
2619 "out float4 gl_FragData1 : COLOR1\n"
2620 ")\n"
2621 "{\n"
2622 "       // calculate viewspace pixel position\n"
2623 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2624 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2625 "       float3 position;\n"
2626 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2627 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2628 "       // decode viewspace pixel normal\n"
2629 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2630 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2631 "       // surfacenormal = pixel normal in viewspace\n"
2632 "       // LightVector = pixel to light in viewspace\n"
2633 "       // CubeVector = position in lightspace\n"
2634 "       // eyevector = pixel to view in viewspace\n"
2635 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2636 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2637 "#ifdef USEDIFFUSE\n"
2638 "       // calculate diffuse shading\n"
2639 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2640 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2641 "#endif\n"
2642 "#ifdef USESPECULAR\n"
2643 "       // calculate directional shading\n"
2644 "       float3 eyevector = position * -1.0;\n"
2645 "#  ifdef USEEXACTSPECULARMATH\n"
2646 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2647 "#  else\n"
2648 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2649 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2650 "#  endif\n"
2651 "#endif\n"
2652 "\n"
2653 "#if defined(USESHADOWMAP2D)\n"
2654 "       fade *= ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2655 "#ifdef USESHADOWMAPVSDCT\n"
2656 ", Texture_CubeProjection\n"
2657 "#endif\n"
2658 "       );\n"
2659 "#endif\n"
2660 "\n"
2661 "#ifdef USEDIFFUSE\n"
2662 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2663 "#else\n"
2664 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2665 "#endif\n"
2666 "#ifdef USESPECULAR\n"
2667 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2668 "#else\n"
2669 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2670 "#endif\n"
2671 "\n"
2672 "# ifdef USECUBEFILTER\n"
2673 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2674 "       gl_FragData0.rgb *= cubecolor;\n"
2675 "       gl_FragData1.rgb *= cubecolor;\n"
2676 "# endif\n"
2677 "}\n"
2678 "#endif // FRAGMENT_SHADER\n"
2679 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2680 "\n"
2681 "\n"
2682 "\n"
2683 "\n"
2684 "#ifdef VERTEX_SHADER\n"
2685 "void main\n"
2686 "(\n"
2687 "float4 gl_Vertex : POSITION,\n"
2688 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2689 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2690 "float4 gl_Color : COLOR0,\n"
2691 "#endif\n"
2692 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2693 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2694 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2695 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2696 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2697 "\n"
2698 "uniform float3 EyePosition : register(c24),\n"
2699 "uniform float4x4 TexMatrix : register(c0),\n"
2700 "#ifdef USEVERTEXTEXTUREBLEND\n"
2701 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2702 "#endif\n"
2703 "#ifdef MODE_LIGHTSOURCE\n"
2704 "uniform float4x4 ModelToLight : register(c20),\n"
2705 "#endif\n"
2706 "#ifdef MODE_LIGHTSOURCE\n"
2707 "uniform float3 LightPosition : register(c27),\n"
2708 "#endif\n"
2709 "#ifdef MODE_LIGHTDIRECTION\n"
2710 "uniform float3 LightDir : register(c26),\n"
2711 "#endif\n"
2712 "uniform float4 FogPlane : register(c25),\n"
2713 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2714 "uniform float3 LightPosition : register(c27),\n"
2715 "#endif\n"
2716 "#ifdef USESHADOWMAPORTHO\n"
2717 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2718 "#endif\n"
2719 "\n"
2720 "out float4 gl_FrontColor : COLOR,\n"
2721 "out float4 TexCoordBoth : TEXCOORD0,\n"
2722 "#ifdef USELIGHTMAP\n"
2723 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2724 "#endif\n"
2725 "#ifdef USEEYEVECTOR\n"
2726 "out float3 EyeVector : TEXCOORD2,\n"
2727 "#endif\n"
2728 "#ifdef USEREFLECTION\n"
2729 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2730 "#endif\n"
2731 "#ifdef USEFOG\n"
2732 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2733 "#endif\n"
2734 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2735 "out float3 LightVector : TEXCOORD1,\n"
2736 "#endif\n"
2737 "#ifdef MODE_LIGHTSOURCE\n"
2738 "out float3 CubeVector : TEXCOORD3,\n"
2739 "#endif\n"
2740 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2741 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2742 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2743 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2744 "#endif\n"
2745 "#ifdef USESHADOWMAPORTHO\n"
2746 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2747 "#endif\n"
2748 "out float4 gl_Position : POSITION\n"
2749 ")\n"
2750 "{\n"
2751 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2752 "#ifdef HLSL\n"
2753 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2754 "#else\n"
2755 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2756 "#endif\n"
2757 "#endif\n"
2758 "       // copy the surface texcoord\n"
2759 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2760 "#ifdef USEVERTEXTEXTUREBLEND\n"
2761 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2762 "#endif\n"
2763 "#ifdef USELIGHTMAP\n"
2764 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2765 "#endif\n"
2766 "\n"
2767 "#ifdef MODE_LIGHTSOURCE\n"
2768 "       // transform vertex position into light attenuation/cubemap space\n"
2769 "       // (-1 to +1 across the light box)\n"
2770 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2771 "\n"
2772 "# ifdef USEDIFFUSE\n"
2773 "       // transform unnormalized light direction into tangent space\n"
2774 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2775 "       //  normalize it per pixel)\n"
2776 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2777 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2778 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2779 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2780 "# endif\n"
2781 "#endif\n"
2782 "\n"
2783 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2784 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2785 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2786 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2787 "#endif\n"
2788 "\n"
2789 "       // transform unnormalized eye direction into tangent space\n"
2790 "#ifdef USEEYEVECTOR\n"
2791 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2792 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2793 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2794 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2795 "#endif\n"
2796 "\n"
2797 "#ifdef USEFOG\n"
2798 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2799 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2800 "#endif\n"
2801 "\n"
2802 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2803 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2804 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2805 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2806 "#endif\n"
2807 "\n"
2808 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2809 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2810 "\n"
2811 "#ifdef USESHADOWMAPORTHO\n"
2812 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2813 "#endif\n"
2814 "\n"
2815 "#ifdef USEREFLECTION\n"
2816 "       ModelViewProjectionPosition = gl_Position;\n"
2817 "#endif\n"
2818 "}\n"
2819 "#endif // VERTEX_SHADER\n"
2820 "\n"
2821 "\n"
2822 "\n"
2823 "\n"
2824 "#ifdef FRAGMENT_SHADER\n"
2825 "void main\n"
2826 "(\n"
2827 "#ifdef USEDEFERREDLIGHTMAP\n"
2828 "#ifdef HLSL\n"
2829 "float2 Pixel : VPOS,\n"
2830 "#else\n"
2831 "float2 Pixel : WPOS,\n"
2832 "#endif\n"
2833 "#endif\n"
2834 "float4 gl_FrontColor : COLOR,\n"
2835 "float4 TexCoordBoth : TEXCOORD0,\n"
2836 "#ifdef USELIGHTMAP\n"
2837 "float2 TexCoordLightmap : TEXCOORD1,\n"
2838 "#endif\n"
2839 "#ifdef USEEYEVECTOR\n"
2840 "float3 EyeVector : TEXCOORD2,\n"
2841 "#endif\n"
2842 "#ifdef USEREFLECTION\n"
2843 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2844 "#endif\n"
2845 "#ifdef USEFOG\n"
2846 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2847 "#endif\n"
2848 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2849 "float3 LightVector : TEXCOORD1,\n"
2850 "#endif\n"
2851 "#ifdef MODE_LIGHTSOURCE\n"
2852 "float3 CubeVector : TEXCOORD3,\n"
2853 "#endif\n"
2854 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2855 "float4 ModelViewPosition : TEXCOORD0,\n"
2856 "#endif\n"
2857 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2858 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2859 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2860 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2861 "#endif\n"
2862 "#ifdef USESHADOWMAPORTHO\n"
2863 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2864 "#endif\n"
2865 "\n"
2866 "uniform sampler Texture_Normal : register(s0),\n"
2867 "uniform sampler Texture_Color : register(s1),\n"
2868 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2869 "uniform sampler Texture_Gloss : register(s2),\n"
2870 "#endif\n"
2871 "#ifdef USEGLOW\n"
2872 "uniform sampler Texture_Glow : register(s3),\n"
2873 "#endif\n"
2874 "#ifdef USEVERTEXTEXTUREBLEND\n"
2875 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2876 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2877 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2878 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2879 "#endif\n"
2880 "#ifdef USEGLOW\n"
2881 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2882 "#endif\n"
2883 "#endif\n"
2884 "#ifdef USECOLORMAPPING\n"
2885 "uniform sampler Texture_Pants : register(s4),\n"
2886 "uniform sampler Texture_Shirt : register(s7),\n"
2887 "#endif\n"
2888 "#ifdef USEFOG\n"
2889 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2890 "uniform sampler Texture_FogMask : register(s8),\n"
2891 "#endif\n"
2892 "#ifdef USELIGHTMAP\n"
2893 "uniform sampler Texture_Lightmap : register(s9),\n"
2894 "#endif\n"
2895 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2896 "uniform sampler Texture_Deluxemap : register(s10),\n"
2897 "#endif\n"
2898 "#ifdef USEREFLECTION\n"
2899 "uniform sampler Texture_Reflection : register(s7),\n"
2900 "#endif\n"
2901 "\n"
2902 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2903 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2904 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2905 "#endif\n"
2906 "#ifdef USEDEFERREDLIGHTMAP\n"
2907 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2908 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2909 "#endif\n"
2910 "\n"
2911 "#ifdef USECOLORMAPPING\n"
2912 "uniform half3 Color_Pants : register(c7),\n"
2913 "uniform half3 Color_Shirt : register(c8),\n"
2914 "#endif\n"
2915 "#ifdef USEFOG\n"
2916 "uniform float3 FogColor : register(c16),\n"
2917 "uniform float FogRangeRecip : register(c20),\n"
2918 "uniform float FogPlaneViewDist : register(c19),\n"
2919 "uniform float FogHeightFade : register(c17),\n"
2920 "#endif\n"
2921 "\n"
2922 "#ifdef USEOFFSETMAPPING\n"
2923 "uniform float OffsetMapping_Scale : register(c24),\n"
2924 "#endif\n"
2925 "\n"
2926 "#ifdef USEDEFERREDLIGHTMAP\n"
2927 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2928 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2929 "uniform half3 DeferredMod_Specular : register(c13),\n"
2930 "#endif\n"
2931 "uniform half3 Color_Ambient : register(c3),\n"
2932 "uniform half3 Color_Diffuse : register(c4),\n"
2933 "uniform half3 Color_Specular : register(c5),\n"
2934 "uniform half SpecularPower : register(c36),\n"
2935 "#ifdef USEGLOW\n"
2936 "uniform half3 Color_Glow : register(c6),\n"
2937 "#endif\n"
2938 "uniform half Alpha : register(c0),\n"
2939 "#ifdef USEREFLECTION\n"
2940 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2941 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2942 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2943 "uniform half4 ReflectColor : register(c26),\n"
2944 "#endif\n"
2945 "#ifdef USEREFLECTCUBE\n"
2946 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2947 "uniform sampler Texture_ReflectMask : register(s5),\n"
2948 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2949 "#endif\n"
2950 "#ifdef MODE_LIGHTDIRECTION\n"
2951 "uniform half3 LightColor : register(c21),\n"
2952 "#endif\n"
2953 "#ifdef MODE_LIGHTSOURCE\n"
2954 "uniform half3 LightColor : register(c21),\n"
2955 "#endif\n"
2956 "\n"
2957 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2958 "uniform sampler Texture_Attenuation : register(s9),\n"
2959 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2960 "#endif\n"
2961 "\n"
2962 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2963 "\n"
2964 "#ifdef USESHADOWMAP2D\n"
2965 "# ifdef USESHADOWSAMPLER\n"
2966 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2967 "# else\n"
2968 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2969 "# endif\n"
2970 "#endif\n"
2971 "\n"
2972 "#ifdef USESHADOWMAPVSDCT\n"
2973 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2974 "#endif\n"
2975 "\n"
2976 "#if defined(USESHADOWMAP2D)\n"
2977 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2978 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2979 "#endif\n"
2980 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2981 "\n"
2982 "out float4 gl_FragColor : COLOR\n"
2983 ")\n"
2984 "{\n"
2985 "       float2 TexCoord = TexCoordBoth.xy;\n"
2986 "#ifdef USEVERTEXTEXTUREBLEND\n"
2987 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2988 "#endif\n"
2989 "#ifdef USEOFFSETMAPPING\n"
2990 "       // apply offsetmapping\n"
2991 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2992 "#define TexCoord TexCoordOffset\n"
2993 "#endif\n"
2994 "\n"
2995 "       // combine the diffuse textures (base, pants, shirt)\n"
2996 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2997 "#ifdef USEALPHAKILL\n"
2998 "       if (color.a < 0.5)\n"
2999 "               discard;\n"
3000 "#endif\n"
3001 "       color.a *= Alpha;\n"
3002 "#ifdef USECOLORMAPPING\n"
3003 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3004 "#endif\n"
3005 "#ifdef USEVERTEXTEXTUREBLEND\n"
3006 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3007 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3008 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3009 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3010 "       color.a = 1.0;\n"
3011 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3012 "#endif\n"
3013 "\n"
3014 "       // get the surface normal\n"
3015 "#ifdef USEVERTEXTEXTUREBLEND\n"
3016 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3017 "#else\n"
3018 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3019 "#endif\n"
3020 "\n"
3021 "       // get the material colors\n"
3022 "       half3 diffusetex = color.rgb;\n"
3023 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3024 "# ifdef USEVERTEXTEXTUREBLEND\n"
3025 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3026 "# else\n"
3027 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3028 "# endif\n"
3029 "#endif\n"
3030 "\n"
3031 "#ifdef USEREFLECTCUBE\n"
3032 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3033 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3034 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3035 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3036 "#endif\n"
3037 "\n"
3038 "\n"
3039 "\n"
3040 "\n"
3041 "#ifdef MODE_LIGHTSOURCE\n"
3042 "       // light source\n"
3043 "#ifdef USEDIFFUSE\n"
3044 "       half3 lightnormal = half3(normalize(LightVector));\n"
3045 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3046 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3047 "#ifdef USESPECULAR\n"
3048 "#ifdef USEEXACTSPECULARMATH\n"
3049 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3050 "#else\n"
3051 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3052 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3053 "#endif\n"
3054 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3055 "#endif\n"
3056 "#else\n"
3057 "       color.rgb = diffusetex * Color_Ambient;\n"
3058 "#endif\n"
3059 "       color.rgb *= LightColor;\n"
3060 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3061 "#if defined(USESHADOWMAP2D)\n"
3062 "       color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3063 "#ifdef USESHADOWMAPVSDCT\n"
3064 ", Texture_CubeProjection\n"
3065 "#endif\n"
3066 "       ));\n"
3067 "\n"
3068 "#endif\n"
3069 "# ifdef USECUBEFILTER\n"
3070 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3071 "# endif\n"
3072 "\n"
3073 "#ifdef USESHADOWMAP2D\n"
3074 "#ifdef USESHADOWMAPVSDCT\n"
3075 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3076 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
3077 "//     color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3078 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
3079 "#else\n"
3080 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3081 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3082 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
3083 "//     color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3084 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
3085 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3086 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3087 "//     color.r = half(shadowmaptc.z);\n"
3088 "#endif\n"
3089 "//     color.r = 1;\n"
3090 "#endif\n"
3091 "//     color.rgb = half3(1,1,1);\n"
3092 "#endif // MODE_LIGHTSOURCE\n"
3093 "\n"
3094 "\n"
3095 "\n"
3096 "\n"
3097 "#ifdef MODE_LIGHTDIRECTION\n"
3098 "#define SHADING\n"
3099 "#ifdef USEDIFFUSE\n"
3100 "       half3 lightnormal = half3(normalize(LightVector));\n"
3101 "#endif\n"
3102 "#define lightcolor LightColor\n"
3103 "#endif // MODE_LIGHTDIRECTION\n"
3104 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3105 "#define SHADING\n"
3106 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3107 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3108 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3109 "       // convert modelspace light vector to tangentspace\n"
3110 "       half3 lightnormal;\n"
3111 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3112 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3113 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3114 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3115 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3116 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3117 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3118 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3119 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3120 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3121 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3122 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3123 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3124 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3125 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3126 "#define SHADING\n"
3127 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3128 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3129 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3130 "#endif\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "\n"
3135 "#ifdef MODE_LIGHTMAP\n"
3136 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3137 "#endif // MODE_LIGHTMAP\n"
3138 "#ifdef MODE_VERTEXCOLOR\n"
3139 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3140 "#endif // MODE_VERTEXCOLOR\n"
3141 "#ifdef MODE_FLATCOLOR\n"
3142 "       color.rgb = diffusetex * Color_Ambient;\n"
3143 "#endif // MODE_FLATCOLOR\n"
3144 "\n"
3145 "\n"
3146 "\n"
3147 "\n"
3148 "#ifdef SHADING\n"
3149 "# ifdef USEDIFFUSE\n"
3150 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3151 "#  ifdef USESPECULAR\n"
3152 "#   ifdef USEEXACTSPECULARMATH\n"
3153 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3154 "#   else\n"
3155 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3156 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3157 "#   endif\n"
3158 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3159 "#  else\n"
3160 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3161 "#  endif\n"
3162 "# else\n"
3163 "       color.rgb = diffusetex * Color_Ambient;\n"
3164 "# endif\n"
3165 "#endif\n"
3166 "\n"
3167 "#ifdef USESHADOWMAPORTHO\n"
3168 "       color.rgb *= ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale);\n"
3169 "#endif\n"
3170 "\n"
3171 "#ifdef USEDEFERREDLIGHTMAP\n"
3172 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3173 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3174 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3175 "#endif\n"
3176 "\n"
3177 "#ifdef USEGLOW\n"
3178 "#ifdef USEVERTEXTEXTUREBLEND\n"
3179 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3180 "#else\n"
3181 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3182 "#endif\n"
3183 "#endif\n"
3184 "\n"
3185 "#ifdef USEFOG\n"
3186 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3187 "#endif\n"
3188 "\n"
3189 "       // 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"
3190 "#ifdef USEREFLECTION\n"
3191 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3192 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3193 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3194 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3195 "       // FIXME temporary hack to detect the case that the reflection\n"
3196 "       // gets blackened at edges due to leaving the area that contains actual\n"
3197 "       // content.\n"
3198 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3199 "       // 'appening.\n"
3200 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3201 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3202 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3203 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3204 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3205 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3206 "#endif\n"
3207 "\n"
3208 "       gl_FragColor = float4(color);\n"
3209 "}\n"
3210 "#endif // FRAGMENT_SHADER\n"
3211 "\n"
3212 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3213 "#endif // !MODE_DEFERREDGEOMETRY\n"
3214 "#endif // !MODE_WATER\n"
3215 "#endif // !MODE_REFRACTION\n"
3216 "#endif // !MODE_BLOOMBLUR\n"
3217 "#endif // !MODE_GENERIC\n"
3218 "#endif // !MODE_POSTPROCESS\n"
3219 "#endif // !MODE_SHOWDEPTH\n"
3220 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3221 ;
3222
3223 char *glslshaderstring = NULL;
3224 char *cgshaderstring = NULL;
3225 char *hlslshaderstring = NULL;
3226
3227 //=======================================================================================================================================================
3228
3229 typedef struct shaderpermutationinfo_s
3230 {
3231         const char *pretext;
3232         const char *name;
3233 }
3234 shaderpermutationinfo_t;
3235
3236 typedef struct shadermodeinfo_s
3237 {
3238         const char *vertexfilename;
3239         const char *geometryfilename;
3240         const char *fragmentfilename;
3241         const char *pretext;
3242         const char *name;
3243 }
3244 shadermodeinfo_t;
3245
3246 typedef enum shaderpermutation_e
3247 {
3248         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3249         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3250         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3251         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3252         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3253         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3254         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3255         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3256         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3257         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3258         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3259         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3260         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3261         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3262         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3263         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3264         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3265         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3266         SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3267         SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3268         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3269         SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3270         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3271         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3272         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3273         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3274         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3275         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3276         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3277 }
3278 shaderpermutation_t;
3279
3280 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3281 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3282 {
3283         {"#define USEDIFFUSE\n", " diffuse"},
3284         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3285         {"#define USEVIEWTINT\n", " viewtint"},
3286         {"#define USECOLORMAPPING\n", " colormapping"},
3287         {"#define USESATURATION\n", " saturation"},
3288         {"#define USEFOGINSIDE\n", " foginside"},
3289         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3290         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3291         {"#define USEGAMMARAMPS\n", " gammaramps"},
3292         {"#define USECUBEFILTER\n", " cubefilter"},
3293         {"#define USEGLOW\n", " glow"},
3294         {"#define USEBLOOM\n", " bloom"},
3295         {"#define USESPECULAR\n", " specular"},
3296         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3297         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3298         {"#define USEREFLECTION\n", " reflection"},
3299         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3300         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3301         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3302         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3303         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3304         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3305         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3306         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3307         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3308         {"#define USEALPHAKILL\n", " alphakill"},
3309         {"#define USEREFLECTCUBE\n", " reflectcube"},
3310 };
3311
3312 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3313 typedef enum shadermode_e
3314 {
3315         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3316         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3317         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3318         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3319         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3320         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3321         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3322         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3323         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3324         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3325         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3326         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3327         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3328         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3329         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3330         SHADERMODE_COUNT
3331 }
3332 shadermode_t;
3333
3334 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3335 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3336 {
3337         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3338         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3339         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3340         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3341         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3342         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3343         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3344         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3345         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3346         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3347         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3348         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3349         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3350         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3351         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3352 };
3353
3354 #ifdef SUPPORTCG
3355 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3356 {
3357         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3358         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3359         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3360         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3361         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3362         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3363         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3364         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3365         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3366         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3367         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3368         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3369         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3370         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3371         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3372 };
3373 #endif
3374
3375 #ifdef SUPPORTD3D
3376 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3377 {
3378         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3379         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3380         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3381         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3382         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3383         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3384         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3385         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3386         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3387         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3388         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3389         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3390         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3391         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3392         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3393 };
3394 #endif
3395
3396 struct r_glsl_permutation_s;
3397 typedef struct r_glsl_permutation_s
3398 {
3399         /// hash lookup data
3400         struct r_glsl_permutation_s *hashnext;
3401         unsigned int mode;
3402         unsigned int permutation;
3403
3404         /// indicates if we have tried compiling this permutation already
3405         qboolean compiled;
3406         /// 0 if compilation failed
3407         int program;
3408         /// locations of detected uniforms in program object, or -1 if not found
3409         int loc_Texture_First;
3410         int loc_Texture_Second;
3411         int loc_Texture_GammaRamps;
3412         int loc_Texture_Normal;
3413         int loc_Texture_Color;
3414         int loc_Texture_Gloss;
3415         int loc_Texture_Glow;
3416         int loc_Texture_SecondaryNormal;
3417         int loc_Texture_SecondaryColor;
3418         int loc_Texture_SecondaryGloss;
3419         int loc_Texture_SecondaryGlow;
3420         int loc_Texture_Pants;
3421         int loc_Texture_Shirt;
3422         int loc_Texture_FogHeightTexture;
3423         int loc_Texture_FogMask;
3424         int loc_Texture_Lightmap;
3425         int loc_Texture_Deluxemap;
3426         int loc_Texture_Attenuation;
3427         int loc_Texture_Cube;
3428         int loc_Texture_Refraction;
3429         int loc_Texture_Reflection;
3430         int loc_Texture_ShadowMap2D;
3431         int loc_Texture_CubeProjection;
3432         int loc_Texture_ScreenDepth;
3433         int loc_Texture_ScreenNormalMap;
3434         int loc_Texture_ScreenDiffuse;
3435         int loc_Texture_ScreenSpecular;
3436         int loc_Texture_ReflectMask;
3437         int loc_Texture_ReflectCube;
3438         int loc_Alpha;
3439         int loc_BloomBlur_Parameters;
3440         int loc_ClientTime;
3441         int loc_Color_Ambient;
3442         int loc_Color_Diffuse;
3443         int loc_Color_Specular;
3444         int loc_Color_Glow;
3445         int loc_Color_Pants;
3446         int loc_Color_Shirt;
3447         int loc_DeferredColor_Ambient;
3448         int loc_DeferredColor_Diffuse;
3449         int loc_DeferredColor_Specular;
3450         int loc_DeferredMod_Diffuse;
3451         int loc_DeferredMod_Specular;
3452         int loc_DistortScaleRefractReflect;
3453         int loc_EyePosition;
3454         int loc_FogColor;
3455         int loc_FogHeightFade;
3456         int loc_FogPlane;
3457         int loc_FogPlaneViewDist;
3458         int loc_FogRangeRecip;
3459         int loc_LightColor;
3460         int loc_LightDir;
3461         int loc_LightPosition;
3462         int loc_OffsetMapping_Scale;
3463         int loc_PixelSize;
3464         int loc_ReflectColor;
3465         int loc_ReflectFactor;
3466         int loc_ReflectOffset;
3467         int loc_RefractColor;
3468         int loc_Saturation;
3469         int loc_ScreenCenterRefractReflect;
3470         int loc_ScreenScaleRefractReflect;
3471         int loc_ScreenToDepth;
3472         int loc_ShadowMap_Parameters;
3473         int loc_ShadowMap_TextureScale;
3474         int loc_SpecularPower;
3475         int loc_UserVec1;
3476         int loc_UserVec2;
3477         int loc_UserVec3;
3478         int loc_UserVec4;
3479         int loc_ViewTintColor;
3480         int loc_ViewToLight;
3481         int loc_ModelToLight;
3482         int loc_TexMatrix;
3483         int loc_BackgroundTexMatrix;
3484         int loc_ModelViewProjectionMatrix;
3485         int loc_ModelViewMatrix;
3486         int loc_PixelToScreenTexCoord;
3487         int loc_ModelToReflectCube;
3488         int loc_ShadowMapMatrix;
3489         int loc_BloomColorSubtract;
3490 }
3491 r_glsl_permutation_t;
3492
3493 #define SHADERPERMUTATION_HASHSIZE 256
3494
3495 /// information about each possible shader permutation
3496 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3497 /// currently selected permutation
3498 r_glsl_permutation_t *r_glsl_permutation;
3499 /// storage for permutations linked in the hash table
3500 memexpandablearray_t r_glsl_permutationarray;
3501
3502 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3503 {
3504         //unsigned int hashdepth = 0;
3505         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3506         r_glsl_permutation_t *p;
3507         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3508         {
3509                 if (p->mode == mode && p->permutation == permutation)
3510                 {
3511                         //if (hashdepth > 10)
3512                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3513                         return p;
3514                 }
3515                 //hashdepth++;
3516         }
3517         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3518         p->mode = mode;
3519         p->permutation = permutation;
3520         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3521         r_glsl_permutationhash[mode][hashindex] = p;
3522         //if (hashdepth > 10)
3523         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3524         return p;
3525 }
3526
3527 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3528 {
3529         char *shaderstring;
3530         if (!filename || !filename[0])
3531                 return NULL;
3532         if (!strcmp(filename, "glsl/default.glsl"))
3533         {
3534                 if (!glslshaderstring)
3535                 {
3536                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3537                         if (glslshaderstring)
3538                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3539                         else
3540                                 glslshaderstring = (char *)builtinshaderstring;
3541                 }
3542                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3543                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3544                 return shaderstring;
3545         }
3546         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3547         if (shaderstring)
3548         {
3549                 if (printfromdisknotice)
3550                         Con_DPrintf("from disk %s... ", filename);
3551                 return shaderstring;
3552         }
3553         return shaderstring;
3554 }
3555
3556 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3557 {
3558         int i;
3559         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3560         int vertstrings_count = 0;
3561         int geomstrings_count = 0;
3562         int fragstrings_count = 0;
3563         char *vertexstring, *geometrystring, *fragmentstring;
3564         const char *vertstrings_list[32+3];
3565         const char *geomstrings_list[32+3];
3566         const char *fragstrings_list[32+3];
3567         char permutationname[256];
3568
3569         if (p->compiled)
3570                 return;
3571         p->compiled = true;
3572         p->program = 0;
3573
3574         permutationname[0] = 0;
3575         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3576         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3577         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3578
3579         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3580
3581         // the first pretext is which type of shader to compile as
3582         // (later these will all be bound together as a program object)
3583         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3584         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3585         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3586
3587         // the second pretext is the mode (for example a light source)
3588         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3589         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3590         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3591         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3592
3593         // now add all the permutation pretexts
3594         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3595         {
3596                 if (permutation & (1<<i))
3597                 {
3598                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3599                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3600                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3601                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3602                 }
3603                 else
3604                 {
3605                         // keep line numbers correct
3606                         vertstrings_list[vertstrings_count++] = "\n";
3607                         geomstrings_list[geomstrings_count++] = "\n";
3608                         fragstrings_list[fragstrings_count++] = "\n";
3609                 }
3610         }
3611
3612         // now append the shader text itself
3613         vertstrings_list[vertstrings_count++] = vertexstring;
3614         geomstrings_list[geomstrings_count++] = geometrystring;
3615         fragstrings_list[fragstrings_count++] = fragmentstring;
3616
3617         // if any sources were NULL, clear the respective list
3618         if (!vertexstring)
3619                 vertstrings_count = 0;
3620         if (!geometrystring)
3621                 geomstrings_count = 0;
3622         if (!fragmentstring)
3623                 fragstrings_count = 0;
3624
3625         // compile the shader program
3626         if (vertstrings_count + geomstrings_count + fragstrings_count)
3627                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3628         if (p->program)
3629         {
3630                 CHECKGLERROR
3631                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3632                 // look up all the uniform variable names we care about, so we don't
3633                 // have to look them up every time we set them
3634
3635                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3636                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3637                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3638                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3639                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3640                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3641                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3642                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3643                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3644                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3645                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3646                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3647                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3648                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3649                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3650                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3651                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3652                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3653                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3654                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3655                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3656                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3657                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3658                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3659                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3660                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3661                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3662                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3663                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3664                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3665                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3666                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3667                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3668                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3669                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3670                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3671                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3672                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3673                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3674                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3675                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3676                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3677                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3678                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3679                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3680                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3681                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3682                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3683                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3684                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3685                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3686                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3687                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3688                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3689                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3690                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3691                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3692                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3693                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3694                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3695                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3696                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3697                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3698                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3699                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3700                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3701                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3702                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3703                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3704                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3705                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3706                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3707                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3708                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3709                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3710                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3711                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3712                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3713                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3714                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3715                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3716                 // initialize the samplers to refer to the texture units we use
3717                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3718                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3719                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3720                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3721                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3722                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3723                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3724                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3725                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3726                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3727                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3728                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3729                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3730                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3731                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3732                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3733                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3734                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3735                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3736                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3737                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3738                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3739                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3740                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3741                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3742                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3743                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3744                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3745                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3746                 CHECKGLERROR
3747                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3748         }
3749         else
3750                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3751
3752         // free the strings
3753         if (vertexstring)
3754                 Mem_Free(vertexstring);
3755         if (geometrystring)
3756                 Mem_Free(geometrystring);
3757         if (fragmentstring)
3758                 Mem_Free(fragmentstring);
3759 }
3760
3761 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3762 {
3763         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3764         if (r_glsl_permutation != perm)
3765         {
3766                 r_glsl_permutation = perm;
3767                 if (!r_glsl_permutation->program)
3768                 {
3769                         if (!r_glsl_permutation->compiled)
3770                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3771                         if (!r_glsl_permutation->program)
3772                         {
3773                                 // remove features until we find a valid permutation
3774                                 int i;
3775                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3776                                 {
3777                                         // reduce i more quickly whenever it would not remove any bits
3778                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3779                                         if (!(permutation & j))
3780                                                 continue;
3781                                         permutation -= j;
3782                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3783                                         if (!r_glsl_permutation->compiled)
3784                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3785                                         if (r_glsl_permutation->program)
3786                                                 break;
3787                                 }
3788                                 if (i >= SHADERPERMUTATION_COUNT)
3789                                 {
3790                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3791                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3792                                         qglUseProgramObjectARB(0);CHECKGLERROR
3793                                         return; // no bit left to clear, entire mode is broken
3794                                 }
3795                         }
3796                 }
3797                 CHECKGLERROR
3798                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3799         }
3800         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3801         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3802         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3803 }
3804
3805 #ifdef SUPPORTCG
3806 #include <Cg/cgGL.h>
3807 struct r_cg_permutation_s;
3808 typedef struct r_cg_permutation_s
3809 {
3810         /// hash lookup data
3811         struct r_cg_permutation_s *hashnext;
3812         unsigned int mode;
3813         unsigned int permutation;
3814
3815         /// indicates if we have tried compiling this permutation already
3816         qboolean compiled;
3817         /// 0 if compilation failed
3818         CGprogram vprogram;
3819         CGprogram fprogram;
3820         /// locations of detected parameters in programs, or NULL if not found
3821         CGparameter vp_EyePosition;
3822         CGparameter vp_FogPlane;
3823         CGparameter vp_LightDir;
3824         CGparameter vp_LightPosition;
3825         CGparameter vp_ModelToLight;
3826         CGparameter vp_TexMatrix;
3827         CGparameter vp_BackgroundTexMatrix;
3828         CGparameter vp_ModelViewProjectionMatrix;
3829         CGparameter vp_ModelViewMatrix;
3830         CGparameter vp_ShadowMapMatrix;
3831
3832         CGparameter fp_Texture_First;
3833         CGparameter fp_Texture_Second;
3834         CGparameter fp_Texture_GammaRamps;
3835         CGparameter fp_Texture_Normal;
3836         CGparameter fp_Texture_Color;
3837         CGparameter fp_Texture_Gloss;
3838         CGparameter fp_Texture_Glow;
3839         CGparameter fp_Texture_SecondaryNormal;
3840         CGparameter fp_Texture_SecondaryColor;
3841         CGparameter fp_Texture_SecondaryGloss;
3842         CGparameter fp_Texture_SecondaryGlow;
3843         CGparameter fp_Texture_Pants;
3844         CGparameter fp_Texture_Shirt;
3845         CGparameter fp_Texture_FogHeightTexture;
3846         CGparameter fp_Texture_FogMask;
3847         CGparameter fp_Texture_Lightmap;
3848         CGparameter fp_Texture_Deluxemap;
3849         CGparameter fp_Texture_Attenuation;
3850         CGparameter fp_Texture_Cube;
3851         CGparameter fp_Texture_Refraction;
3852         CGparameter fp_Texture_Reflection;
3853         CGparameter fp_Texture_ShadowMap2D;
3854         CGparameter fp_Texture_CubeProjection;
3855         CGparameter fp_Texture_ScreenDepth;
3856         CGparameter fp_Texture_ScreenNormalMap;
3857         CGparameter fp_Texture_ScreenDiffuse;
3858         CGparameter fp_Texture_ScreenSpecular;
3859         CGparameter fp_Texture_ReflectMask;
3860         CGparameter fp_Texture_ReflectCube;
3861         CGparameter fp_Alpha;
3862         CGparameter fp_BloomBlur_Parameters;
3863         CGparameter fp_ClientTime;
3864         CGparameter fp_Color_Ambient;
3865         CGparameter fp_Color_Diffuse;
3866         CGparameter fp_Color_Specular;
3867         CGparameter fp_Color_Glow;
3868         CGparameter fp_Color_Pants;
3869         CGparameter fp_Color_Shirt;
3870         CGparameter fp_DeferredColor_Ambient;
3871         CGparameter fp_DeferredColor_Diffuse;
3872         CGparameter fp_DeferredColor_Specular;
3873         CGparameter fp_DeferredMod_Diffuse;
3874         CGparameter fp_DeferredMod_Specular;
3875         CGparameter fp_DistortScaleRefractReflect;
3876         CGparameter fp_EyePosition;
3877         CGparameter fp_FogColor;
3878         CGparameter fp_FogHeightFade;
3879         CGparameter fp_FogPlane;
3880         CGparameter fp_FogPlaneViewDist;
3881         CGparameter fp_FogRangeRecip;
3882         CGparameter fp_LightColor;
3883         CGparameter fp_LightDir;
3884         CGparameter fp_LightPosition;
3885         CGparameter fp_OffsetMapping_Scale;
3886         CGparameter fp_PixelSize;
3887         CGparameter fp_ReflectColor;
3888         CGparameter fp_ReflectFactor;
3889         CGparameter fp_ReflectOffset;
3890         CGparameter fp_RefractColor;
3891         CGparameter fp_Saturation;
3892         CGparameter fp_ScreenCenterRefractReflect;
3893         CGparameter fp_ScreenScaleRefractReflect;
3894         CGparameter fp_ScreenToDepth;
3895         CGparameter fp_ShadowMap_Parameters;
3896         CGparameter fp_ShadowMap_TextureScale;
3897         CGparameter fp_SpecularPower;
3898         CGparameter fp_UserVec1;
3899         CGparameter fp_UserVec2;
3900         CGparameter fp_UserVec3;
3901         CGparameter fp_UserVec4;
3902         CGparameter fp_ViewTintColor;
3903         CGparameter fp_ViewToLight;
3904         CGparameter fp_PixelToScreenTexCoord;
3905         CGparameter fp_ModelToReflectCube;
3906         CGparameter fp_BloomColorSubtract;
3907 }
3908 r_cg_permutation_t;
3909
3910 /// information about each possible shader permutation
3911 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3912 /// currently selected permutation
3913 r_cg_permutation_t *r_cg_permutation;
3914 /// storage for permutations linked in the hash table
3915 memexpandablearray_t r_cg_permutationarray;
3916
3917 #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));}}
3918
3919 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3920 {
3921         //unsigned int hashdepth = 0;
3922         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3923         r_cg_permutation_t *p;
3924         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3925         {
3926                 if (p->mode == mode && p->permutation == permutation)
3927                 {
3928                         //if (hashdepth > 10)
3929                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3930                         return p;
3931                 }
3932                 //hashdepth++;
3933         }
3934         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3935         p->mode = mode;
3936         p->permutation = permutation;
3937         p->hashnext = r_cg_permutationhash[mode][hashindex];
3938         r_cg_permutationhash[mode][hashindex] = p;
3939         //if (hashdepth > 10)
3940         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3941         return p;
3942 }
3943
3944 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3945 {
3946         char *shaderstring;
3947         if (!filename || !filename[0])
3948                 return NULL;
3949         if (!strcmp(filename, "cg/default.cg"))
3950         {
3951                 if (!cgshaderstring)
3952                 {
3953                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3954                         if (cgshaderstring)
3955                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3956                         else
3957                                 cgshaderstring = (char *)builtincgshaderstring;
3958                 }
3959                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3960                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3961                 return shaderstring;
3962         }
3963         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3964         if (shaderstring)
3965         {
3966                 if (printfromdisknotice)
3967                         Con_DPrintf("from disk %s... ", filename);
3968                 return shaderstring;
3969         }
3970         return shaderstring;
3971 }
3972
3973 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3974 {
3975         // TODO: load or create .fp and .vp shader files
3976 }
3977
3978 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3979 {
3980         int i;
3981         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3982         int vertstrings_count = 0, vertstring_length = 0;
3983         int geomstrings_count = 0, geomstring_length = 0;
3984         int fragstrings_count = 0, fragstring_length = 0;
3985         char *t;
3986         char *vertexstring, *geometrystring, *fragmentstring;
3987         char *vertstring, *geomstring, *fragstring;
3988         const char *vertstrings_list[32+3];
3989         const char *geomstrings_list[32+3];
3990         const char *fragstrings_list[32+3];
3991         char permutationname[256];
3992         char cachename[256];
3993         CGprofile vertexProfile;
3994         CGprofile fragmentProfile;
3995
3996         if (p->compiled)
3997                 return;
3998         p->compiled = true;
3999         p->vprogram = NULL;
4000         p->fprogram = NULL;
4001
4002         permutationname[0] = 0;
4003         cachename[0] = 0;
4004         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4005         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4006         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4007
4008         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4009         strlcat(cachename, "cg/", sizeof(cachename));
4010
4011         // the first pretext is which type of shader to compile as
4012         // (later these will all be bound together as a program object)
4013         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4014         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4015         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4016
4017         // the second pretext is the mode (for example a light source)
4018         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4019         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4020         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4021         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4022         strlcat(cachename, modeinfo->name, sizeof(cachename));
4023
4024         // now add all the permutation pretexts
4025         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4026         {
4027                 if (permutation & (1<<i))
4028                 {
4029                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4030                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4031                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4032                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4033                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4034                 }
4035                 else
4036                 {
4037                         // keep line numbers correct
4038                         vertstrings_list[vertstrings_count++] = "\n";
4039                         geomstrings_list[geomstrings_count++] = "\n";
4040                         fragstrings_list[fragstrings_count++] = "\n";
4041                 }
4042         }
4043
4044         // replace spaces in the cachename with _ characters
4045         for (i = 0;cachename[i];i++)
4046                 if (cachename[i] == ' ')
4047                         cachename[i] = '_';
4048
4049         // now append the shader text itself
4050         vertstrings_list[vertstrings_count++] = vertexstring;
4051         geomstrings_list[geomstrings_count++] = geometrystring;
4052         fragstrings_list[fragstrings_count++] = fragmentstring;
4053
4054         // if any sources were NULL, clear the respective list
4055         if (!vertexstring)
4056                 vertstrings_count = 0;
4057         if (!geometrystring)
4058                 geomstrings_count = 0;
4059         if (!fragmentstring)
4060                 fragstrings_count = 0;
4061
4062         vertstring_length = 0;
4063         for (i = 0;i < vertstrings_count;i++)
4064                 vertstring_length += strlen(vertstrings_list[i]);
4065         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4066         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4067                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4068
4069         geomstring_length = 0;
4070         for (i = 0;i < geomstrings_count;i++)
4071                 geomstring_length += strlen(geomstrings_list[i]);
4072         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4073         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4074                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4075
4076         fragstring_length = 0;
4077         for (i = 0;i < fragstrings_count;i++)
4078                 fragstring_length += strlen(fragstrings_list[i]);
4079         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4080         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4081                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4082
4083         CHECKGLERROR
4084         CHECKCGERROR
4085         //vertexProfile = CG_PROFILE_ARBVP1;
4086         //fragmentProfile = CG_PROFILE_ARBFP1;
4087         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4088         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4089         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4090         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4091         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4092         CHECKGLERROR
4093
4094         // try to load the cached shader, or generate one
4095         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4096
4097         // if caching failed, do a dynamic compile for now
4098         CHECKCGERROR
4099         if (vertstring[0] && !p->vprogram)
4100                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4101         CHECKCGERROR
4102         if (fragstring[0] && !p->fprogram)
4103                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4104         CHECKCGERROR
4105
4106         // look up all the uniform variable names we care about, so we don't
4107         // have to look them up every time we set them
4108         if (p->vprogram)
4109         {
4110                 CHECKCGERROR
4111                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4112                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4113                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4114                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4115                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4116                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4117                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4118                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4119                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4120                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4121                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4122                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4123                 CHECKCGERROR
4124         }
4125         if (p->fprogram)
4126         {
4127                 CHECKCGERROR
4128                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4129                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4130                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4131                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4132                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4133                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4134                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4135                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4136                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4137                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4138                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4139                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4140                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4141                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4142                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4143                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4144                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4145                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4146                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4147                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4148                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4149                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4150                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4151                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4152                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4153                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4154                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4155                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4156                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4157                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4158                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4159                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4160                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4161                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4162                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4163                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4164                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4165                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4166                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4167                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4168                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4169                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4170                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4171                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4172                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4173                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4174                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4175                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4176                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4177                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4178                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4179                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4180                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4181                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4182                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4183                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4184                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4185                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4186                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4187                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4188                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4189                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4190                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4191                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4192                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4193                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4194                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4195                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4196                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4197                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4198                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4199                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4200                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4201                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4202                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4203                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4204                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4205                 CHECKCGERROR
4206         }
4207
4208         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4209                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4210         else
4211                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4212
4213         // free the strings
4214         if (vertstring)
4215                 Mem_Free(vertstring);
4216         if (geomstring)
4217                 Mem_Free(geomstring);
4218         if (fragstring)
4219                 Mem_Free(fragstring);
4220         if (vertexstring)
4221                 Mem_Free(vertexstring);
4222         if (geometrystring)
4223                 Mem_Free(geometrystring);
4224         if (fragmentstring)
4225                 Mem_Free(fragmentstring);
4226 }
4227
4228 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4229 {
4230         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4231         CHECKGLERROR
4232         CHECKCGERROR
4233         if (r_cg_permutation != perm)
4234         {
4235                 r_cg_permutation = perm;
4236                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4237                 {
4238                         if (!r_cg_permutation->compiled)
4239                                 R_CG_CompilePermutation(perm, mode, permutation);
4240                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4241                         {
4242                                 // remove features until we find a valid permutation
4243                                 int i;
4244                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4245                                 {
4246                                         // reduce i more quickly whenever it would not remove any bits
4247                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4248                                         if (!(permutation & j))
4249                                                 continue;
4250                                         permutation -= j;
4251                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4252                                         if (!r_cg_permutation->compiled)
4253                                                 R_CG_CompilePermutation(perm, mode, permutation);
4254                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4255                                                 break;
4256                                 }
4257                                 if (i >= SHADERPERMUTATION_COUNT)
4258                                 {
4259                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4260                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4261                                         return; // no bit left to clear, entire mode is broken
4262                                 }
4263                         }
4264                 }
4265                 CHECKGLERROR
4266                 CHECKCGERROR
4267                 if (r_cg_permutation->vprogram)
4268                 {
4269                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4270                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4271                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4272                 }
4273                 else
4274                 {
4275                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4276                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4277                 }
4278                 if (r_cg_permutation->fprogram)
4279                 {
4280                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4281                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4282                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4283                 }
4284                 else
4285                 {
4286                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4287                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4288                 }
4289         }
4290         CHECKCGERROR
4291         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4292         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4293         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4294 }
4295
4296 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4297 {
4298         cgGLSetTextureParameter(param, R_GetTexture(tex));
4299         cgGLEnableTextureParameter(param);
4300 }
4301 #endif
4302
4303 #ifdef SUPPORTD3D
4304
4305 #ifdef SUPPORTD3D
4306 #include <d3d9.h>
4307 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4308 extern D3DCAPS9 vid_d3d9caps;
4309 #endif
4310
4311 struct r_hlsl_permutation_s;
4312 typedef struct r_hlsl_permutation_s
4313 {
4314         /// hash lookup data
4315         struct r_hlsl_permutation_s *hashnext;
4316         unsigned int mode;
4317         unsigned int permutation;
4318
4319         /// indicates if we have tried compiling this permutation already
4320         qboolean compiled;
4321         /// NULL if compilation failed
4322         IDirect3DVertexShader9 *vertexshader;
4323         IDirect3DPixelShader9 *pixelshader;
4324 }
4325 r_hlsl_permutation_t;
4326
4327 typedef enum D3DVSREGISTER_e
4328 {
4329         D3DVSREGISTER_TexMatrix = 0, // float4x4
4330         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4331         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4332         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4333         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4334         D3DVSREGISTER_ModelToLight = 20, // float4x4
4335         D3DVSREGISTER_EyePosition = 24,
4336         D3DVSREGISTER_FogPlane = 25,
4337         D3DVSREGISTER_LightDir = 26,
4338         D3DVSREGISTER_LightPosition = 27,
4339 }
4340 D3DVSREGISTER_t;
4341
4342 typedef enum D3DPSREGISTER_e
4343 {
4344         D3DPSREGISTER_Alpha = 0,
4345         D3DPSREGISTER_BloomBlur_Parameters = 1,
4346         D3DPSREGISTER_ClientTime = 2,
4347         D3DPSREGISTER_Color_Ambient = 3,
4348         D3DPSREGISTER_Color_Diffuse = 4,
4349         D3DPSREGISTER_Color_Specular = 5,
4350         D3DPSREGISTER_Color_Glow = 6,
4351         D3DPSREGISTER_Color_Pants = 7,
4352         D3DPSREGISTER_Color_Shirt = 8,
4353         D3DPSREGISTER_DeferredColor_Ambient = 9,
4354         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4355         D3DPSREGISTER_DeferredColor_Specular = 11,
4356         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4357         D3DPSREGISTER_DeferredMod_Specular = 13,
4358         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4359         D3DPSREGISTER_EyePosition = 15, // unused
4360         D3DPSREGISTER_FogColor = 16,
4361         D3DPSREGISTER_FogHeightFade = 17,
4362         D3DPSREGISTER_FogPlane = 18,
4363         D3DPSREGISTER_FogPlaneViewDist = 19,
4364         D3DPSREGISTER_FogRangeRecip = 20,
4365         D3DPSREGISTER_LightColor = 21,
4366         D3DPSREGISTER_LightDir = 22, // unused
4367         D3DPSREGISTER_LightPosition = 23,
4368         D3DPSREGISTER_OffsetMapping_Scale = 24,
4369         D3DPSREGISTER_PixelSize = 25,
4370         D3DPSREGISTER_ReflectColor = 26,
4371         D3DPSREGISTER_ReflectFactor = 27,
4372         D3DPSREGISTER_ReflectOffset = 28,
4373         D3DPSREGISTER_RefractColor = 29,
4374         D3DPSREGISTER_Saturation = 30,
4375         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4376         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4377         D3DPSREGISTER_ScreenToDepth = 33,
4378         D3DPSREGISTER_ShadowMap_Parameters = 34,
4379         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4380         D3DPSREGISTER_SpecularPower = 36,
4381         D3DPSREGISTER_UserVec1 = 37,
4382         D3DPSREGISTER_UserVec2 = 38,
4383         D3DPSREGISTER_UserVec3 = 39,
4384         D3DPSREGISTER_UserVec4 = 40,
4385         D3DPSREGISTER_ViewTintColor = 41,
4386         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4387         D3DPSREGISTER_BloomColorSubtract = 43,
4388         D3DPSREGISTER_ViewToLight = 44, // float4x4
4389         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4390         // next at 52
4391 }
4392 D3DPSREGISTER_t;
4393
4394 /// information about each possible shader permutation
4395 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4396 /// currently selected permutation
4397 r_hlsl_permutation_t *r_hlsl_permutation;
4398 /// storage for permutations linked in the hash table
4399 memexpandablearray_t r_hlsl_permutationarray;
4400
4401 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4402 {
4403         //unsigned int hashdepth = 0;
4404         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4405         r_hlsl_permutation_t *p;
4406         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4407         {
4408                 if (p->mode == mode && p->permutation == permutation)
4409                 {
4410                         //if (hashdepth > 10)
4411                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4412                         return p;
4413                 }
4414                 //hashdepth++;
4415         }
4416         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4417         p->mode = mode;
4418         p->permutation = permutation;
4419         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4420         r_hlsl_permutationhash[mode][hashindex] = p;
4421         //if (hashdepth > 10)
4422         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4423         return p;
4424 }
4425
4426 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4427 {
4428         char *shaderstring;
4429         if (!filename || !filename[0])
4430                 return NULL;
4431         if (!strcmp(filename, "hlsl/default.hlsl"))
4432         {
4433                 if (!hlslshaderstring)
4434                 {
4435                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4436                         if (hlslshaderstring)
4437                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4438                         else
4439                                 hlslshaderstring = (char *)builtincgshaderstring;
4440                 }
4441                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4442                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4443                 return shaderstring;
4444         }
4445         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4446         if (shaderstring)
4447         {
4448                 if (printfromdisknotice)
4449                         Con_DPrintf("from disk %s... ", filename);
4450                 return shaderstring;
4451         }
4452         return shaderstring;
4453 }
4454
4455 #include <d3dx9.h>
4456 //#include <d3dx9shader.h>
4457 //#include <d3dx9mesh.h>
4458
4459 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4460 {
4461         DWORD *vsbin = NULL;
4462         DWORD *psbin = NULL;
4463         fs_offset_t vsbinsize;
4464         fs_offset_t psbinsize;
4465 //      IDirect3DVertexShader9 *vs = NULL;
4466 //      IDirect3DPixelShader9 *ps = NULL;
4467         ID3DXBuffer *vslog = NULL;
4468         ID3DXBuffer *vsbuffer = NULL;
4469         ID3DXConstantTable *vsconstanttable = NULL;
4470         ID3DXBuffer *pslog = NULL;
4471         ID3DXBuffer *psbuffer = NULL;
4472         ID3DXConstantTable *psconstanttable = NULL;
4473         int vsresult = 0;
4474         int psresult = 0;
4475         char temp[MAX_INPUTLINE];
4476         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4477         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4478         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4479         vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4480         psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4481         if ((!vsbin && vertstring) || (!psbin && fragstring))
4482         {
4483                 const char* dllnames_d3dx9 [] =
4484                 {
4485                         "d3dx9_43.dll",
4486                         "d3dx9_42.dll",
4487                         "d3dx9_41.dll",
4488                         "d3dx9_40.dll",
4489                         "d3dx9_39.dll",
4490                         "d3dx9_38.dll",
4491                         "d3dx9_37.dll",
4492                         "d3dx9_36.dll",
4493                         "d3dx9_35.dll",
4494                         "d3dx9_34.dll",
4495                         "d3dx9_33.dll",
4496                         "d3dx9_32.dll",
4497                         "d3dx9_31.dll",
4498                         "d3dx9_30.dll",
4499                         "d3dx9_29.dll",
4500                         "d3dx9_28.dll",
4501                         "d3dx9_27.dll",
4502                         "d3dx9_26.dll",
4503                         "d3dx9_25.dll",
4504                         "d3dx9_24.dll",
4505                         NULL
4506                 };
4507                 dllhandle_t d3dx9_dll = NULL;
4508                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4509 //              HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4510                 dllfunction_t d3dx9_dllfuncs[] =
4511                 {
4512                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
4513 //                      {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
4514                         {NULL, NULL}
4515                 };
4516                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4517                 {
4518                         DWORD shaderflags = 0;
4519 //                      shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4520                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4521                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4522                         if (vertstring && vertstring[0])
4523                         {
4524 //                              FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4525 //                              vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4526                                 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4527                                 if (vsbuffer)
4528                                 {
4529                                         vsbinsize = vsbuffer->GetBufferSize();
4530                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4531                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4532                                         vsbuffer->Release();
4533                                 }
4534                                 if (vslog)
4535                                 {
4536                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4537                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4538                                         vslog->Release();
4539                                 }
4540                         }
4541                         if (fragstring && fragstring[0])
4542                         {
4543 //                              FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4544 //                              psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4545                                 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4546                                 if (psbuffer)
4547                                 {
4548                                         psbinsize = psbuffer->GetBufferSize();
4549                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4550                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4551                                         psbuffer->Release();
4552                                 }
4553                                 if (pslog)
4554                                 {
4555                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4556                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4557                                         pslog->Release();
4558                                 }
4559                         }
4560                         Sys_UnloadLibrary(&d3dx9_dll);
4561                 }
4562                 else
4563                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4564         }
4565         if (vsbin)
4566         {
4567                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4568                 if (FAILED(vsresult))
4569                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4570         }
4571         if (psbin)
4572         {
4573                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4574                 if (FAILED(psresult))
4575                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4576         }
4577         // free the shader data
4578         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4579         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4580 }
4581
4582 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4583 {
4584         int i;
4585         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4586         int vertstrings_count = 0, vertstring_length = 0;
4587         int geomstrings_count = 0, geomstring_length = 0;
4588         int fragstrings_count = 0, fragstring_length = 0;
4589         char *t;
4590         char *vertexstring, *geometrystring, *fragmentstring;
4591         char *vertstring, *geomstring, *fragstring;
4592         const char *vertstrings_list[32+3];
4593         const char *geomstrings_list[32+3];
4594         const char *fragstrings_list[32+3];
4595         char permutationname[256];
4596         char cachename[256];
4597
4598         if (p->compiled)
4599                 return;
4600         p->compiled = true;
4601         p->vertexshader = NULL;
4602         p->pixelshader = NULL;
4603
4604         permutationname[0] = 0;
4605         cachename[0] = 0;
4606         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4607         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4608         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4609
4610         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4611         strlcat(cachename, "hlsl/", sizeof(cachename));
4612
4613         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4614         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4615         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4616         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4617
4618         // the first pretext is which type of shader to compile as
4619         // (later these will all be bound together as a program object)
4620         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4621         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4622         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4623
4624         // the second pretext is the mode (for example a light source)
4625         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4626         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4627         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4628         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4629         strlcat(cachename, modeinfo->name, sizeof(cachename));
4630
4631         // now add all the permutation pretexts
4632         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4633         {
4634                 if (permutation & (1<<i))
4635                 {
4636                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4637                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4638                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4639                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4640                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4641                 }
4642                 else
4643                 {
4644                         // keep line numbers correct
4645                         vertstrings_list[vertstrings_count++] = "\n";
4646                         geomstrings_list[geomstrings_count++] = "\n";
4647                         fragstrings_list[fragstrings_count++] = "\n";
4648                 }
4649         }
4650
4651         // replace spaces in the cachename with _ characters
4652         for (i = 0;cachename[i];i++)
4653                 if (cachename[i] == ' ')
4654                         cachename[i] = '_';
4655
4656         // now append the shader text itself
4657         vertstrings_list[vertstrings_count++] = vertexstring;
4658         geomstrings_list[geomstrings_count++] = geometrystring;
4659         fragstrings_list[fragstrings_count++] = fragmentstring;
4660
4661         // if any sources were NULL, clear the respective list
4662         if (!vertexstring)
4663                 vertstrings_count = 0;
4664         if (!geometrystring)
4665                 geomstrings_count = 0;
4666         if (!fragmentstring)
4667                 fragstrings_count = 0;
4668
4669         vertstring_length = 0;
4670         for (i = 0;i < vertstrings_count;i++)
4671                 vertstring_length += strlen(vertstrings_list[i]);
4672         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4673         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4674                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4675
4676         geomstring_length = 0;
4677         for (i = 0;i < geomstrings_count;i++)
4678                 geomstring_length += strlen(geomstrings_list[i]);
4679         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4680         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4681                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4682
4683         fragstring_length = 0;
4684         for (i = 0;i < fragstrings_count;i++)
4685                 fragstring_length += strlen(fragstrings_list[i]);
4686         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4687         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4688                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4689
4690         // try to load the cached shader, or generate one
4691         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4692
4693         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4694                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4695         else
4696                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4697
4698         // free the strings
4699         if (vertstring)
4700                 Mem_Free(vertstring);
4701         if (geomstring)
4702                 Mem_Free(geomstring);
4703         if (fragstring)
4704                 Mem_Free(fragstring);
4705         if (vertexstring)
4706                 Mem_Free(vertexstring);
4707         if (geometrystring)
4708                 Mem_Free(geometrystring);
4709         if (fragmentstring)
4710                 Mem_Free(fragmentstring);
4711 }
4712
4713 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4714 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4715 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);}
4716 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);}
4717 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);}
4718 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);}
4719
4720 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4721 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4722 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);}
4723 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);}
4724 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);}
4725 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);}
4726
4727 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4728 {
4729         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4730         if (r_hlsl_permutation != perm)
4731         {
4732                 r_hlsl_permutation = perm;
4733                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4734                 {
4735                         if (!r_hlsl_permutation->compiled)
4736                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4737                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4738                         {
4739                                 // remove features until we find a valid permutation
4740                                 int i;
4741                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4742                                 {
4743                                         // reduce i more quickly whenever it would not remove any bits
4744                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4745                                         if (!(permutation & j))
4746                                                 continue;
4747                                         permutation -= j;
4748                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4749                                         if (!r_hlsl_permutation->compiled)
4750                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4751                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4752                                                 break;
4753                                 }
4754                                 if (i >= SHADERPERMUTATION_COUNT)
4755                                 {
4756                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4757                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4758                                         return; // no bit left to clear, entire mode is broken
4759                                 }
4760                         }
4761                 }
4762                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4763                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4764         }
4765         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4766         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4767         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4768 }
4769 #endif
4770
4771 void R_GLSL_Restart_f(void)
4772 {
4773         unsigned int i, limit;
4774         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4775                 Mem_Free(glslshaderstring);
4776         glslshaderstring = NULL;
4777         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4778                 Mem_Free(cgshaderstring);
4779         cgshaderstring = NULL;
4780         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4781                 Mem_Free(hlslshaderstring);
4782         hlslshaderstring = NULL;
4783         switch(vid.renderpath)
4784         {
4785         case RENDERPATH_D3D9:
4786 #ifdef SUPPORTD3D
4787                 {
4788                         r_hlsl_permutation_t *p;
4789                         r_hlsl_permutation = NULL;
4790 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4791 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4792 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4793 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4794                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4795                         for (i = 0;i < limit;i++)
4796                         {
4797                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4798                                 {
4799                                         if (p->vertexshader)
4800                                                 IDirect3DVertexShader9_Release(p->vertexshader);
4801                                         if (p->pixelshader)
4802                                                 IDirect3DPixelShader9_Release(p->pixelshader);
4803                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4804                                 }
4805                         }
4806                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4807                 }
4808 #endif
4809                 break;
4810         case RENDERPATH_D3D10:
4811                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4812                 break;
4813         case RENDERPATH_D3D11:
4814                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4815                 break;
4816         case RENDERPATH_GL20:
4817                 {
4818                         r_glsl_permutation_t *p;
4819                         r_glsl_permutation = NULL;
4820                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4821                         for (i = 0;i < limit;i++)
4822                         {
4823                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4824                                 {
4825                                         GL_Backend_FreeProgram(p->program);
4826                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4827                                 }
4828                         }
4829                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4830                 }
4831                 break;
4832         case RENDERPATH_CGGL:
4833 #ifdef SUPPORTCG
4834                 {
4835                         r_cg_permutation_t *p;
4836                         r_cg_permutation = NULL;
4837                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4838                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4839                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4840                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4841                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4842                         for (i = 0;i < limit;i++)
4843                         {
4844                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4845                                 {
4846                                         if (p->vprogram)
4847                                                 cgDestroyProgram(p->vprogram);
4848                                         if (p->fprogram)
4849                                                 cgDestroyProgram(p->fprogram);
4850                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4851                                 }
4852                         }
4853                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4854                 }
4855 #endif
4856                 break;
4857         case RENDERPATH_GL13:
4858         case RENDERPATH_GL11:
4859                 break;
4860         }
4861 }
4862
4863 void R_GLSL_DumpShader_f(void)
4864 {
4865         int i;
4866         qfile_t *file;
4867
4868         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4869         if (file)
4870         {
4871                 FS_Print(file, "/* The engine may define the following macros:\n");
4872                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4873                 for (i = 0;i < SHADERMODE_COUNT;i++)
4874                         FS_Print(file, glslshadermodeinfo[i].pretext);
4875                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4876                         FS_Print(file, shaderpermutationinfo[i].pretext);
4877                 FS_Print(file, "*/\n");
4878                 FS_Print(file, builtinshaderstring);
4879                 FS_Close(file);
4880                 Con_Printf("glsl/default.glsl written\n");
4881         }
4882         else
4883                 Con_Printf("failed to write to glsl/default.glsl\n");
4884
4885 #ifdef SUPPORTCG
4886         file = FS_OpenRealFile("cg/default.cg", "w", false);
4887         if (file)
4888         {
4889                 FS_Print(file, "/* The engine may define the following macros:\n");
4890                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4891                 for (i = 0;i < SHADERMODE_COUNT;i++)
4892                         FS_Print(file, cgshadermodeinfo[i].pretext);
4893                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4894                         FS_Print(file, shaderpermutationinfo[i].pretext);
4895                 FS_Print(file, "*/\n");
4896                 FS_Print(file, builtincgshaderstring);
4897                 FS_Close(file);
4898                 Con_Printf("cg/default.cg written\n");
4899         }
4900         else
4901                 Con_Printf("failed to write to cg/default.cg\n");
4902 #endif
4903
4904 #ifdef SUPPORTD3D
4905         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4906         if (file)
4907         {
4908                 FS_Print(file, "/* The engine may define the following macros:\n");
4909                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4910                 for (i = 0;i < SHADERMODE_COUNT;i++)
4911                         FS_Print(file, hlslshadermodeinfo[i].pretext);
4912                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4913                         FS_Print(file, shaderpermutationinfo[i].pretext);
4914                 FS_Print(file, "*/\n");
4915                 FS_Print(file, builtincgshaderstring);
4916                 FS_Close(file);
4917                 Con_Printf("hlsl/default.hlsl written\n");
4918         }
4919         else
4920                 Con_Printf("failed to write to hlsl/default.hlsl\n");
4921 #endif
4922 }
4923
4924 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4925 {
4926         if (!second)
4927                 texturemode = GL_MODULATE;
4928         switch (vid.renderpath)
4929         {
4930         case RENDERPATH_D3D9:
4931 #ifdef SUPPORTD3D
4932                 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))));
4933                 R_Mesh_TexBind(GL20TU_FIRST , first );
4934                 R_Mesh_TexBind(GL20TU_SECOND, second);
4935 #endif
4936                 break;
4937         case RENDERPATH_D3D10:
4938                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4939                 break;
4940         case RENDERPATH_D3D11:
4941                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4942                 break;
4943         case RENDERPATH_GL20:
4944                 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))));
4945                 R_Mesh_TexBind(GL20TU_FIRST , first );
4946                 R_Mesh_TexBind(GL20TU_SECOND, second);
4947                 break;
4948         case RENDERPATH_CGGL:
4949 #ifdef SUPPORTCG
4950                 CHECKCGERROR
4951                 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))));
4952                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4953                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4954 #endif
4955                 break;
4956         case RENDERPATH_GL13:
4957                 R_Mesh_TexBind(0, first );
4958                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4959                 R_Mesh_TexBind(1, second);
4960                 if (second)
4961                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4962                 break;
4963         case RENDERPATH_GL11:
4964                 R_Mesh_TexBind(0, first );
4965                 break;
4966         }
4967 }
4968
4969 void R_SetupShader_DepthOrShadow(void)
4970 {
4971         switch (vid.renderpath)
4972         {
4973         case RENDERPATH_D3D9:
4974 #ifdef SUPPORTD3D
4975                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4976 #endif
4977                 break;
4978         case RENDERPATH_D3D10:
4979                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4980                 break;
4981         case RENDERPATH_D3D11:
4982                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4983                 break;
4984         case RENDERPATH_GL20:
4985                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4986                 break;
4987         case RENDERPATH_CGGL:
4988 #ifdef SUPPORTCG
4989                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4990 #endif
4991                 break;
4992         case RENDERPATH_GL13:
4993                 R_Mesh_TexBind(0, 0);
4994                 R_Mesh_TexBind(1, 0);
4995                 break;
4996         case RENDERPATH_GL11:
4997                 R_Mesh_TexBind(0, 0);
4998                 break;
4999         }
5000 }
5001
5002 void R_SetupShader_ShowDepth(void)
5003 {
5004         switch (vid.renderpath)
5005         {
5006         case RENDERPATH_D3D9:
5007 #ifdef SUPPORTHLSL
5008                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5009 #endif
5010                 break;
5011         case RENDERPATH_D3D10:
5012                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5013                 break;
5014         case RENDERPATH_D3D11:
5015                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5016                 break;
5017         case RENDERPATH_GL20:
5018                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5019                 break;
5020         case RENDERPATH_CGGL:
5021 #ifdef SUPPORTCG
5022                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5023 #endif
5024                 break;
5025         case RENDERPATH_GL13:
5026                 break;
5027         case RENDERPATH_GL11:
5028                 break;
5029         }
5030 }
5031
5032 extern qboolean r_shadow_usingdeferredprepass;
5033 extern cvar_t r_shadow_deferred_8bitrange;
5034 extern rtexture_t *r_shadow_attenuationgradienttexture;
5035 extern rtexture_t *r_shadow_attenuation2dtexture;
5036 extern rtexture_t *r_shadow_attenuation3dtexture;
5037 extern qboolean r_shadow_usingshadowmap2d;
5038 extern qboolean r_shadow_usingshadowmaportho;
5039 extern float r_shadow_shadowmap_texturescale[2];
5040 extern float r_shadow_shadowmap_parameters[4];
5041 extern qboolean r_shadow_shadowmapvsdct;
5042 extern qboolean r_shadow_shadowmapsampler;
5043 extern int r_shadow_shadowmappcf;
5044 extern rtexture_t *r_shadow_shadowmap2dtexture;
5045 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5046 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5047 extern matrix4x4_t r_shadow_shadowmapmatrix;
5048 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5049 extern int r_shadow_prepass_width;
5050 extern int r_shadow_prepass_height;
5051 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5052 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5053 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5054 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5055 extern cvar_t gl_mesh_separatearrays;
5056 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5057 {
5058         // a blendfunc allows colormod if:
5059         // a) it can never keep the destination pixel invariant, or
5060         // b) it can keep the destination pixel invariant, and still can do so if colormodded
5061         // this is to prevent unintended side effects from colormod
5062
5063         // in formulas:
5064         // IF there is a (s, sa) for which for all (d, da),
5065         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5066         // THEN, for this (s, sa) and all (colormod, d, da):
5067         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5068         // OBVIOUSLY, this means that
5069         //   s*colormod * src(s*colormod, d, sa, da) = 0
5070         //   dst(s*colormod, d, sa, da)              = 1
5071
5072         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5073
5074         // main condition to leave dst color invariant:
5075         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5076         //   src == GL_ZERO:
5077         //     s * 0 + d * dst(s, d, sa, da) == d
5078         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5079         //       => colormod is a problem for GL_SRC_COLOR only
5080         //   src == GL_ONE:
5081         //     s + d * dst(s, d, sa, da) == d
5082         //       => s == 0
5083         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5084         //       => colormod is never problematic for these
5085         //   src == GL_SRC_COLOR:
5086         //     s*s + d * dst(s, d, sa, da) == d
5087         //       => s == 0
5088         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5089         //       => colormod is never problematic for these
5090         //   src == GL_ONE_MINUS_SRC_COLOR:
5091         //     s*(1-s) + d * dst(s, d, sa, da) == d
5092         //       => s == 0 or s == 1
5093         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5094         //       => colormod is a problem for GL_SRC_COLOR only
5095         //   src == GL_DST_COLOR
5096         //     s*d + d * dst(s, d, sa, da) == d
5097         //       => s == 1
5098         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5099         //       => colormod is always a problem
5100         //     or
5101         //       => s == 0
5102         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5103         //       => colormod is never problematic for these
5104         //       => BUT, we do not know s! We must assume it is problematic
5105         //       then... except in GL_ONE case, where we know all invariant
5106         //       cases are fine
5107         //   src == GL_ONE_MINUS_DST_COLOR
5108         //     s*(1-d) + d * dst(s, d, sa, da) == d
5109         //       => s == 0 (1-d is impossible to handle for our desired result)
5110         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5111         //       => colormod is never problematic for these
5112         //   src == GL_SRC_ALPHA
5113         //     s*sa + d * dst(s, d, sa, da) == d
5114         //       => s == 0, or sa == 0
5115         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5116         //       => colormod breaks in the case GL_SRC_COLOR only
5117         //   src == GL_ONE_MINUS_SRC_ALPHA
5118         //     s*(1-sa) + d * dst(s, d, sa, da) == d
5119         //       => s == 0, or sa == 1
5120         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5121         //       => colormod breaks in the case GL_SRC_COLOR only
5122         //   src == GL_DST_ALPHA
5123         //     s*da + d * dst(s, d, sa, da) == d
5124         //       => s == 0
5125         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5126         //       => colormod is never problematic for these
5127
5128         switch(src)
5129         {
5130                 case GL_ZERO:
5131                 case GL_ONE_MINUS_SRC_COLOR:
5132                 case GL_SRC_ALPHA:
5133                 case GL_ONE_MINUS_SRC_ALPHA:
5134                         if(dst == GL_SRC_COLOR)
5135                                 return false;
5136                         return true;
5137                 case GL_ONE:
5138                 case GL_SRC_COLOR:
5139                 case GL_ONE_MINUS_DST_COLOR:
5140                 case GL_DST_ALPHA:
5141                 case GL_ONE_MINUS_DST_ALPHA:
5142                         return true;
5143                 case GL_DST_COLOR:
5144                         if(dst == GL_ONE)
5145                                 return true;
5146                         return false;
5147                 default:
5148                         return false;
5149         }
5150 }
5151 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)
5152 {
5153         // select a permutation of the lighting shader appropriate to this
5154         // combination of texture, entity, light source, and fogging, only use the
5155         // minimum features necessary to avoid wasting rendering time in the
5156         // fragment shader on features that are not being used
5157         unsigned int permutation = 0;
5158         unsigned int mode = 0;
5159         qboolean allow_colormod;
5160         static float dummy_colormod[3] = {1, 1, 1};
5161         float *colormod = rsurface.colormod;
5162         float m16f[16];
5163         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5164         if (rsurfacepass == RSURFPASS_BACKGROUND)
5165         {
5166                 // distorted background
5167                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5168                         mode = SHADERMODE_WATER;
5169                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5170                         mode = SHADERMODE_REFRACTION;
5171                 else
5172                 {
5173                         mode = SHADERMODE_GENERIC;
5174                         permutation |= SHADERPERMUTATION_DIFFUSE;
5175                 }
5176                 GL_AlphaTest(false);
5177                 GL_BlendFunc(GL_ONE, GL_ZERO);
5178                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5179         }
5180         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5181         {
5182                 if (r_glsl_offsetmapping.integer)
5183                 {
5184                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5185                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5186                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5187                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5188                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5189                         {
5190                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5191                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5192                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5193                         }
5194                 }
5195                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5196                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5197                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5198                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5199                 // normalmap (deferred prepass), may use alpha test on diffuse
5200                 mode = SHADERMODE_DEFERREDGEOMETRY;
5201                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5202                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5203                 GL_AlphaTest(false);
5204                 GL_BlendFunc(GL_ONE, GL_ZERO);
5205                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5206         }
5207         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5208         {
5209                 if (r_glsl_offsetmapping.integer)
5210                 {
5211                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5212                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5213                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5214                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5215                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5216                         {
5217                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5218                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5219                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5220                         }
5221                 }
5222                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5223                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5224                 // light source
5225                 mode = SHADERMODE_LIGHTSOURCE;
5226                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5227                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5228                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5229                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5230                 if (diffusescale > 0)
5231                         permutation |= SHADERPERMUTATION_DIFFUSE;
5232                 if (specularscale > 0)
5233                 {
5234                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5235                         if (r_shadow_glossexact.integer)
5236                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5237                 }
5238                 if (r_refdef.fogenabled)
5239                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5240                 if (rsurface.texture->colormapping)
5241                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5242                 if (r_shadow_usingshadowmap2d)
5243                 {
5244                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5245                         if(r_shadow_shadowmapvsdct)
5246                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5247
5248                         if (r_shadow_shadowmapsampler)
5249                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5250                         if (r_shadow_shadowmappcf > 1)
5251                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5252                         else if (r_shadow_shadowmappcf)
5253                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5254                 }
5255                 if (rsurface.texture->reflectmasktexture)
5256                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5257                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5258                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5259                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5260         }
5261         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5262         {
5263                 if (r_glsl_offsetmapping.integer)
5264                 {
5265                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5266                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5267                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5268                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5269                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5270                         {
5271                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5272                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5273                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5274                         }
5275                 }
5276                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5277                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5278                 // unshaded geometry (fullbright or ambient model lighting)
5279                 mode = SHADERMODE_FLATCOLOR;
5280                 ambientscale = diffusescale = specularscale = 0;
5281                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5282                         permutation |= SHADERPERMUTATION_GLOW;
5283                 if (r_refdef.fogenabled)
5284                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5285                 if (rsurface.texture->colormapping)
5286                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5287                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5288                 {
5289                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5290                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5291
5292                         if (r_shadow_shadowmapsampler)
5293                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5294                         if (r_shadow_shadowmappcf > 1)
5295                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5296                         else if (r_shadow_shadowmappcf)
5297                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5298                 }
5299                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5300                         permutation |= SHADERPERMUTATION_REFLECTION;
5301                 if (rsurface.texture->reflectmasktexture)
5302                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5303                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5304                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5305                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5306         }
5307         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5308         {
5309                 if (r_glsl_offsetmapping.integer)
5310                 {
5311                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5312                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5313                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5314                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5315                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5316                         {
5317                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5318                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5319                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5320                         }
5321                 }
5322                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5323                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5324                 // directional model lighting
5325                 mode = SHADERMODE_LIGHTDIRECTION;
5326                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5327                         permutation |= SHADERPERMUTATION_GLOW;
5328                 permutation |= SHADERPERMUTATION_DIFFUSE;
5329                 if (specularscale > 0)
5330                 {
5331                         permutation |= SHADERPERMUTATION_SPECULAR;
5332                         if (r_shadow_glossexact.integer)
5333                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5334                 }
5335                 if (r_refdef.fogenabled)
5336                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5337                 if (rsurface.texture->colormapping)
5338                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5339                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5340                 {
5341                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5342                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5343
5344                         if (r_shadow_shadowmapsampler)
5345                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5346                         if (r_shadow_shadowmappcf > 1)
5347                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5348                         else if (r_shadow_shadowmappcf)
5349                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5350                 }
5351                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5352                         permutation |= SHADERPERMUTATION_REFLECTION;
5353                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5354                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5355                 if (rsurface.texture->reflectmasktexture)
5356                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5357                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5358                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5359                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5360         }
5361         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5362         {
5363                 if (r_glsl_offsetmapping.integer)
5364                 {
5365                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5366                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5367                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5368                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5369                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5370                         {
5371                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5372                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5373                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5374                         }
5375                 }
5376                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5377                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5378                 // ambient model lighting
5379                 mode = SHADERMODE_LIGHTDIRECTION;
5380                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5381                         permutation |= SHADERPERMUTATION_GLOW;
5382                 if (r_refdef.fogenabled)
5383                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5384                 if (rsurface.texture->colormapping)
5385                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5386                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5387                 {
5388                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5389                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5390
5391                         if (r_shadow_shadowmapsampler)
5392                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5393                         if (r_shadow_shadowmappcf > 1)
5394                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5395                         else if (r_shadow_shadowmappcf)
5396                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5397                 }
5398                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5399                         permutation |= SHADERPERMUTATION_REFLECTION;
5400                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5401                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5402                 if (rsurface.texture->reflectmasktexture)
5403                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5404                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5405                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5406                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5407         }
5408         else
5409         {
5410                 if (r_glsl_offsetmapping.integer)
5411                 {
5412                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5413                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5414                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5415                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5416                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5417                         {
5418                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5419                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5420                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5421                         }
5422                 }
5423                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5424                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5425                 // lightmapped wall
5426                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5427                         permutation |= SHADERPERMUTATION_GLOW;
5428                 if (r_refdef.fogenabled)
5429                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5430                 if (rsurface.texture->colormapping)
5431                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5432                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5433                 {
5434                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5435                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5436
5437                         if (r_shadow_shadowmapsampler)
5438                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5439                         if (r_shadow_shadowmappcf > 1)
5440                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5441                         else if (r_shadow_shadowmappcf)
5442                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5443                 }
5444                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5445                         permutation |= SHADERPERMUTATION_REFLECTION;
5446                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5447                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5448                 if (rsurface.texture->reflectmasktexture)
5449                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5450                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5451                 {
5452                         // deluxemapping (light direction texture)
5453                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5454                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5455                         else
5456                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5457                         permutation |= SHADERPERMUTATION_DIFFUSE;
5458                         if (specularscale > 0)
5459                         {
5460                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5461                                 if (r_shadow_glossexact.integer)
5462                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5463                         }
5464                 }
5465                 else if (r_glsl_deluxemapping.integer >= 2)
5466                 {
5467                         // fake deluxemapping (uniform light direction in tangentspace)
5468                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5469                         permutation |= SHADERPERMUTATION_DIFFUSE;
5470                         if (specularscale > 0)
5471                         {
5472                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5473                                 if (r_shadow_glossexact.integer)
5474                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5475                         }
5476                 }
5477                 else if (rsurface.uselightmaptexture)
5478                 {
5479                         // ordinary lightmapping (q1bsp, q3bsp)
5480                         mode = SHADERMODE_LIGHTMAP;
5481                 }
5482                 else
5483                 {
5484                         // ordinary vertex coloring (q3bsp)
5485                         mode = SHADERMODE_VERTEXCOLOR;
5486                 }
5487                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5488                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5489                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5490         }
5491         if(!allow_colormod)
5492                 colormod = dummy_colormod;
5493         switch(vid.renderpath)
5494         {
5495         case RENDERPATH_D3D9:
5496 #ifdef SUPPORTD3D
5497                 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);
5498                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5499                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5500                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5501                 if (mode == SHADERMODE_LIGHTSOURCE)
5502                 {
5503                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5504                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5505                 }
5506                 else
5507                 {
5508                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5509                         {
5510                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5511                         }
5512                 }
5513                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5514                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5515                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5516                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5517                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5518
5519                 if (mode == SHADERMODE_LIGHTSOURCE)
5520                 {
5521                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5522                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5523                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5524                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5525                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5526
5527                         // additive passes are only darkened by fog, not tinted
5528                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5529                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5530                 }
5531                 else
5532                 {
5533                         if (mode == SHADERMODE_FLATCOLOR)
5534                         {
5535                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5536                         }
5537                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5538                         {
5539                                 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]);
5540                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5541                                 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);
5542                                 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);
5543                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5544                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5545                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5546                         }
5547                         else
5548                         {
5549                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5550                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5551                                 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);
5552                                 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);
5553                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5554                         }
5555                         // additive passes are only darkened by fog, not tinted
5556                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5557                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5558                         else
5559                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5560                         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);
5561                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5562                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5563                         hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5564                         hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5565                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5566                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5567                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5568                 }
5569                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5570                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5571                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5572                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5573                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5574                 if (rsurface.texture->pantstexture)
5575                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5576                 else
5577                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5578                 if (rsurface.texture->shirttexture)
5579                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5580                 else
5581                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5582                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5583                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5584                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5585                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5586                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5587                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5588                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5589
5590                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5591                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5592                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5593                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5594                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5595                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5596                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5597                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5598                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5599                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5600                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5601                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5602                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5603                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5604                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5605                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5606                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5607                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5608                 {
5609                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5610                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5611                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5612                 }
5613                 else
5614                 {
5615                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5616                 }
5617 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5618 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5619                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5620                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5621                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5622                 {
5623                         R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5624                         if (rsurface.rtlight)
5625                         {
5626                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5627                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5628                         }
5629                 }
5630 #endif
5631                 break;
5632         case RENDERPATH_D3D10:
5633                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5634                 break;
5635         case RENDERPATH_D3D11:
5636                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5637                 break;
5638         case RENDERPATH_GL20:
5639                 if (gl_mesh_separatearrays.integer)
5640                 {
5641                         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);
5642                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5643                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5644                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5645                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5646                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5647                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5648                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5649                 }
5650                 else
5651                 {
5652                         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);
5653                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5654                 }
5655                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5656                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5657                 if (mode == SHADERMODE_LIGHTSOURCE)
5658                 {
5659                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5660                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5661                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5662                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5663                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5664                         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);
5665         
5666                         // additive passes are only darkened by fog, not tinted
5667                         if (r_glsl_permutation->loc_FogColor >= 0)
5668                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5669                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5670                 }
5671                 else
5672                 {
5673                         if (mode == SHADERMODE_FLATCOLOR)
5674                         {
5675                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5676                         }
5677                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5678                         {
5679                                 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]);
5680                                 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]);
5681                                 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);
5682                                 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);
5683                                 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);
5684                                 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]);
5685                                 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]);
5686                         }
5687                         else
5688                         {
5689                                 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]);
5690                                 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]);
5691                                 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);
5692                                 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);
5693                                 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);
5694                         }
5695                         // additive passes are only darkened by fog, not tinted
5696                         if (r_glsl_permutation->loc_FogColor >= 0)
5697                         {
5698                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5699                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5700                                 else
5701                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5702                         }
5703                         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);
5704                         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]);
5705                         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]);
5706                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5707                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5708                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5709                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5710                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5711                 }
5712                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5713                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5714                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5715                 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]);
5716                 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]);
5717
5718                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5719                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5720                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5721                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5722                 {
5723                         if (rsurface.texture->pantstexture)
5724                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5725                         else
5726                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5727                 }
5728                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5729                 {
5730                         if (rsurface.texture->shirttexture)
5731                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5732                         else
5733                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5734                 }
5735                 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]);
5736                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5737                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5738                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5739                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5740                 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]);
5741                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5742
5743         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5744         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5745         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5746                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5747                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5748                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5749                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5750                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5751                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5752                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5753                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5754                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5755                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5756                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5757                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5758                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5759                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5760                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5761                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5762                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5763                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5764                 {
5765                         if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5766                         else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5767                         if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5768                 }
5769                 else
5770                 {
5771                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5772                 }
5773 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5774 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5775                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5776                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5777                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5778                 {
5779                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5780                         if (rsurface.rtlight)
5781                         {
5782                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5783                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5784                         }
5785                 }
5786                 CHECKGLERROR
5787                 break;
5788         case RENDERPATH_CGGL:
5789 #ifdef SUPPORTCG
5790                 if (gl_mesh_separatearrays.integer)
5791                 {
5792                         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);
5793                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5794                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5795                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5796                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5797                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5798                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5799                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5800                 }
5801                 else
5802                 {
5803                         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);
5804                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5805                 }
5806                 R_SetupShader_SetPermutationCG(mode, permutation);
5807                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5808                 if (mode == SHADERMODE_LIGHTSOURCE)
5809                 {
5810                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5811                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5812                 }
5813                 else
5814                 {
5815                         if (mode == SHADERMODE_LIGHTDIRECTION)
5816                         {
5817                                 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
5818                         }
5819                 }
5820                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5821                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5822                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5823                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5824                 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
5825                 CHECKGLERROR
5826
5827                 if (mode == SHADERMODE_LIGHTSOURCE)
5828                 {
5829                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5830                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5831                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5832                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5833                         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
5834
5835                         // additive passes are only darkened by fog, not tinted
5836                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5837                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5838                 }
5839                 else
5840                 {
5841                         if (mode == SHADERMODE_FLATCOLOR)
5842                         {
5843                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5844                         }
5845                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5846                         {
5847                                 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
5848                                 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
5849                                 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
5850                                 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
5851                                 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
5852                                 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
5853                                 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
5854                         }
5855                         else
5856                         {
5857                                 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
5858                                 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
5859                                 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
5860                                 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
5861                                 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
5862                         }
5863                         // additive passes are only darkened by fog, not tinted
5864                         if (r_cg_permutation->fp_FogColor)
5865                         {
5866                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5867                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5868                                 else
5869                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5870                                 CHECKCGERROR
5871                         }
5872                         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
5873                         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
5874                         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
5875                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5876                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5877                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5878                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5879                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5880                 }
5881                 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
5882                 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
5883                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5884                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5885                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5886                 if (r_cg_permutation->fp_Color_Pants)
5887                 {
5888                         if (rsurface.texture->pantstexture)
5889                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5890                         else
5891                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5892                         CHECKCGERROR
5893                 }
5894                 if (r_cg_permutation->fp_Color_Shirt)
5895                 {
5896                         if (rsurface.texture->shirttexture)
5897                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5898                         else
5899                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5900                         CHECKCGERROR
5901                 }
5902                 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
5903                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5904                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5905                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5906                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5907                 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
5908                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5909
5910         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5911         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5912         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5913                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5914                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5915                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5916                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5917                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5918                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5919                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5920                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5921                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5922                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5923                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5924                 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
5925                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5926                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5927                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
5928                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
5929                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5930                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5931                 {
5932                         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
5933                         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
5934                         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
5935                 }
5936                 else
5937                 {
5938                         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
5939                 }
5940                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5941                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5942                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5943                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5944                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5945                 {
5946                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5947                         if (rsurface.rtlight)
5948                         {
5949                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5950                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5951                         }
5952                 }
5953
5954                 CHECKGLERROR
5955 #endif
5956                 break;
5957         case RENDERPATH_GL13:
5958         case RENDERPATH_GL11:
5959                 break;
5960         }
5961 }
5962
5963 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5964 {
5965         // select a permutation of the lighting shader appropriate to this
5966         // combination of texture, entity, light source, and fogging, only use the
5967         // minimum features necessary to avoid wasting rendering time in the
5968         // fragment shader on features that are not being used
5969         unsigned int permutation = 0;
5970         unsigned int mode = 0;
5971         const float *lightcolorbase = rtlight->currentcolor;
5972         float ambientscale = rtlight->ambientscale;
5973         float diffusescale = rtlight->diffusescale;
5974         float specularscale = rtlight->specularscale;
5975         // this is the location of the light in view space
5976         vec3_t viewlightorigin;
5977         // this transforms from view space (camera) to light space (cubemap)
5978         matrix4x4_t viewtolight;
5979         matrix4x4_t lighttoview;
5980         float viewtolight16f[16];
5981         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5982         // light source
5983         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5984         if (rtlight->currentcubemap != r_texture_whitecube)
5985                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5986         if (diffusescale > 0)
5987                 permutation |= SHADERPERMUTATION_DIFFUSE;
5988         if (specularscale > 0)
5989         {
5990                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5991                 if (r_shadow_glossexact.integer)
5992                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5993         }
5994         if (r_shadow_usingshadowmap2d)
5995         {
5996                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5997                 if (r_shadow_shadowmapvsdct)
5998                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5999
6000                 if (r_shadow_shadowmapsampler)
6001                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6002                 if (r_shadow_shadowmappcf > 1)
6003                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6004                 else if (r_shadow_shadowmappcf)
6005                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6006         }
6007         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6008         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6009         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6010         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6011         switch(vid.renderpath)
6012         {
6013         case RENDERPATH_D3D9:
6014 #ifdef SUPPORTD3D
6015                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6016                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6017                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6018                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6019                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6020                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6021                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6022                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6023                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6024                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6025                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6026
6027                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6028                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6029                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6030                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6031                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6032                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6033 #endif
6034                 break;
6035         case RENDERPATH_D3D10:
6036                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6037                 break;
6038         case RENDERPATH_D3D11:
6039                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6040                 break;
6041         case RENDERPATH_GL20:
6042                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6043                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6044                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6045                 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);
6046                 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);
6047                 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);
6048                 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]);
6049                 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]);
6050                 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));
6051                 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]);
6052                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6053
6054                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6055                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6056                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6057                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6058                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6059                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6060                 break;
6061         case RENDERPATH_CGGL:
6062 #ifdef SUPPORTCG
6063                 R_SetupShader_SetPermutationCG(mode, permutation);
6064                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6065                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6066                 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
6067                 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
6068                 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
6069                 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
6070                 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
6071                 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
6072                 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
6073                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6074
6075                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6076                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6077                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6078                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6079                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6080                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6081 #endif
6082                 break;
6083         case RENDERPATH_GL13:
6084         case RENDERPATH_GL11:
6085                 break;
6086         }
6087 }
6088
6089 #define SKINFRAME_HASH 1024
6090
6091 typedef struct
6092 {
6093         int loadsequence; // incremented each level change
6094         memexpandablearray_t array;
6095         skinframe_t *hash[SKINFRAME_HASH];
6096 }
6097 r_skinframe_t;
6098 r_skinframe_t r_skinframe;
6099
6100 void R_SkinFrame_PrepareForPurge(void)
6101 {
6102         r_skinframe.loadsequence++;
6103         // wrap it without hitting zero
6104         if (r_skinframe.loadsequence >= 200)
6105                 r_skinframe.loadsequence = 1;
6106 }
6107
6108 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6109 {
6110         if (!skinframe)
6111                 return;
6112         // mark the skinframe as used for the purging code
6113         skinframe->loadsequence = r_skinframe.loadsequence;
6114 }
6115
6116 void R_SkinFrame_Purge(void)
6117 {
6118         int i;
6119         skinframe_t *s;
6120         for (i = 0;i < SKINFRAME_HASH;i++)
6121         {
6122                 for (s = r_skinframe.hash[i];s;s = s->next)
6123                 {
6124                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6125                         {
6126                                 if (s->merged == s->base)
6127                                         s->merged = NULL;
6128                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6129                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6130                                 R_PurgeTexture(s->merged);s->merged = NULL;
6131                                 R_PurgeTexture(s->base  );s->base   = NULL;
6132                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6133                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6134                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6135                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6136                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6137                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6138                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6139                                 s->loadsequence = 0;
6140                         }
6141                 }
6142         }
6143 }
6144
6145 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6146         skinframe_t *item;
6147         char basename[MAX_QPATH];
6148
6149         Image_StripImageExtension(name, basename, sizeof(basename));
6150
6151         if( last == NULL ) {
6152                 int hashindex;
6153                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6154                 item = r_skinframe.hash[hashindex];
6155         } else {
6156                 item = last->next;
6157         }
6158
6159         // linearly search through the hash bucket
6160         for( ; item ; item = item->next ) {
6161                 if( !strcmp( item->basename, basename ) ) {
6162                         return item;
6163                 }
6164         }
6165         return NULL;
6166 }
6167
6168 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6169 {
6170         skinframe_t *item;
6171         int hashindex;
6172         char basename[MAX_QPATH];
6173
6174         Image_StripImageExtension(name, basename, sizeof(basename));
6175
6176         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6177         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6178                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6179                         break;
6180
6181         if (!item) {
6182                 rtexture_t *dyntexture;
6183                 // check whether its a dynamic texture
6184                 dyntexture = CL_GetDynTexture( basename );
6185                 if (!add && !dyntexture)
6186                         return NULL;
6187                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6188                 memset(item, 0, sizeof(*item));
6189                 strlcpy(item->basename, basename, sizeof(item->basename));
6190                 item->base = dyntexture; // either NULL or dyntexture handle
6191                 item->textureflags = textureflags;
6192                 item->comparewidth = comparewidth;
6193                 item->compareheight = compareheight;
6194                 item->comparecrc = comparecrc;
6195                 item->next = r_skinframe.hash[hashindex];
6196                 r_skinframe.hash[hashindex] = item;
6197         }
6198         else if( item->base == NULL )
6199         {
6200                 rtexture_t *dyntexture;
6201                 // check whether its a dynamic texture
6202                 // 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]
6203                 dyntexture = CL_GetDynTexture( basename );
6204                 item->base = dyntexture; // either NULL or dyntexture handle
6205         }
6206
6207         R_SkinFrame_MarkUsed(item);
6208         return item;
6209 }
6210
6211 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6212         { \
6213                 unsigned long long avgcolor[5], wsum; \
6214                 int pix, comp, w; \
6215                 avgcolor[0] = 0; \
6216                 avgcolor[1] = 0; \
6217                 avgcolor[2] = 0; \
6218                 avgcolor[3] = 0; \
6219                 avgcolor[4] = 0; \
6220                 wsum = 0; \
6221                 for(pix = 0; pix < cnt; ++pix) \
6222                 { \
6223                         w = 0; \
6224                         for(comp = 0; comp < 3; ++comp) \
6225                                 w += getpixel; \
6226                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6227                         { \
6228                                 ++wsum; \
6229                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6230                                 w = getpixel; \
6231                                 for(comp = 0; comp < 3; ++comp) \
6232                                         avgcolor[comp] += getpixel * w; \
6233                                 avgcolor[3] += w; \
6234                         } \
6235                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6236                         avgcolor[4] += getpixel; \
6237                 } \
6238                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6239                         avgcolor[3] = 1; \
6240                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6241                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6242                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6243                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6244         }
6245
6246 extern cvar_t gl_picmip;
6247 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6248 {
6249         int j;
6250         unsigned char *pixels;
6251         unsigned char *bumppixels;
6252         unsigned char *basepixels = NULL;
6253         int basepixels_width = 0;
6254         int basepixels_height = 0;
6255         skinframe_t *skinframe;
6256         rtexture_t *ddsbase = NULL;
6257         qboolean ddshasalpha = false;
6258         float ddsavgcolor[4];
6259         char basename[MAX_QPATH];
6260         int miplevel = R_PicmipForFlags(textureflags);
6261         int savemiplevel = miplevel;
6262         int mymiplevel;
6263
6264         if (cls.state == ca_dedicated)
6265                 return NULL;
6266
6267         // return an existing skinframe if already loaded
6268         // if loading of the first image fails, don't make a new skinframe as it
6269         // would cause all future lookups of this to be missing
6270         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6271         if (skinframe && skinframe->base)
6272                 return skinframe;
6273
6274         Image_StripImageExtension(name, basename, sizeof(basename));
6275
6276         // check for DDS texture file first
6277         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6278         {
6279                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6280                 if (basepixels == NULL)
6281                         return NULL;
6282         }
6283
6284         // FIXME handle miplevel
6285
6286         if (developer_loading.integer)
6287                 Con_Printf("loading skin \"%s\"\n", name);
6288
6289         // we've got some pixels to store, so really allocate this new texture now
6290         if (!skinframe)
6291                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6292         skinframe->stain = NULL;
6293         skinframe->merged = NULL;
6294         skinframe->base = NULL;
6295         skinframe->pants = NULL;
6296         skinframe->shirt = NULL;
6297         skinframe->nmap = NULL;
6298         skinframe->gloss = NULL;
6299         skinframe->glow = NULL;
6300         skinframe->fog = NULL;
6301         skinframe->reflect = NULL;
6302         skinframe->hasalpha = false;
6303
6304         if (ddsbase)
6305         {
6306                 skinframe->base = ddsbase;
6307                 skinframe->hasalpha = ddshasalpha;
6308                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6309                 if (r_loadfog && skinframe->hasalpha)
6310                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6311                 //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]);
6312         }
6313         else
6314         {
6315                 basepixels_width = image_width;
6316                 basepixels_height = image_height;
6317                 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);
6318                 if (textureflags & TEXF_ALPHA)
6319                 {
6320                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6321                         {
6322                                 if (basepixels[j] < 255)
6323                                 {
6324                                         skinframe->hasalpha = true;
6325                                         break;
6326                                 }
6327                         }
6328                         if (r_loadfog && skinframe->hasalpha)
6329                         {
6330                                 // has transparent pixels
6331                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6332                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6333                                 {
6334                                         pixels[j+0] = 255;
6335                                         pixels[j+1] = 255;
6336                                         pixels[j+2] = 255;
6337                                         pixels[j+3] = basepixels[j+3];
6338                                 }
6339                                 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);
6340                                 Mem_Free(pixels);
6341                         }
6342                 }
6343                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6344                 //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]);
6345                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6346                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6347                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6348                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6349         }
6350
6351         if (r_loaddds)
6352         {
6353                 mymiplevel = savemiplevel;
6354                 if (r_loadnormalmap)
6355                         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);
6356                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6357                 if (r_loadgloss)
6358                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6359                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6360                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6361                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6362         }
6363
6364         // _norm is the name used by tenebrae and has been adopted as standard
6365         if (r_loadnormalmap && skinframe->nmap == NULL)
6366         {
6367                 mymiplevel = savemiplevel;
6368                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6369                 {
6370                         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);
6371                         Mem_Free(pixels);
6372                         pixels = NULL;
6373                 }
6374                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6375                 {
6376                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6377                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6378                         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);
6379                         Mem_Free(pixels);
6380                         Mem_Free(bumppixels);
6381                 }
6382                 else if (r_shadow_bumpscale_basetexture.value > 0)
6383                 {
6384                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6385                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6386                         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);
6387                         Mem_Free(pixels);
6388                 }
6389                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6390                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6391         }
6392
6393         // _luma is supported only for tenebrae compatibility
6394         // _glow is the preferred name
6395         mymiplevel = savemiplevel;
6396         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))))
6397         {
6398                 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);
6399                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6400                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6401                 Mem_Free(pixels);pixels = NULL;
6402         }
6403
6404         mymiplevel = savemiplevel;
6405         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6406         {
6407                 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);
6408                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6409                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6410                 Mem_Free(pixels);
6411                 pixels = NULL;
6412         }
6413
6414         mymiplevel = savemiplevel;
6415         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6416         {
6417                 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);
6418                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6419                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6420                 Mem_Free(pixels);
6421                 pixels = NULL;
6422         }
6423
6424         mymiplevel = savemiplevel;
6425         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6426         {
6427                 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);
6428                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6429                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6430                 Mem_Free(pixels);
6431                 pixels = NULL;
6432         }
6433
6434         mymiplevel = savemiplevel;
6435         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6436         {
6437                 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);
6438                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6439                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6440                 Mem_Free(pixels);
6441                 pixels = NULL;
6442         }
6443
6444         if (basepixels)
6445                 Mem_Free(basepixels);
6446
6447         return skinframe;
6448 }
6449
6450 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6451 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6452 {
6453         int i;
6454         unsigned char *temp1, *temp2;
6455         skinframe_t *skinframe;
6456
6457         if (cls.state == ca_dedicated)
6458                 return NULL;
6459
6460         // if already loaded just return it, otherwise make a new skinframe
6461         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6462         if (skinframe && skinframe->base)
6463                 return skinframe;
6464
6465         skinframe->stain = NULL;
6466         skinframe->merged = NULL;
6467         skinframe->base = NULL;
6468         skinframe->pants = NULL;
6469         skinframe->shirt = NULL;
6470         skinframe->nmap = NULL;
6471         skinframe->gloss = NULL;
6472         skinframe->glow = NULL;
6473         skinframe->fog = NULL;
6474         skinframe->reflect = NULL;
6475         skinframe->hasalpha = false;
6476
6477         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6478         if (!skindata)
6479                 return NULL;
6480
6481         if (developer_loading.integer)
6482                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6483
6484         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6485         {
6486                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6487                 temp2 = temp1 + width * height * 4;
6488                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6489                 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);
6490                 Mem_Free(temp1);
6491         }
6492         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6493         if (textureflags & TEXF_ALPHA)
6494         {
6495                 for (i = 3;i < width * height * 4;i += 4)
6496                 {
6497                         if (skindata[i] < 255)
6498                         {
6499                                 skinframe->hasalpha = true;
6500                                 break;
6501                         }
6502                 }
6503                 if (r_loadfog && skinframe->hasalpha)
6504                 {
6505                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6506                         memcpy(fogpixels, skindata, width * height * 4);
6507                         for (i = 0;i < width * height * 4;i += 4)
6508                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6509                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6510                         Mem_Free(fogpixels);
6511                 }
6512         }
6513
6514         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6515         //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]);
6516
6517         return skinframe;
6518 }
6519
6520 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6521 {
6522         int i;
6523         int featuresmask;
6524         skinframe_t *skinframe;
6525
6526         if (cls.state == ca_dedicated)
6527                 return NULL;
6528
6529         // if already loaded just return it, otherwise make a new skinframe
6530         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6531         if (skinframe && skinframe->base)
6532                 return skinframe;
6533
6534         skinframe->stain = NULL;
6535         skinframe->merged = NULL;
6536         skinframe->base = NULL;
6537         skinframe->pants = NULL;
6538         skinframe->shirt = NULL;
6539         skinframe->nmap = NULL;
6540         skinframe->gloss = NULL;
6541         skinframe->glow = NULL;
6542         skinframe->fog = NULL;
6543         skinframe->reflect = NULL;
6544         skinframe->hasalpha = false;
6545
6546         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6547         if (!skindata)
6548                 return NULL;
6549
6550         if (developer_loading.integer)
6551                 Con_Printf("loading quake skin \"%s\"\n", name);
6552
6553         // 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)
6554         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6555         memcpy(skinframe->qpixels, skindata, width*height);
6556         skinframe->qwidth = width;
6557         skinframe->qheight = height;
6558
6559         featuresmask = 0;
6560         for (i = 0;i < width * height;i++)
6561                 featuresmask |= palette_featureflags[skindata[i]];
6562
6563         skinframe->hasalpha = false;
6564         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6565         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6566         skinframe->qgeneratemerged = true;
6567         skinframe->qgeneratebase = skinframe->qhascolormapping;
6568         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6569
6570         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6571         //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]);
6572
6573         return skinframe;
6574 }
6575
6576 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6577 {
6578         int width;
6579         int height;
6580         unsigned char *skindata;
6581
6582         if (!skinframe->qpixels)
6583                 return;
6584
6585         if (!skinframe->qhascolormapping)
6586                 colormapped = false;
6587
6588         if (colormapped)
6589         {
6590                 if (!skinframe->qgeneratebase)
6591                         return;
6592         }
6593         else
6594         {
6595                 if (!skinframe->qgeneratemerged)
6596                         return;
6597         }
6598
6599         width = skinframe->qwidth;
6600         height = skinframe->qheight;
6601         skindata = skinframe->qpixels;
6602
6603         if (skinframe->qgeneratenmap)
6604         {
6605                 unsigned char *temp1, *temp2;
6606                 skinframe->qgeneratenmap = false;
6607                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6608                 temp2 = temp1 + width * height * 4;
6609                 // use either a custom palette or the quake palette
6610                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6611                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6612                 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);
6613                 Mem_Free(temp1);
6614         }
6615
6616         if (skinframe->qgenerateglow)
6617         {
6618                 skinframe->qgenerateglow = false;
6619                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6620         }
6621
6622         if (colormapped)
6623         {
6624                 skinframe->qgeneratebase = false;
6625                 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);
6626                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6627                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6628         }
6629         else
6630         {
6631                 skinframe->qgeneratemerged = false;
6632                 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);
6633         }
6634
6635         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6636         {
6637                 Mem_Free(skinframe->qpixels);
6638                 skinframe->qpixels = NULL;
6639         }
6640 }
6641
6642 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)
6643 {
6644         int i;
6645         skinframe_t *skinframe;
6646
6647         if (cls.state == ca_dedicated)
6648                 return NULL;
6649
6650         // if already loaded just return it, otherwise make a new skinframe
6651         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6652         if (skinframe && skinframe->base)
6653                 return skinframe;
6654
6655         skinframe->stain = NULL;
6656         skinframe->merged = NULL;
6657         skinframe->base = NULL;
6658         skinframe->pants = NULL;
6659         skinframe->shirt = NULL;
6660         skinframe->nmap = NULL;
6661         skinframe->gloss = NULL;
6662         skinframe->glow = NULL;
6663         skinframe->fog = NULL;
6664         skinframe->reflect = NULL;
6665         skinframe->hasalpha = false;
6666
6667         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6668         if (!skindata)
6669                 return NULL;
6670
6671         if (developer_loading.integer)
6672                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6673
6674         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6675         if (textureflags & TEXF_ALPHA)
6676         {
6677                 for (i = 0;i < width * height;i++)
6678                 {
6679                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6680                         {
6681                                 skinframe->hasalpha = true;
6682                                 break;
6683                         }
6684                 }
6685                 if (r_loadfog && skinframe->hasalpha)
6686                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6687         }
6688
6689         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6690         //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]);
6691
6692         return skinframe;
6693 }
6694
6695 skinframe_t *R_SkinFrame_LoadMissing(void)
6696 {
6697         skinframe_t *skinframe;
6698
6699         if (cls.state == ca_dedicated)
6700                 return NULL;
6701
6702         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6703         skinframe->stain = NULL;
6704         skinframe->merged = NULL;
6705         skinframe->base = NULL;
6706         skinframe->pants = NULL;
6707         skinframe->shirt = NULL;
6708         skinframe->nmap = NULL;
6709         skinframe->gloss = NULL;
6710         skinframe->glow = NULL;
6711         skinframe->fog = NULL;
6712         skinframe->reflect = NULL;
6713         skinframe->hasalpha = false;
6714
6715         skinframe->avgcolor[0] = rand() / RAND_MAX;
6716         skinframe->avgcolor[1] = rand() / RAND_MAX;
6717         skinframe->avgcolor[2] = rand() / RAND_MAX;
6718         skinframe->avgcolor[3] = 1;
6719
6720         return skinframe;
6721 }
6722
6723 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6724 typedef struct suffixinfo_s
6725 {
6726         const char *suffix;
6727         qboolean flipx, flipy, flipdiagonal;
6728 }
6729 suffixinfo_t;
6730 static suffixinfo_t suffix[3][6] =
6731 {
6732         {
6733                 {"px",   false, false, false},
6734                 {"nx",   false, false, false},
6735                 {"py",   false, false, false},
6736                 {"ny",   false, false, false},
6737                 {"pz",   false, false, false},
6738                 {"nz",   false, false, false}
6739         },
6740         {
6741                 {"posx", false, false, false},
6742                 {"negx", false, false, false},
6743                 {"posy", false, false, false},
6744                 {"negy", false, false, false},
6745                 {"posz", false, false, false},
6746                 {"negz", false, false, false}
6747         },
6748         {
6749                 {"rt",    true, false,  true},
6750                 {"lf",   false,  true,  true},
6751                 {"ft",    true,  true, false},
6752                 {"bk",   false, false, false},
6753                 {"up",    true, false,  true},
6754                 {"dn",    true, false,  true}
6755         }
6756 };
6757
6758 static int componentorder[4] = {0, 1, 2, 3};
6759
6760 rtexture_t *R_LoadCubemap(const char *basename)
6761 {
6762         int i, j, cubemapsize;
6763         unsigned char *cubemappixels, *image_buffer;
6764         rtexture_t *cubemaptexture;
6765         char name[256];
6766         // must start 0 so the first loadimagepixels has no requested width/height
6767         cubemapsize = 0;
6768         cubemappixels = NULL;
6769         cubemaptexture = NULL;
6770         // keep trying different suffix groups (posx, px, rt) until one loads
6771         for (j = 0;j < 3 && !cubemappixels;j++)
6772         {
6773                 // load the 6 images in the suffix group
6774                 for (i = 0;i < 6;i++)
6775                 {
6776                         // generate an image name based on the base and and suffix
6777                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6778                         // load it
6779                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6780                         {
6781                                 // an image loaded, make sure width and height are equal
6782                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6783                                 {
6784                                         // if this is the first image to load successfully, allocate the cubemap memory
6785                                         if (!cubemappixels && image_width >= 1)
6786                                         {
6787                                                 cubemapsize = image_width;
6788                                                 // note this clears to black, so unavailable sides are black
6789                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6790                                         }
6791                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6792                                         if (cubemappixels)
6793                                                 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);
6794                                 }
6795                                 else
6796                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6797                                 // free the image
6798                                 Mem_Free(image_buffer);
6799                         }
6800                 }
6801         }
6802         // if a cubemap loaded, upload it
6803         if (cubemappixels)
6804         {
6805                 if (developer_loading.integer)
6806                         Con_Printf("loading cubemap \"%s\"\n", basename);
6807
6808                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6809                 Mem_Free(cubemappixels);
6810         }
6811         else
6812         {
6813                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6814                 if (developer_loading.integer)
6815                 {
6816                         Con_Printf("(tried tried images ");
6817                         for (j = 0;j < 3;j++)
6818                                 for (i = 0;i < 6;i++)
6819                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6820                         Con_Print(" and was unable to find any of them).\n");
6821                 }
6822         }
6823         return cubemaptexture;
6824 }
6825
6826 rtexture_t *R_GetCubemap(const char *basename)
6827 {
6828         int i;
6829         for (i = 0;i < r_texture_numcubemaps;i++)
6830                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6831                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6832         if (i >= MAX_CUBEMAPS)
6833                 return r_texture_whitecube;
6834         r_texture_numcubemaps++;
6835         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6836         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6837         return r_texture_cubemaps[i].texture;
6838 }
6839
6840 void R_FreeCubemaps(void)
6841 {
6842         int i;
6843         for (i = 0;i < r_texture_numcubemaps;i++)
6844         {
6845                 if (developer_loading.integer)
6846                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6847                 if (r_texture_cubemaps[i].texture)
6848                         R_FreeTexture(r_texture_cubemaps[i].texture);
6849         }
6850         r_texture_numcubemaps = 0;
6851 }
6852
6853 void R_Main_FreeViewCache(void)
6854 {
6855         if (r_refdef.viewcache.entityvisible)
6856                 Mem_Free(r_refdef.viewcache.entityvisible);
6857         if (r_refdef.viewcache.world_pvsbits)
6858                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6859         if (r_refdef.viewcache.world_leafvisible)
6860                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6861         if (r_refdef.viewcache.world_surfacevisible)
6862                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6863         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6864 }
6865
6866 void R_Main_ResizeViewCache(void)
6867 {
6868         int numentities = r_refdef.scene.numentities;
6869         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6870         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6871         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6872         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6873         if (r_refdef.viewcache.maxentities < numentities)
6874         {
6875                 r_refdef.viewcache.maxentities = numentities;
6876                 if (r_refdef.viewcache.entityvisible)
6877                         Mem_Free(r_refdef.viewcache.entityvisible);
6878                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6879         }
6880         if (r_refdef.viewcache.world_numclusters != numclusters)
6881         {
6882                 r_refdef.viewcache.world_numclusters = numclusters;
6883                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6884                 if (r_refdef.viewcache.world_pvsbits)
6885                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6886                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6887         }
6888         if (r_refdef.viewcache.world_numleafs != numleafs)
6889         {
6890                 r_refdef.viewcache.world_numleafs = numleafs;
6891                 if (r_refdef.viewcache.world_leafvisible)
6892                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6893                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6894         }
6895         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6896         {
6897                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6898                 if (r_refdef.viewcache.world_surfacevisible)
6899                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6900                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6901         }
6902 }
6903
6904 extern rtexture_t *loadingscreentexture;
6905 void gl_main_start(void)
6906 {
6907         loadingscreentexture = NULL;
6908         r_texture_blanknormalmap = NULL;
6909         r_texture_white = NULL;
6910         r_texture_grey128 = NULL;
6911         r_texture_black = NULL;
6912         r_texture_whitecube = NULL;
6913         r_texture_normalizationcube = NULL;
6914         r_texture_fogattenuation = NULL;
6915         r_texture_fogheighttexture = NULL;
6916         r_texture_gammaramps = NULL;
6917         r_texture_numcubemaps = 0;
6918
6919         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6920         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6921
6922         switch(vid.renderpath)
6923         {
6924         case RENDERPATH_GL20:
6925         case RENDERPATH_CGGL:
6926         case RENDERPATH_D3D9:
6927         case RENDERPATH_D3D10:
6928         case RENDERPATH_D3D11:
6929                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6930                 Cvar_SetValueQuick(&gl_combine, 1);
6931                 Cvar_SetValueQuick(&r_glsl, 1);
6932                 r_loadnormalmap = true;
6933                 r_loadgloss = true;
6934                 r_loadfog = false;
6935                 break;
6936         case RENDERPATH_GL13:
6937                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6938                 Cvar_SetValueQuick(&gl_combine, 1);
6939                 Cvar_SetValueQuick(&r_glsl, 0);
6940                 r_loadnormalmap = false;
6941                 r_loadgloss = false;
6942                 r_loadfog = true;
6943                 break;
6944         case RENDERPATH_GL11:
6945                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6946                 Cvar_SetValueQuick(&gl_combine, 0);
6947                 Cvar_SetValueQuick(&r_glsl, 0);
6948                 r_loadnormalmap = false;
6949                 r_loadgloss = false;
6950                 r_loadfog = true;
6951                 break;
6952         }
6953
6954         R_AnimCache_Free();
6955         R_FrameData_Reset();
6956
6957         r_numqueries = 0;
6958         r_maxqueries = 0;
6959         memset(r_queries, 0, sizeof(r_queries));
6960
6961         r_qwskincache = NULL;
6962         r_qwskincache_size = 0;
6963
6964         // set up r_skinframe loading system for textures
6965         memset(&r_skinframe, 0, sizeof(r_skinframe));
6966         r_skinframe.loadsequence = 1;
6967         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6968
6969         r_main_texturepool = R_AllocTexturePool();
6970         R_BuildBlankTextures();
6971         R_BuildNoTexture();
6972         if (vid.support.arb_texture_cube_map)
6973         {
6974                 R_BuildWhiteCube();
6975                 R_BuildNormalizationCube();
6976         }
6977         r_texture_fogattenuation = NULL;
6978         r_texture_fogheighttexture = NULL;
6979         r_texture_gammaramps = NULL;
6980         //r_texture_fogintensity = NULL;
6981         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6982         memset(&r_waterstate, 0, sizeof(r_waterstate));
6983         r_glsl_permutation = NULL;
6984         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6985         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6986         glslshaderstring = NULL;
6987 #ifdef SUPPORTCG
6988         r_cg_permutation = NULL;
6989         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6990         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6991         cgshaderstring = NULL;
6992 #endif
6993 #ifdef SUPPORTD3D
6994         r_hlsl_permutation = NULL;
6995         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
6996         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
6997         hlslshaderstring = NULL;
6998 #endif
6999         memset(&r_svbsp, 0, sizeof (r_svbsp));
7000
7001         r_refdef.fogmasktable_density = 0;
7002 }
7003
7004 void gl_main_shutdown(void)
7005 {
7006         R_AnimCache_Free();
7007         R_FrameData_Reset();
7008
7009         R_Main_FreeViewCache();
7010
7011         switch(vid.renderpath)
7012         {
7013         case RENDERPATH_GL11:
7014         case RENDERPATH_GL13:
7015         case RENDERPATH_GL20:
7016         case RENDERPATH_CGGL:
7017                 if (r_maxqueries)
7018                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7019                 break;
7020         case RENDERPATH_D3D9:
7021                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7022                 break;
7023         case RENDERPATH_D3D10:
7024                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7025                 break;
7026         case RENDERPATH_D3D11:
7027                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7028                 break;
7029         }
7030
7031         r_numqueries = 0;
7032         r_maxqueries = 0;
7033         memset(r_queries, 0, sizeof(r_queries));
7034
7035         r_qwskincache = NULL;
7036         r_qwskincache_size = 0;
7037
7038         // clear out the r_skinframe state
7039         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7040         memset(&r_skinframe, 0, sizeof(r_skinframe));
7041
7042         if (r_svbsp.nodes)
7043                 Mem_Free(r_svbsp.nodes);
7044         memset(&r_svbsp, 0, sizeof (r_svbsp));
7045         R_FreeTexturePool(&r_main_texturepool);
7046         loadingscreentexture = NULL;
7047         r_texture_blanknormalmap = NULL;
7048         r_texture_white = NULL;
7049         r_texture_grey128 = NULL;
7050         r_texture_black = NULL;
7051         r_texture_whitecube = NULL;
7052         r_texture_normalizationcube = NULL;
7053         r_texture_fogattenuation = NULL;
7054         r_texture_fogheighttexture = NULL;
7055         r_texture_gammaramps = NULL;
7056         r_texture_numcubemaps = 0;
7057         //r_texture_fogintensity = NULL;
7058         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7059         memset(&r_waterstate, 0, sizeof(r_waterstate));
7060         R_GLSL_Restart_f();
7061 }
7062
7063 extern void CL_ParseEntityLump(char *entitystring);
7064 void gl_main_newmap(void)
7065 {
7066         // FIXME: move this code to client
7067         char *entities, entname[MAX_QPATH];
7068         if (r_qwskincache)
7069                 Mem_Free(r_qwskincache);
7070         r_qwskincache = NULL;
7071         r_qwskincache_size = 0;
7072         if (cl.worldmodel)
7073         {
7074                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7075                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7076                 {
7077                         CL_ParseEntityLump(entities);
7078                         Mem_Free(entities);
7079                         return;
7080                 }
7081                 if (cl.worldmodel->brush.entities)
7082                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7083         }
7084         R_Main_FreeViewCache();
7085
7086         R_FrameData_Reset();
7087 }
7088
7089 void GL_Main_Init(void)
7090 {
7091         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7092
7093         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7094         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7095         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7096         if (gamemode == GAME_NEHAHRA)
7097         {
7098                 Cvar_RegisterVariable (&gl_fogenable);
7099                 Cvar_RegisterVariable (&gl_fogdensity);
7100                 Cvar_RegisterVariable (&gl_fogred);
7101                 Cvar_RegisterVariable (&gl_foggreen);
7102                 Cvar_RegisterVariable (&gl_fogblue);
7103                 Cvar_RegisterVariable (&gl_fogstart);
7104                 Cvar_RegisterVariable (&gl_fogend);
7105                 Cvar_RegisterVariable (&gl_skyclip);
7106         }
7107         Cvar_RegisterVariable(&r_motionblur);
7108         Cvar_RegisterVariable(&r_motionblur_maxblur);
7109         Cvar_RegisterVariable(&r_motionblur_bmin);
7110         Cvar_RegisterVariable(&r_motionblur_vmin);
7111         Cvar_RegisterVariable(&r_motionblur_vmax);
7112         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7113         Cvar_RegisterVariable(&r_motionblur_randomize);
7114         Cvar_RegisterVariable(&r_damageblur);
7115         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7116         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7117         Cvar_RegisterVariable(&r_equalize_entities_by);
7118         Cvar_RegisterVariable(&r_equalize_entities_to);
7119         Cvar_RegisterVariable(&r_depthfirst);
7120         Cvar_RegisterVariable(&r_useinfinitefarclip);
7121         Cvar_RegisterVariable(&r_farclip_base);
7122         Cvar_RegisterVariable(&r_farclip_world);
7123         Cvar_RegisterVariable(&r_nearclip);
7124         Cvar_RegisterVariable(&r_showbboxes);
7125         Cvar_RegisterVariable(&r_showsurfaces);
7126         Cvar_RegisterVariable(&r_showtris);
7127         Cvar_RegisterVariable(&r_shownormals);
7128         Cvar_RegisterVariable(&r_showlighting);
7129         Cvar_RegisterVariable(&r_showshadowvolumes);
7130         Cvar_RegisterVariable(&r_showcollisionbrushes);
7131         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7132         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7133         Cvar_RegisterVariable(&r_showdisabledepthtest);
7134         Cvar_RegisterVariable(&r_drawportals);
7135         Cvar_RegisterVariable(&r_drawentities);
7136         Cvar_RegisterVariable(&r_draw2d);
7137         Cvar_RegisterVariable(&r_drawworld);
7138         Cvar_RegisterVariable(&r_cullentities_trace);
7139         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7140         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7141         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7142         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7143         Cvar_RegisterVariable(&r_drawviewmodel);
7144         Cvar_RegisterVariable(&r_drawexteriormodel);
7145         Cvar_RegisterVariable(&r_speeds);
7146         Cvar_RegisterVariable(&r_fullbrights);
7147         Cvar_RegisterVariable(&r_wateralpha);
7148         Cvar_RegisterVariable(&r_dynamic);
7149         Cvar_RegisterVariable(&r_fullbright);
7150         Cvar_RegisterVariable(&r_shadows);
7151         Cvar_RegisterVariable(&r_shadows_darken);
7152         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7153         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7154         Cvar_RegisterVariable(&r_shadows_throwdistance);
7155         Cvar_RegisterVariable(&r_shadows_throwdirection);
7156         Cvar_RegisterVariable(&r_shadows_focus);
7157         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7158         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7159         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7160         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7161         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7162         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7163         Cvar_RegisterVariable(&r_fog_exp2);
7164         Cvar_RegisterVariable(&r_drawfog);
7165         Cvar_RegisterVariable(&r_transparentdepthmasking);
7166         Cvar_RegisterVariable(&r_texture_dds_load);
7167         Cvar_RegisterVariable(&r_texture_dds_save);
7168         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7169         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7170         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7171         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7172         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7173         Cvar_RegisterVariable(&r_textureunits);
7174         Cvar_RegisterVariable(&gl_combine);
7175         Cvar_RegisterVariable(&r_glsl);
7176         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7177         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7178         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7179         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7180         Cvar_RegisterVariable(&r_glsl_postprocess);
7181         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7182         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7183         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7184         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7185         Cvar_RegisterVariable(&r_water);
7186         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7187         Cvar_RegisterVariable(&r_water_clippingplanebias);
7188         Cvar_RegisterVariable(&r_water_refractdistort);
7189         Cvar_RegisterVariable(&r_water_reflectdistort);
7190         Cvar_RegisterVariable(&r_lerpsprites);
7191         Cvar_RegisterVariable(&r_lerpmodels);
7192         Cvar_RegisterVariable(&r_lerplightstyles);
7193         Cvar_RegisterVariable(&r_waterscroll);
7194         Cvar_RegisterVariable(&r_bloom);
7195         Cvar_RegisterVariable(&r_bloom_colorscale);
7196         Cvar_RegisterVariable(&r_bloom_brighten);
7197         Cvar_RegisterVariable(&r_bloom_blur);
7198         Cvar_RegisterVariable(&r_bloom_resolution);
7199         Cvar_RegisterVariable(&r_bloom_colorexponent);
7200         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7201         Cvar_RegisterVariable(&r_hdr);
7202         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7203         Cvar_RegisterVariable(&r_hdr_glowintensity);
7204         Cvar_RegisterVariable(&r_hdr_range);
7205         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7206         Cvar_RegisterVariable(&developer_texturelogging);
7207         Cvar_RegisterVariable(&gl_lightmaps);
7208         Cvar_RegisterVariable(&r_test);
7209         Cvar_RegisterVariable(&r_glsl_saturation);
7210         Cvar_RegisterVariable(&r_framedatasize);
7211         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7212                 Cvar_SetValue("r_fullbrights", 0);
7213         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7214
7215         Cvar_RegisterVariable(&r_track_sprites);
7216         Cvar_RegisterVariable(&r_track_sprites_flags);
7217         Cvar_RegisterVariable(&r_track_sprites_scalew);
7218         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7219         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7220         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7221 }
7222
7223 extern void R_Textures_Init(void);
7224 extern void GL_Draw_Init(void);
7225 extern void GL_Main_Init(void);
7226 extern void R_Shadow_Init(void);
7227 extern void R_Sky_Init(void);
7228 extern void GL_Surf_Init(void);
7229 extern void R_Particles_Init(void);
7230 extern void R_Explosion_Init(void);
7231 extern void gl_backend_init(void);
7232 extern void Sbar_Init(void);
7233 extern void R_LightningBeams_Init(void);
7234 extern void Mod_RenderInit(void);
7235 extern void Font_Init(void);
7236
7237 void Render_Init(void)
7238 {
7239         gl_backend_init();
7240         R_Textures_Init();
7241         GL_Main_Init();
7242         Font_Init();
7243         GL_Draw_Init();
7244         R_Shadow_Init();
7245         R_Sky_Init();
7246         GL_Surf_Init();
7247         Sbar_Init();
7248         R_Particles_Init();
7249         R_Explosion_Init();
7250         R_LightningBeams_Init();
7251         Mod_RenderInit();
7252 }
7253
7254 /*
7255 ===============
7256 GL_Init
7257 ===============
7258 */
7259 extern char *ENGINE_EXTENSIONS;
7260 void GL_Init (void)
7261 {
7262         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7263         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7264         gl_version = (const char *)qglGetString(GL_VERSION);
7265         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7266
7267         if (!gl_extensions)
7268                 gl_extensions = "";
7269         if (!gl_platformextensions)
7270                 gl_platformextensions = "";
7271
7272         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7273         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7274         Con_Printf("GL_VERSION: %s\n", gl_version);
7275         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7276         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7277
7278         VID_CheckExtensions();
7279
7280         // LordHavoc: report supported extensions
7281         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7282
7283         // clear to black (loading plaque will be seen over this)
7284         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7285 }
7286
7287 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7288 {
7289         int i;
7290         mplane_t *p;
7291         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7292         {
7293                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7294                 if (i == 4)
7295                         continue;
7296                 p = r_refdef.view.frustum + i;
7297                 switch(p->signbits)
7298                 {
7299                 default:
7300                 case 0:
7301                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7302                                 return true;
7303                         break;
7304                 case 1:
7305                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7306                                 return true;
7307                         break;
7308                 case 2:
7309                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7310                                 return true;
7311                         break;
7312                 case 3:
7313                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7314                                 return true;
7315                         break;
7316                 case 4:
7317                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7318                                 return true;
7319                         break;
7320                 case 5:
7321                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7322                                 return true;
7323                         break;
7324                 case 6:
7325                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7326                                 return true;
7327                         break;
7328                 case 7:
7329                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7330                                 return true;
7331                         break;
7332                 }
7333         }
7334         return false;
7335 }
7336
7337 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7338 {
7339         int i;
7340         const mplane_t *p;
7341         for (i = 0;i < numplanes;i++)
7342         {
7343                 p = planes + i;
7344                 switch(p->signbits)
7345                 {
7346                 default:
7347                 case 0:
7348                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7349                                 return true;
7350                         break;
7351                 case 1:
7352                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7353                                 return true;
7354                         break;
7355                 case 2:
7356                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7357                                 return true;
7358                         break;
7359                 case 3:
7360                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7361                                 return true;
7362                         break;
7363                 case 4:
7364                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7365                                 return true;
7366                         break;
7367                 case 5:
7368                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7369                                 return true;
7370                         break;
7371                 case 6:
7372                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7373                                 return true;
7374                         break;
7375                 case 7:
7376                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7377                                 return true;
7378                         break;
7379                 }
7380         }
7381         return false;
7382 }
7383
7384 //==================================================================================
7385
7386 // LordHavoc: this stores temporary data used within the same frame
7387
7388 qboolean r_framedata_failed;
7389 static size_t r_framedata_size;
7390 static size_t r_framedata_current;
7391 static void *r_framedata_base;
7392
7393 void R_FrameData_Reset(void)
7394 {
7395         if (r_framedata_base)
7396                 Mem_Free(r_framedata_base);
7397         r_framedata_base = NULL;
7398         r_framedata_size = 0;
7399         r_framedata_current = 0;
7400         r_framedata_failed = false;
7401 }
7402
7403 void R_FrameData_NewFrame(void)
7404 {
7405         size_t wantedsize;
7406         if (r_framedata_failed)
7407                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7408         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7409         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7410         if (r_framedata_size != wantedsize)
7411         {
7412                 r_framedata_size = wantedsize;
7413                 if (r_framedata_base)
7414                         Mem_Free(r_framedata_base);
7415                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7416         }
7417         r_framedata_current = 0;
7418         r_framedata_failed = false;
7419 }
7420
7421 void *R_FrameData_Alloc(size_t size)
7422 {
7423         void *data;
7424
7425         // align to 16 byte boundary
7426         size = (size + 15) & ~15;
7427         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7428         r_framedata_current += size;
7429
7430         // check overflow
7431         if (r_framedata_current > r_framedata_size)
7432                 r_framedata_failed = true;
7433
7434         // return NULL on everything after a failure
7435         if (r_framedata_failed)
7436                 return NULL;
7437
7438         return data;
7439 }
7440
7441 void *R_FrameData_Store(size_t size, void *data)
7442 {
7443         void *d = R_FrameData_Alloc(size);
7444         if (d)
7445                 memcpy(d, data, size);
7446         return d;
7447 }
7448
7449 //==================================================================================
7450
7451 // LordHavoc: animcache originally written by Echon, rewritten since then
7452
7453 /**
7454  * Animation cache prevents re-generating mesh data for an animated model
7455  * multiple times in one frame for lighting, shadowing, reflections, etc.
7456  */
7457
7458 void R_AnimCache_Free(void)
7459 {
7460 }
7461
7462 void R_AnimCache_ClearCache(void)
7463 {
7464         int i;
7465         entity_render_t *ent;
7466
7467         for (i = 0;i < r_refdef.scene.numentities;i++)
7468         {
7469                 ent = r_refdef.scene.entities[i];
7470                 ent->animcache_vertex3f = NULL;
7471                 ent->animcache_normal3f = NULL;
7472                 ent->animcache_svector3f = NULL;
7473                 ent->animcache_tvector3f = NULL;
7474                 ent->animcache_vertexposition = NULL;
7475                 ent->animcache_vertexmesh = NULL;
7476                 ent->animcache_vertexpositionbuffer = NULL;
7477                 ent->animcache_vertexmeshbuffer = NULL;
7478         }
7479 }
7480
7481 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7482 {
7483         int i;
7484
7485         // identical memory layout, so no need to allocate...
7486         // this also provides the vertexposition structure to everything, e.g.
7487         // depth masked rendering currently uses it even if having separate
7488         // arrays
7489         // NOTE: get rid of this optimization if changing it to e.g. 4f
7490         ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7491
7492         // TODO:
7493         // get rid of following uses of VERTEXPOSITION, change to the array:
7494         // R_DrawTextureSurfaceList_Sky if skyrendermasked
7495         // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7496         // R_DrawTextureSurfaceList_DepthOnly
7497         // R_Q1BSP_DrawShadowMap
7498
7499         switch(vid.renderpath)
7500         {
7501         case RENDERPATH_GL20:
7502         case RENDERPATH_CGGL:
7503                 // need the meshbuffers if !gl_mesh_separatearrays.integer
7504                 if (gl_mesh_separatearrays.integer)
7505                         return;
7506                 break;
7507         case RENDERPATH_D3D9:
7508         case RENDERPATH_D3D10:
7509         case RENDERPATH_D3D11:
7510                 // always need the meshbuffers
7511                 break;
7512         case RENDERPATH_GL13:
7513         case RENDERPATH_GL11:
7514                 // never need the meshbuffers
7515                 return;
7516         }
7517
7518         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7519                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7520         /*
7521         if (!ent->animcache_vertexposition)
7522                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7523         */
7524         if (ent->animcache_vertexposition)
7525         {
7526                 /*
7527                 for (i = 0;i < numvertices;i++)
7528                         memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7529                 */
7530                 // TODO: upload vertex buffer?
7531         }
7532         if (ent->animcache_vertexmesh)
7533         {
7534                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7535                 for (i = 0;i < numvertices;i++)
7536                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7537                 if (ent->animcache_svector3f)
7538                         for (i = 0;i < numvertices;i++)
7539                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7540                 if (ent->animcache_tvector3f)
7541                         for (i = 0;i < numvertices;i++)
7542                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7543                 if (ent->animcache_normal3f)
7544                         for (i = 0;i < numvertices;i++)
7545                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7546                 // TODO: upload vertex buffer?
7547         }
7548 }
7549
7550 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7551 {
7552         dp_model_t *model = ent->model;
7553         int numvertices;
7554         // see if it's already cached this frame
7555         if (ent->animcache_vertex3f)
7556         {
7557                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7558                 if (wantnormals || wanttangents)
7559                 {
7560                         if (ent->animcache_normal3f)
7561                                 wantnormals = false;
7562                         if (ent->animcache_svector3f)
7563                                 wanttangents = false;
7564                         if (wantnormals || wanttangents)
7565                         {
7566                                 numvertices = model->surfmesh.num_vertices;
7567                                 if (wantnormals)
7568                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7569                                 if (wanttangents)
7570                                 {
7571                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7572                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7573                                 }
7574                                 if (!r_framedata_failed)
7575                                 {
7576                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7577                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7578                                 }
7579                         }
7580                 }
7581         }
7582         else
7583         {
7584                 // see if this ent is worth caching
7585                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7586                         return false;
7587                 // get some memory for this entity and generate mesh data
7588                 numvertices = model->surfmesh.num_vertices;
7589                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7590                 if (wantnormals)
7591                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7592                 if (wanttangents)
7593                 {
7594                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7595                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7596                 }
7597                 if (!r_framedata_failed)
7598                 {
7599                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7600                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7601                 }
7602         }
7603         return !r_framedata_failed;
7604 }
7605
7606 void R_AnimCache_CacheVisibleEntities(void)
7607 {
7608         int i;
7609         qboolean wantnormals = true;
7610         qboolean wanttangents = !r_showsurfaces.integer;
7611
7612         switch(vid.renderpath)
7613         {
7614         case RENDERPATH_GL20:
7615         case RENDERPATH_CGGL:
7616         case RENDERPATH_D3D9:
7617         case RENDERPATH_D3D10:
7618         case RENDERPATH_D3D11:
7619                 break;
7620         case RENDERPATH_GL13:
7621         case RENDERPATH_GL11:
7622                 wanttangents = false;
7623                 break;
7624         }
7625
7626         if (r_shownormals.integer)
7627                 wanttangents = wantnormals = true;
7628
7629         // TODO: thread this
7630         // NOTE: R_PrepareRTLights() also caches entities
7631
7632         for (i = 0;i < r_refdef.scene.numentities;i++)
7633                 if (r_refdef.viewcache.entityvisible[i])
7634                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7635 }
7636
7637 //==================================================================================
7638
7639 static void R_View_UpdateEntityLighting (void)
7640 {
7641         int i;
7642         entity_render_t *ent;
7643         vec3_t tempdiffusenormal, avg;
7644         vec_t f, fa, fd, fdd;
7645         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7646
7647         for (i = 0;i < r_refdef.scene.numentities;i++)
7648         {
7649                 ent = r_refdef.scene.entities[i];
7650
7651                 // skip unseen models
7652                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7653                         continue;
7654
7655                 // skip bsp models
7656                 if (ent->model && ent->model->brush.num_leafs)
7657                 {
7658                         // TODO: use modellight for r_ambient settings on world?
7659                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7660                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7661                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7662                         continue;
7663                 }
7664
7665                 // fetch the lighting from the worldmodel data
7666                 VectorClear(ent->modellight_ambient);
7667                 VectorClear(ent->modellight_diffuse);
7668                 VectorClear(tempdiffusenormal);
7669                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7670                 {
7671                         vec3_t org;
7672                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7673                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7674                         if(ent->flags & RENDER_EQUALIZE)
7675                         {
7676                                 // first fix up ambient lighting...
7677                                 if(r_equalize_entities_minambient.value > 0)
7678                                 {
7679                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7680                                         if(fd > 0)
7681                                         {
7682                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7683                                                 if(fa < r_equalize_entities_minambient.value * fd)
7684                                                 {
7685                                                         // solve:
7686                                                         //   fa'/fd' = minambient
7687                                                         //   fa'+0.25*fd' = fa+0.25*fd
7688                                                         //   ...
7689                                                         //   fa' = fd' * minambient
7690                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7691                                                         //   ...
7692                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7693                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7694                                                         //   ...
7695                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7696                                                         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
7697                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7698                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7699                                                 }
7700                                         }
7701                                 }
7702
7703                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7704                                 {
7705                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7706                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7707                                         if(f > 0)
7708                                         {
7709                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7710                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7711                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7712                                         }
7713                                 }
7714                         }
7715                 }
7716                 else // highly rare
7717                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7718
7719                 // move the light direction into modelspace coordinates for lighting code
7720                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7721                 if(VectorLength2(ent->modellight_lightdir) == 0)
7722                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7723                 VectorNormalize(ent->modellight_lightdir);
7724         }
7725 }
7726
7727 #define MAX_LINEOFSIGHTTRACES 64
7728
7729 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7730 {
7731         int i;
7732         vec3_t boxmins, boxmaxs;
7733         vec3_t start;
7734         vec3_t end;
7735         dp_model_t *model = r_refdef.scene.worldmodel;
7736
7737         if (!model || !model->brush.TraceLineOfSight)
7738                 return true;
7739
7740         // expand the box a little
7741         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7742         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7743         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7744         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7745         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7746         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7747
7748         // return true if eye is inside enlarged box
7749         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7750                 return true;
7751
7752         // try center
7753         VectorCopy(eye, start);
7754         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7755         if (model->brush.TraceLineOfSight(model, start, end))
7756                 return true;
7757
7758         // try various random positions
7759         for (i = 0;i < numsamples;i++)
7760         {
7761                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7762                 if (model->brush.TraceLineOfSight(model, start, end))
7763                         return true;
7764         }
7765
7766         return false;
7767 }
7768
7769
7770 static void R_View_UpdateEntityVisible (void)
7771 {
7772         int i;
7773         int renderimask;
7774         int samples;
7775         entity_render_t *ent;
7776
7777         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7778                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7779                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7780                 :                                                          RENDER_EXTERIORMODEL;
7781         if (!r_drawviewmodel.integer)
7782                 renderimask |= RENDER_VIEWMODEL;
7783         if (!r_drawexteriormodel.integer)
7784                 renderimask |= RENDER_EXTERIORMODEL;
7785         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7786         {
7787                 // worldmodel can check visibility
7788                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7789                 for (i = 0;i < r_refdef.scene.numentities;i++)
7790                 {
7791                         ent = r_refdef.scene.entities[i];
7792                         if (!(ent->flags & renderimask))
7793                         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)))
7794                         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))
7795                                 r_refdef.viewcache.entityvisible[i] = true;
7796                 }
7797                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7798                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7799                 {
7800                         for (i = 0;i < r_refdef.scene.numentities;i++)
7801                         {
7802                                 ent = r_refdef.scene.entities[i];
7803                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7804                                 {
7805                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7806                                         if (samples < 0)
7807                                                 continue; // temp entities do pvs only
7808                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7809                                                 ent->last_trace_visibility = realtime;
7810                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7811                                                 r_refdef.viewcache.entityvisible[i] = 0;
7812                                 }
7813                         }
7814                 }
7815         }
7816         else
7817         {
7818                 // no worldmodel or it can't check visibility
7819                 for (i = 0;i < r_refdef.scene.numentities;i++)
7820                 {
7821                         ent = r_refdef.scene.entities[i];
7822                         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));
7823                 }
7824         }
7825 }
7826
7827 /// only used if skyrendermasked, and normally returns false
7828 int R_DrawBrushModelsSky (void)
7829 {
7830         int i, sky;
7831         entity_render_t *ent;
7832
7833         sky = false;
7834         for (i = 0;i < r_refdef.scene.numentities;i++)
7835         {
7836                 if (!r_refdef.viewcache.entityvisible[i])
7837                         continue;
7838                 ent = r_refdef.scene.entities[i];
7839                 if (!ent->model || !ent->model->DrawSky)
7840                         continue;
7841                 ent->model->DrawSky(ent);
7842                 sky = true;
7843         }
7844         return sky;
7845 }
7846
7847 static void R_DrawNoModel(entity_render_t *ent);
7848 static void R_DrawModels(void)
7849 {
7850         int i;
7851         entity_render_t *ent;
7852
7853         for (i = 0;i < r_refdef.scene.numentities;i++)
7854         {
7855                 if (!r_refdef.viewcache.entityvisible[i])
7856                         continue;
7857                 ent = r_refdef.scene.entities[i];
7858                 r_refdef.stats.entities++;
7859                 if (ent->model && ent->model->Draw != NULL)
7860                         ent->model->Draw(ent);
7861                 else
7862                         R_DrawNoModel(ent);
7863         }
7864 }
7865
7866 static void R_DrawModelsDepth(void)
7867 {
7868         int i;
7869         entity_render_t *ent;
7870
7871         for (i = 0;i < r_refdef.scene.numentities;i++)
7872         {
7873                 if (!r_refdef.viewcache.entityvisible[i])
7874                         continue;
7875                 ent = r_refdef.scene.entities[i];
7876                 if (ent->model && ent->model->DrawDepth != NULL)
7877                         ent->model->DrawDepth(ent);
7878         }
7879 }
7880
7881 static void R_DrawModelsDebug(void)
7882 {
7883         int i;
7884         entity_render_t *ent;
7885
7886         for (i = 0;i < r_refdef.scene.numentities;i++)
7887         {
7888                 if (!r_refdef.viewcache.entityvisible[i])
7889                         continue;
7890                 ent = r_refdef.scene.entities[i];
7891                 if (ent->model && ent->model->DrawDebug != NULL)
7892                         ent->model->DrawDebug(ent);
7893         }
7894 }
7895
7896 static void R_DrawModelsAddWaterPlanes(void)
7897 {
7898         int i;
7899         entity_render_t *ent;
7900
7901         for (i = 0;i < r_refdef.scene.numentities;i++)
7902         {
7903                 if (!r_refdef.viewcache.entityvisible[i])
7904                         continue;
7905                 ent = r_refdef.scene.entities[i];
7906                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7907                         ent->model->DrawAddWaterPlanes(ent);
7908         }
7909 }
7910
7911 static void R_View_SetFrustum(void)
7912 {
7913         int i;
7914         double slopex, slopey;
7915         vec3_t forward, left, up, origin;
7916
7917         // we can't trust r_refdef.view.forward and friends in reflected scenes
7918         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7919
7920 #if 0
7921         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7922         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7923         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7924         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7925         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7926         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7927         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7928         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7929         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7930         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7931         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7932         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7933 #endif
7934
7935 #if 0
7936         zNear = r_refdef.nearclip;
7937         nudge = 1.0 - 1.0 / (1<<23);
7938         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7939         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7940         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7941         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7942         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7943         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7944         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7945         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7946 #endif
7947
7948
7949
7950 #if 0
7951         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7952         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7953         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7954         r_refdef.view.frustum[0].dist = m[15] - m[12];
7955
7956         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7957         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7958         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7959         r_refdef.view.frustum[1].dist = m[15] + m[12];
7960
7961         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7962         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7963         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7964         r_refdef.view.frustum[2].dist = m[15] - m[13];
7965
7966         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7967         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7968         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7969         r_refdef.view.frustum[3].dist = m[15] + m[13];
7970
7971         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7972         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7973         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7974         r_refdef.view.frustum[4].dist = m[15] - m[14];
7975
7976         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7977         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7978         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7979         r_refdef.view.frustum[5].dist = m[15] + m[14];
7980 #endif
7981
7982         if (r_refdef.view.useperspective)
7983         {
7984                 slopex = 1.0 / r_refdef.view.frustum_x;
7985                 slopey = 1.0 / r_refdef.view.frustum_y;
7986                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7987                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7988                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7989                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7990                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7991
7992                 // Leaving those out was a mistake, those were in the old code, and they
7993                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7994                 // I couldn't reproduce it after adding those normalizations. --blub
7995                 VectorNormalize(r_refdef.view.frustum[0].normal);
7996                 VectorNormalize(r_refdef.view.frustum[1].normal);
7997                 VectorNormalize(r_refdef.view.frustum[2].normal);
7998                 VectorNormalize(r_refdef.view.frustum[3].normal);
7999
8000                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8001                 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]);
8002                 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]);
8003                 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]);
8004                 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]);
8005
8006                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8007                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8008                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8009                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8010                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8011         }
8012         else
8013         {
8014                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8015                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8016                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8017                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8018                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8019                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8020                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8021                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8022                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8023                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8024         }
8025         r_refdef.view.numfrustumplanes = 5;
8026
8027         if (r_refdef.view.useclipplane)
8028         {
8029                 r_refdef.view.numfrustumplanes = 6;
8030                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8031         }
8032
8033         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8034                 PlaneClassify(r_refdef.view.frustum + i);
8035
8036         // LordHavoc: note to all quake engine coders, Quake had a special case
8037         // for 90 degrees which assumed a square view (wrong), so I removed it,
8038         // Quake2 has it disabled as well.
8039
8040         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8041         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8042         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8043         //PlaneClassify(&frustum[0]);
8044
8045         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8046         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8047         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8048         //PlaneClassify(&frustum[1]);
8049
8050         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8051         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8052         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8053         //PlaneClassify(&frustum[2]);
8054
8055         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8056         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8057         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8058         //PlaneClassify(&frustum[3]);
8059
8060         // nearclip plane
8061         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8062         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8063         //PlaneClassify(&frustum[4]);
8064 }
8065
8066 void R_View_Update(void)
8067 {
8068         R_Main_ResizeViewCache();
8069         R_View_SetFrustum();
8070         R_View_WorldVisibility(r_refdef.view.useclipplane);
8071         R_View_UpdateEntityVisible();
8072         R_View_UpdateEntityLighting();
8073 }
8074
8075 void R_SetupView(qboolean allowwaterclippingplane)
8076 {
8077         const float *customclipplane = NULL;
8078         float plane[4];
8079         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8080         {
8081                 // LordHavoc: couldn't figure out how to make this approach the
8082                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8083                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8084                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8085                         dist = r_refdef.view.clipplane.dist;
8086                 plane[0] = r_refdef.view.clipplane.normal[0];
8087                 plane[1] = r_refdef.view.clipplane.normal[1];
8088                 plane[2] = r_refdef.view.clipplane.normal[2];
8089                 plane[3] = dist;
8090                 customclipplane = plane;
8091         }
8092
8093         if (!r_refdef.view.useperspective)
8094                 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);
8095         else if (vid.stencil && r_useinfinitefarclip.integer)
8096                 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);
8097         else
8098                 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);
8099         R_SetViewport(&r_refdef.view.viewport);
8100 }
8101
8102 void R_EntityMatrix(const matrix4x4_t *matrix)
8103 {
8104         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8105         {
8106                 gl_modelmatrixchanged = false;
8107                 gl_modelmatrix = *matrix;
8108                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8109                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8110                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8111                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8112                 CHECKGLERROR
8113                 switch(vid.renderpath)
8114                 {
8115                 case RENDERPATH_D3D9:
8116 #ifdef SUPPORTD3D
8117                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8118                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8119 #endif
8120                         break;
8121                 case RENDERPATH_D3D10:
8122                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8123                         break;
8124                 case RENDERPATH_D3D11:
8125                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8126                         break;
8127                 case RENDERPATH_GL20:
8128                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8129                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8130                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8131                         break;
8132                 case RENDERPATH_CGGL:
8133 #ifdef SUPPORTCG
8134                         CHECKCGERROR
8135                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8136                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8137                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8138 #endif
8139                         break;
8140                 case RENDERPATH_GL13:
8141                 case RENDERPATH_GL11:
8142                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8143                         break;
8144                 }
8145         }
8146 }
8147
8148 void R_ResetViewRendering2D(void)
8149 {
8150         r_viewport_t viewport;
8151         DrawQ_Finish();
8152
8153         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8154         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);
8155         R_SetViewport(&viewport);
8156         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8157         GL_Color(1, 1, 1, 1);
8158         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8159         GL_BlendFunc(GL_ONE, GL_ZERO);
8160         GL_AlphaTest(false);
8161         GL_ScissorTest(false);
8162         GL_DepthMask(false);
8163         GL_DepthRange(0, 1);
8164         GL_DepthTest(false);
8165         GL_DepthFunc(GL_LEQUAL);
8166         R_EntityMatrix(&identitymatrix);
8167         R_Mesh_ResetTextureState();
8168         GL_PolygonOffset(0, 0);
8169         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8170         switch(vid.renderpath)
8171         {
8172         case RENDERPATH_GL11:
8173         case RENDERPATH_GL13:
8174         case RENDERPATH_GL20:
8175         case RENDERPATH_CGGL:
8176                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8177                 break;
8178         case RENDERPATH_D3D9:
8179         case RENDERPATH_D3D10:
8180         case RENDERPATH_D3D11:
8181                 break;
8182         }
8183         GL_CullFace(GL_NONE);
8184 }
8185
8186 void R_ResetViewRendering3D(void)
8187 {
8188         DrawQ_Finish();
8189
8190         R_SetupView(true);
8191         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8192         GL_Color(1, 1, 1, 1);
8193         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8194         GL_BlendFunc(GL_ONE, GL_ZERO);
8195         GL_AlphaTest(false);
8196         GL_ScissorTest(true);
8197         GL_DepthMask(true);
8198         GL_DepthRange(0, 1);
8199         GL_DepthTest(true);
8200         GL_DepthFunc(GL_LEQUAL);
8201         R_EntityMatrix(&identitymatrix);
8202         R_Mesh_ResetTextureState();
8203         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8204         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8205         switch(vid.renderpath)
8206         {
8207         case RENDERPATH_GL11:
8208         case RENDERPATH_GL13:
8209         case RENDERPATH_GL20:
8210         case RENDERPATH_CGGL:
8211                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8212                 break;
8213         case RENDERPATH_D3D9:
8214         case RENDERPATH_D3D10:
8215         case RENDERPATH_D3D11:
8216                 break;
8217         }
8218         GL_CullFace(r_refdef.view.cullface_back);
8219 }
8220
8221 /*
8222 ================
8223 R_RenderView_UpdateViewVectors
8224 ================
8225 */
8226 static void R_RenderView_UpdateViewVectors(void)
8227 {
8228         // break apart the view matrix into vectors for various purposes
8229         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8230         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8231         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8232         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8233         // make an inverted copy of the view matrix for tracking sprites
8234         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8235 }
8236
8237 void R_RenderScene(void);
8238 void R_RenderWaterPlanes(void);
8239
8240 static void R_Water_StartFrame(void)
8241 {
8242         int i;
8243         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8244         r_waterstate_waterplane_t *p;
8245
8246         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8247                 return;
8248
8249         switch(vid.renderpath)
8250         {
8251         case RENDERPATH_GL20:
8252         case RENDERPATH_CGGL:
8253         case RENDERPATH_D3D9:
8254         case RENDERPATH_D3D10:
8255         case RENDERPATH_D3D11:
8256                 break;
8257         case RENDERPATH_GL13:
8258         case RENDERPATH_GL11:
8259                 return;
8260         }
8261
8262         // set waterwidth and waterheight to the water resolution that will be
8263         // used (often less than the screen resolution for faster rendering)
8264         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8265         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8266
8267         // calculate desired texture sizes
8268         // can't use water if the card does not support the texture size
8269         if (!r_water.integer || r_showsurfaces.integer)
8270                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8271         else if (vid.support.arb_texture_non_power_of_two)
8272         {
8273                 texturewidth = waterwidth;
8274                 textureheight = waterheight;
8275                 camerawidth = waterwidth;
8276                 cameraheight = waterheight;
8277         }
8278         else
8279         {
8280                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8281                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8282                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8283                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8284         }
8285
8286         // allocate textures as needed
8287         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8288         {
8289                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8290                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8291                 {
8292                         if (p->texture_refraction)
8293                                 R_FreeTexture(p->texture_refraction);
8294                         p->texture_refraction = NULL;
8295                         if (p->texture_reflection)
8296                                 R_FreeTexture(p->texture_reflection);
8297                         p->texture_reflection = NULL;
8298                         if (p->texture_camera)
8299                                 R_FreeTexture(p->texture_camera);
8300                         p->texture_camera = NULL;
8301                 }
8302                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8303                 r_waterstate.texturewidth = texturewidth;
8304                 r_waterstate.textureheight = textureheight;
8305                 r_waterstate.camerawidth = camerawidth;
8306                 r_waterstate.cameraheight = cameraheight;
8307         }
8308
8309         if (r_waterstate.texturewidth)
8310         {
8311                 r_waterstate.enabled = true;
8312
8313                 // when doing a reduced render (HDR) we want to use a smaller area
8314                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8315                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8316
8317                 // set up variables that will be used in shader setup
8318                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8319                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8320                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8321                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8322         }
8323
8324         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8325         r_waterstate.numwaterplanes = 0;
8326 }
8327
8328 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8329 {
8330         int triangleindex, planeindex;
8331         const int *e;
8332         vec3_t vert[3];
8333         vec3_t normal;
8334         vec3_t center;
8335         mplane_t plane;
8336         int cam_ent;
8337         r_waterstate_waterplane_t *p;
8338         texture_t *t = R_GetCurrentTexture(surface->texture);
8339         cam_ent = t->camera_entity;
8340         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8341                 cam_ent = 0;
8342
8343         // just use the first triangle with a valid normal for any decisions
8344         VectorClear(normal);
8345         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8346         {
8347                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8348                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8349                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8350                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8351                 if (VectorLength2(normal) >= 0.001)
8352                         break;
8353         }
8354
8355         VectorCopy(normal, plane.normal);
8356         VectorNormalize(plane.normal);
8357         plane.dist = DotProduct(vert[0], plane.normal);
8358         PlaneClassify(&plane);
8359         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8360         {
8361                 // skip backfaces (except if nocullface is set)
8362                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8363                         return;
8364                 VectorNegate(plane.normal, plane.normal);
8365                 plane.dist *= -1;
8366                 PlaneClassify(&plane);
8367         }
8368
8369
8370         // find a matching plane if there is one
8371         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8372                 if(p->camera_entity == t->camera_entity)
8373                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8374                                 break;
8375         if (planeindex >= r_waterstate.maxwaterplanes)
8376                 return; // nothing we can do, out of planes
8377
8378         // if this triangle does not fit any known plane rendered this frame, add one
8379         if (planeindex >= r_waterstate.numwaterplanes)
8380         {
8381                 // store the new plane
8382                 r_waterstate.numwaterplanes++;
8383                 p->plane = plane;
8384                 // clear materialflags and pvs
8385                 p->materialflags = 0;
8386                 p->pvsvalid = false;
8387                 p->camera_entity = t->camera_entity;
8388         }
8389         // merge this surface's materialflags into the waterplane
8390         p->materialflags |= t->currentmaterialflags;
8391         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8392         {
8393                 // merge this surface's PVS into the waterplane
8394                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8395                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8396                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8397                 {
8398                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8399                         p->pvsvalid = true;
8400                 }
8401         }
8402 }
8403
8404 static void R_Water_ProcessPlanes(void)
8405 {
8406         r_refdef_view_t originalview;
8407         r_refdef_view_t myview;
8408         int planeindex;
8409         r_waterstate_waterplane_t *p;
8410         vec3_t visorigin;
8411
8412         originalview = r_refdef.view;
8413
8414         // make sure enough textures are allocated
8415         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8416         {
8417                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8418                 {
8419                         if (!p->texture_refraction)
8420                                 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);
8421                         if (!p->texture_refraction)
8422                                 goto error;
8423                 }
8424                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8425                 {
8426                         if (!p->texture_camera)
8427                                 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);
8428                         if (!p->texture_camera)
8429                                 goto error;
8430                 }
8431
8432                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8433                 {
8434                         if (!p->texture_reflection)
8435                                 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);
8436                         if (!p->texture_reflection)
8437                                 goto error;
8438                 }
8439         }
8440
8441         // render views
8442         r_refdef.view = originalview;
8443         r_refdef.view.showdebug = false;
8444         r_refdef.view.width = r_waterstate.waterwidth;
8445         r_refdef.view.height = r_waterstate.waterheight;
8446         r_refdef.view.useclipplane = true;
8447         myview = r_refdef.view;
8448         r_waterstate.renderingscene = true;
8449         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8450         {
8451                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8452                 {
8453                         r_refdef.view = myview;
8454                         // render reflected scene and copy into texture
8455                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8456                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8457                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8458                         r_refdef.view.clipplane = p->plane;
8459                         // reverse the cullface settings for this render
8460                         r_refdef.view.cullface_front = GL_FRONT;
8461                         r_refdef.view.cullface_back = GL_BACK;
8462                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8463                         {
8464                                 r_refdef.view.usecustompvs = true;
8465                                 if (p->pvsvalid)
8466                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8467                                 else
8468                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8469                         }
8470
8471                         R_ResetViewRendering3D();
8472                         R_ClearScreen(r_refdef.fogenabled);
8473                         R_View_Update();
8474                         R_RenderScene();
8475
8476                         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);
8477                 }
8478
8479                 // render the normal view scene and copy into texture
8480                 // (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)
8481                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8482                 {
8483                         r_waterstate.renderingrefraction = true;
8484                         r_refdef.view = myview;
8485
8486                         r_refdef.view.clipplane = p->plane;
8487                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8488                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8489
8490                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8491                         {
8492                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8493                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8494                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8495                                 R_RenderView_UpdateViewVectors();
8496                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8497                                 {
8498                                         r_refdef.view.usecustompvs = true;
8499                                         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);
8500                                 }
8501                         }
8502
8503                         PlaneClassify(&r_refdef.view.clipplane);
8504
8505                         R_ResetViewRendering3D();
8506                         R_ClearScreen(r_refdef.fogenabled);
8507                         R_View_Update();
8508                         R_RenderScene();
8509
8510                         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);
8511                         r_waterstate.renderingrefraction = false;
8512                 }
8513                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8514                 {
8515                         r_refdef.view = myview;
8516
8517                         r_refdef.view.clipplane = p->plane;
8518                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8519                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8520
8521                         r_refdef.view.width = r_waterstate.camerawidth;
8522                         r_refdef.view.height = r_waterstate.cameraheight;
8523                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8524                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8525
8526                         if(p->camera_entity)
8527                         {
8528                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8529                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8530                         }
8531
8532                         // reverse the cullface settings for this render
8533                         r_refdef.view.cullface_front = GL_FRONT;
8534                         r_refdef.view.cullface_back = GL_BACK;
8535                         // also reverse the view matrix
8536                         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
8537                         R_RenderView_UpdateViewVectors();
8538                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8539                         {
8540                                 r_refdef.view.usecustompvs = true;
8541                                 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);
8542                         }
8543                         
8544                         // camera needs no clipplane
8545                         r_refdef.view.useclipplane = false;
8546
8547                         PlaneClassify(&r_refdef.view.clipplane);
8548
8549                         R_ResetViewRendering3D();
8550                         R_ClearScreen(r_refdef.fogenabled);
8551                         R_View_Update();
8552                         R_RenderScene();
8553
8554                         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);
8555                         r_waterstate.renderingrefraction = false;
8556                 }
8557
8558         }
8559         r_waterstate.renderingscene = false;
8560         r_refdef.view = originalview;
8561         R_ResetViewRendering3D();
8562         R_ClearScreen(r_refdef.fogenabled);
8563         R_View_Update();
8564         return;
8565 error:
8566         r_refdef.view = originalview;
8567         r_waterstate.renderingscene = false;
8568         Cvar_SetValueQuick(&r_water, 0);
8569         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8570         return;
8571 }
8572
8573 void R_Bloom_StartFrame(void)
8574 {
8575         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8576
8577         switch(vid.renderpath)
8578         {
8579         case RENDERPATH_GL20:
8580         case RENDERPATH_CGGL:
8581         case RENDERPATH_D3D9:
8582         case RENDERPATH_D3D10:
8583         case RENDERPATH_D3D11:
8584                 break;
8585         case RENDERPATH_GL13:
8586         case RENDERPATH_GL11:
8587                 return;
8588         }
8589
8590         // set bloomwidth and bloomheight to the bloom resolution that will be
8591         // used (often less than the screen resolution for faster rendering)
8592         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8593         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8594         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8595         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8596         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8597
8598         // calculate desired texture sizes
8599         if (vid.support.arb_texture_non_power_of_two)
8600         {
8601                 screentexturewidth = r_refdef.view.width;
8602                 screentextureheight = r_refdef.view.height;
8603                 bloomtexturewidth = r_bloomstate.bloomwidth;
8604                 bloomtextureheight = r_bloomstate.bloomheight;
8605         }
8606         else
8607         {
8608                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8609                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8610                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8611                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8612         }
8613
8614         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))
8615         {
8616                 Cvar_SetValueQuick(&r_hdr, 0);
8617                 Cvar_SetValueQuick(&r_bloom, 0);
8618                 Cvar_SetValueQuick(&r_motionblur, 0);
8619                 Cvar_SetValueQuick(&r_damageblur, 0);
8620         }
8621
8622         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)))
8623                 screentexturewidth = screentextureheight = 0;
8624         if (!r_hdr.integer && !r_bloom.integer)
8625                 bloomtexturewidth = bloomtextureheight = 0;
8626
8627         // allocate textures as needed
8628         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8629         {
8630                 if (r_bloomstate.texture_screen)
8631                         R_FreeTexture(r_bloomstate.texture_screen);
8632                 r_bloomstate.texture_screen = NULL;
8633                 r_bloomstate.screentexturewidth = screentexturewidth;
8634                 r_bloomstate.screentextureheight = screentextureheight;
8635                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8636                         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);
8637         }
8638         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8639         {
8640                 if (r_bloomstate.texture_bloom)
8641                         R_FreeTexture(r_bloomstate.texture_bloom);
8642                 r_bloomstate.texture_bloom = NULL;
8643                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8644                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8645                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8646                         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);
8647         }
8648
8649         // when doing a reduced render (HDR) we want to use a smaller area
8650         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8651         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8652         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8653         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8654         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8655
8656         // set up a texcoord array for the full resolution screen image
8657         // (we have to keep this around to copy back during final render)
8658         r_bloomstate.screentexcoord2f[0] = 0;
8659         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8660         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8661         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8662         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8663         r_bloomstate.screentexcoord2f[5] = 0;
8664         r_bloomstate.screentexcoord2f[6] = 0;
8665         r_bloomstate.screentexcoord2f[7] = 0;
8666
8667         // set up a texcoord array for the reduced resolution bloom image
8668         // (which will be additive blended over the screen image)
8669         r_bloomstate.bloomtexcoord2f[0] = 0;
8670         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8671         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8672         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8673         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8674         r_bloomstate.bloomtexcoord2f[5] = 0;
8675         r_bloomstate.bloomtexcoord2f[6] = 0;
8676         r_bloomstate.bloomtexcoord2f[7] = 0;
8677
8678         switch(vid.renderpath)
8679         {
8680         case RENDERPATH_GL11:
8681         case RENDERPATH_GL13:
8682         case RENDERPATH_GL20:
8683         case RENDERPATH_CGGL:
8684                 break;
8685         case RENDERPATH_D3D9:
8686         case RENDERPATH_D3D10:
8687         case RENDERPATH_D3D11:
8688                 {
8689                         int i;
8690                         for (i = 0;i < 4;i++)
8691                         {
8692                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8693                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8694                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8695                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8696                         }
8697                 }
8698                 break;
8699         }
8700
8701         if (r_hdr.integer || r_bloom.integer)
8702         {
8703                 r_bloomstate.enabled = true;
8704                 r_bloomstate.hdr = r_hdr.integer != 0;
8705         }
8706
8707         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);
8708 }
8709
8710 void R_Bloom_CopyBloomTexture(float colorscale)
8711 {
8712         r_refdef.stats.bloom++;
8713
8714         // scale down screen texture to the bloom texture size
8715         CHECKGLERROR
8716         R_SetViewport(&r_bloomstate.viewport);
8717         GL_BlendFunc(GL_ONE, GL_ZERO);
8718         GL_Color(colorscale, colorscale, colorscale, 1);
8719         // 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...
8720         switch(vid.renderpath)
8721         {
8722         case RENDERPATH_GL11:
8723         case RENDERPATH_GL13:
8724         case RENDERPATH_GL20:
8725         case RENDERPATH_CGGL:
8726                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8727                 break;
8728         case RENDERPATH_D3D9:
8729         case RENDERPATH_D3D10:
8730         case RENDERPATH_D3D11:
8731                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8732                 break;
8733         }
8734         // TODO: do boxfilter scale-down in shader?
8735         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8736         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8737         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8738
8739         // we now have a bloom image in the framebuffer
8740         // copy it into the bloom image texture for later processing
8741         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);
8742         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8743 }
8744
8745 void R_Bloom_CopyHDRTexture(void)
8746 {
8747         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);
8748         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8749 }
8750
8751 void R_Bloom_MakeTexture(void)
8752 {
8753         int x, range, dir;
8754         float xoffset, yoffset, r, brighten;
8755
8756         r_refdef.stats.bloom++;
8757
8758         R_ResetViewRendering2D();
8759
8760         // we have a bloom image in the framebuffer
8761         CHECKGLERROR
8762         R_SetViewport(&r_bloomstate.viewport);
8763
8764         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8765         {
8766                 x *= 2;
8767                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8768                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8769                 GL_Color(r,r,r,1);
8770                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8771                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8772                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8773                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8774
8775                 // copy the vertically blurred bloom view to a texture
8776                 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);
8777                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8778         }
8779
8780         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8781         brighten = r_bloom_brighten.value;
8782         if (r_hdr.integer)
8783                 brighten *= r_hdr_range.value;
8784         brighten = sqrt(brighten);
8785         if(range >= 1)
8786                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8787         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8788
8789         for (dir = 0;dir < 2;dir++)
8790         {
8791                 // blend on at multiple vertical offsets to achieve a vertical blur
8792                 // TODO: do offset blends using GLSL
8793                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8794                 GL_BlendFunc(GL_ONE, GL_ZERO);
8795                 for (x = -range;x <= range;x++)
8796                 {
8797                         if (!dir){xoffset = 0;yoffset = x;}
8798                         else {xoffset = x;yoffset = 0;}
8799                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8800                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8801                         // compute a texcoord array with the specified x and y offset
8802                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8803                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8804                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8805                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8806                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8807                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8808                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8809                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8810                         // this r value looks like a 'dot' particle, fading sharply to
8811                         // black at the edges
8812                         // (probably not realistic but looks good enough)
8813                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8814                         //r = brighten/(range*2+1);
8815                         r = brighten / (range * 2 + 1);
8816                         if(range >= 1)
8817                                 r *= (1 - x*x/(float)(range*range));
8818                         GL_Color(r, r, r, 1);
8819                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8820                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8821                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8822                         GL_BlendFunc(GL_ONE, GL_ONE);
8823                 }
8824
8825                 // copy the vertically blurred bloom view to a texture
8826                 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);
8827                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8828         }
8829 }
8830
8831 void R_HDR_RenderBloomTexture(void)
8832 {
8833         int oldwidth, oldheight;
8834         float oldcolorscale;
8835
8836         oldcolorscale = r_refdef.view.colorscale;
8837         oldwidth = r_refdef.view.width;
8838         oldheight = r_refdef.view.height;
8839         r_refdef.view.width = r_bloomstate.bloomwidth;
8840         r_refdef.view.height = r_bloomstate.bloomheight;
8841
8842         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8843         // TODO: add exposure compensation features
8844         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8845
8846         r_refdef.view.showdebug = false;
8847         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8848
8849         R_ResetViewRendering3D();
8850
8851         R_ClearScreen(r_refdef.fogenabled);
8852         if (r_timereport_active)
8853                 R_TimeReport("HDRclear");
8854
8855         R_View_Update();
8856         if (r_timereport_active)
8857                 R_TimeReport("visibility");
8858
8859         // only do secondary renders with HDR if r_hdr is 2 or higher
8860         r_waterstate.numwaterplanes = 0;
8861         if (r_waterstate.enabled && r_hdr.integer >= 2)
8862                 R_RenderWaterPlanes();
8863
8864         r_refdef.view.showdebug = true;
8865         R_RenderScene();
8866         r_waterstate.numwaterplanes = 0;
8867
8868         R_ResetViewRendering2D();
8869
8870         R_Bloom_CopyHDRTexture();
8871         R_Bloom_MakeTexture();
8872
8873         // restore the view settings
8874         r_refdef.view.width = oldwidth;
8875         r_refdef.view.height = oldheight;
8876         r_refdef.view.colorscale = oldcolorscale;
8877
8878         R_ResetViewRendering3D();
8879
8880         R_ClearScreen(r_refdef.fogenabled);
8881         if (r_timereport_active)
8882                 R_TimeReport("viewclear");
8883 }
8884
8885 static void R_BlendView(void)
8886 {
8887         unsigned int permutation;
8888         float uservecs[4][4];
8889
8890         switch (vid.renderpath)
8891         {
8892         case RENDERPATH_GL20:
8893         case RENDERPATH_CGGL:
8894         case RENDERPATH_D3D9:
8895         case RENDERPATH_D3D10:
8896         case RENDERPATH_D3D11:
8897                 permutation =
8898                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8899                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8900                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8901                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8902                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8903
8904                 if (r_bloomstate.texture_screen)
8905                 {
8906                         // make sure the buffer is available
8907                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8908
8909                         R_ResetViewRendering2D();
8910
8911                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8912                         {
8913                                 // declare variables
8914                                 float speed;
8915                                 static float avgspeed;
8916
8917                                 speed = VectorLength(cl.movement_velocity);
8918
8919                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8920                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8921
8922                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8923                                 speed = bound(0, speed, 1);
8924                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8925
8926                                 // calculate values into a standard alpha
8927                                 cl.motionbluralpha = 1 - exp(-
8928                                                 (
8929                                                  (r_motionblur.value * speed / 80)
8930                                                  +
8931                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8932                                                 )
8933                                                 /
8934                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8935                                            );
8936
8937                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8938                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8939                                 // apply the blur
8940                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8941                                 {
8942                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8943                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8944                                         switch(vid.renderpath)
8945                                         {
8946                                         case RENDERPATH_GL11:
8947                                         case RENDERPATH_GL13:
8948                                         case RENDERPATH_GL20:
8949                                         case RENDERPATH_CGGL:
8950                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8951                                                 break;
8952                                         case RENDERPATH_D3D9:
8953                                         case RENDERPATH_D3D10:
8954                                         case RENDERPATH_D3D11:
8955                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8956                                                 break;
8957                                         }
8958                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8959                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8960                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8961                                 }
8962                         }
8963
8964                         // copy view into the screen texture
8965                         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);
8966                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8967                 }
8968                 else if (!r_bloomstate.texture_bloom)
8969                 {
8970                         // we may still have to do view tint...
8971                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8972                         {
8973                                 // apply a color tint to the whole view
8974                                 R_ResetViewRendering2D();
8975                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8976                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8977                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8978                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8979                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8980                         }
8981                         break; // no screen processing, no bloom, skip it
8982                 }
8983
8984                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8985                 {
8986                         // render simple bloom effect
8987                         // copy the screen and shrink it and darken it for the bloom process
8988                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8989                         // make the bloom texture
8990                         R_Bloom_MakeTexture();
8991                 }
8992
8993 #if _MSC_VER >= 1400
8994 #define sscanf sscanf_s
8995 #endif
8996                 memset(uservecs, 0, sizeof(uservecs));
8997                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8998                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8999                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9000                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9001
9002                 R_ResetViewRendering2D();
9003                 GL_Color(1, 1, 1, 1);
9004                 GL_BlendFunc(GL_ONE, GL_ZERO);
9005
9006                 switch(vid.renderpath)
9007                 {
9008                 case RENDERPATH_GL20:
9009                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9010                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9011                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9012                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9013                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9014                         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]);
9015                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9016                         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]);
9017                         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]);
9018                         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]);
9019                         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]);
9020                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9021                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9022                         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);
9023                         break;
9024                 case RENDERPATH_CGGL:
9025 #ifdef SUPPORTCG
9026                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9027                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9028                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9029                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9030                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9031                         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
9032                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9033                         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
9034                         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
9035                         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
9036                         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
9037                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9038                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9039                         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);
9040 #endif
9041                         break;
9042                 case RENDERPATH_D3D9:
9043 #ifdef SUPPORTD3D
9044                         // 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...
9045                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9046                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9047                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9048                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9049                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9050                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9051                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9052                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9053                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9054                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9055                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9056                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9057                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9058                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9059 #endif
9060                         break;
9061                 case RENDERPATH_D3D10:
9062                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9063                         break;
9064                 case RENDERPATH_D3D11:
9065                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9066                         break;
9067                 default:
9068                         break;
9069                 }
9070                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9071                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9072                 break;
9073         case RENDERPATH_GL13:
9074         case RENDERPATH_GL11:
9075                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9076                 {
9077                         // apply a color tint to the whole view
9078                         R_ResetViewRendering2D();
9079                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9080                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9081                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9082                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9083                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9084                 }
9085                 break;
9086         }
9087 }
9088
9089 matrix4x4_t r_waterscrollmatrix;
9090
9091 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9092 {
9093         if (r_refdef.fog_density)
9094         {
9095                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9096                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9097                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9098
9099                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9100                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9101                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9102                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9103
9104                 {
9105                         vec3_t fogvec;
9106                         VectorCopy(r_refdef.fogcolor, fogvec);
9107                         //   color.rgb *= ContrastBoost * SceneBrightness;
9108                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9109                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9110                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9111                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9112                 }
9113         }
9114 }
9115
9116 void R_UpdateVariables(void)
9117 {
9118         R_Textures_Frame();
9119
9120         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9121
9122         r_refdef.farclip = r_farclip_base.value;
9123         if (r_refdef.scene.worldmodel)
9124                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9125         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9126
9127         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9128                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9129         r_refdef.polygonfactor = 0;
9130         r_refdef.polygonoffset = 0;
9131         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9132         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9133
9134         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9135         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9136         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9137         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9138         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9139         if (r_showsurfaces.integer)
9140         {
9141                 r_refdef.scene.rtworld = false;
9142                 r_refdef.scene.rtworldshadows = false;
9143                 r_refdef.scene.rtdlight = false;
9144                 r_refdef.scene.rtdlightshadows = false;
9145                 r_refdef.lightmapintensity = 0;
9146         }
9147
9148         if (gamemode == GAME_NEHAHRA)
9149         {
9150                 if (gl_fogenable.integer)
9151                 {
9152                         r_refdef.oldgl_fogenable = true;
9153                         r_refdef.fog_density = gl_fogdensity.value;
9154                         r_refdef.fog_red = gl_fogred.value;
9155                         r_refdef.fog_green = gl_foggreen.value;
9156                         r_refdef.fog_blue = gl_fogblue.value;
9157                         r_refdef.fog_alpha = 1;
9158                         r_refdef.fog_start = 0;
9159                         r_refdef.fog_end = gl_skyclip.value;
9160                         r_refdef.fog_height = 1<<30;
9161                         r_refdef.fog_fadedepth = 128;
9162                 }
9163                 else if (r_refdef.oldgl_fogenable)
9164                 {
9165                         r_refdef.oldgl_fogenable = false;
9166                         r_refdef.fog_density = 0;
9167                         r_refdef.fog_red = 0;
9168                         r_refdef.fog_green = 0;
9169                         r_refdef.fog_blue = 0;
9170                         r_refdef.fog_alpha = 0;
9171                         r_refdef.fog_start = 0;
9172                         r_refdef.fog_end = 0;
9173                         r_refdef.fog_height = 1<<30;
9174                         r_refdef.fog_fadedepth = 128;
9175                 }
9176         }
9177
9178         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9179         r_refdef.fog_start = max(0, r_refdef.fog_start);
9180         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9181
9182         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9183
9184         if (r_refdef.fog_density && r_drawfog.integer)
9185         {
9186                 r_refdef.fogenabled = true;
9187                 // this is the point where the fog reaches 0.9986 alpha, which we
9188                 // consider a good enough cutoff point for the texture
9189                 // (0.9986 * 256 == 255.6)
9190                 if (r_fog_exp2.integer)
9191                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9192                 else
9193                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9194                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9195                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9196                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9197                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9198                         R_BuildFogHeightTexture();
9199                 // fog color was already set
9200                 // update the fog texture
9201                 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)
9202                         R_BuildFogTexture();
9203                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9204                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9205         }
9206         else
9207                 r_refdef.fogenabled = false;
9208
9209         switch(vid.renderpath)
9210         {
9211         case RENDERPATH_GL20:
9212         case RENDERPATH_CGGL:
9213         case RENDERPATH_D3D9:
9214         case RENDERPATH_D3D10:
9215         case RENDERPATH_D3D11:
9216                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9217                 {
9218                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9219                         {
9220                                 // build GLSL gamma texture
9221 #define RAMPWIDTH 256
9222                                 unsigned short ramp[RAMPWIDTH * 3];
9223                                 unsigned char rampbgr[RAMPWIDTH][4];
9224                                 int i;
9225
9226                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9227
9228                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9229                                 for(i = 0; i < RAMPWIDTH; ++i)
9230                                 {
9231                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9232                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9233                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9234                                         rampbgr[i][3] = 0;
9235                                 }
9236                                 if (r_texture_gammaramps)
9237                                 {
9238                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9239                                 }
9240                                 else
9241                                 {
9242                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9243                                 }
9244                         }
9245                 }
9246                 else
9247                 {
9248                         // remove GLSL gamma texture
9249                 }
9250                 break;
9251         case RENDERPATH_GL13:
9252         case RENDERPATH_GL11:
9253                 break;
9254         }
9255 }
9256
9257 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9258 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9259 /*
9260 ================
9261 R_SelectScene
9262 ================
9263 */
9264 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9265         if( scenetype != r_currentscenetype ) {
9266                 // store the old scenetype
9267                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9268                 r_currentscenetype = scenetype;
9269                 // move in the new scene
9270                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9271         }
9272 }
9273
9274 /*
9275 ================
9276 R_GetScenePointer
9277 ================
9278 */
9279 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9280 {
9281         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9282         if( scenetype == r_currentscenetype ) {
9283                 return &r_refdef.scene;
9284         } else {
9285                 return &r_scenes_store[ scenetype ];
9286         }
9287 }
9288
9289 /*
9290 ================
9291 R_RenderView
9292 ================
9293 */
9294 void R_RenderView(void)
9295 {
9296         if (r_timereport_active)
9297                 R_TimeReport("start");
9298         r_textureframe++; // used only by R_GetCurrentTexture
9299         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9300
9301         if (!r_drawentities.integer)
9302                 r_refdef.scene.numentities = 0;
9303
9304         R_AnimCache_ClearCache();
9305         R_FrameData_NewFrame();
9306
9307         if (r_refdef.view.isoverlay)
9308         {
9309                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9310                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9311                 R_TimeReport("depthclear");
9312
9313                 r_refdef.view.showdebug = false;
9314
9315                 r_waterstate.enabled = false;
9316                 r_waterstate.numwaterplanes = 0;
9317
9318                 R_RenderScene();
9319
9320                 CHECKGLERROR
9321                 return;
9322         }
9323
9324         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9325                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9326
9327         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9328
9329         R_RenderView_UpdateViewVectors();
9330
9331         R_Shadow_UpdateWorldLightSelection();
9332
9333         R_Bloom_StartFrame();
9334         R_Water_StartFrame();
9335
9336         CHECKGLERROR
9337         if (r_timereport_active)
9338                 R_TimeReport("viewsetup");
9339
9340         R_ResetViewRendering3D();
9341
9342         if (r_refdef.view.clear || r_refdef.fogenabled)
9343         {
9344                 R_ClearScreen(r_refdef.fogenabled);
9345                 if (r_timereport_active)
9346                         R_TimeReport("viewclear");
9347         }
9348         r_refdef.view.clear = true;
9349
9350         // this produces a bloom texture to be used in R_BlendView() later
9351         if (r_hdr.integer && r_bloomstate.bloomwidth)
9352         {
9353                 R_HDR_RenderBloomTexture();
9354                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9355                 r_textureframe++; // used only by R_GetCurrentTexture
9356         }
9357
9358         r_refdef.view.showdebug = true;
9359
9360         R_View_Update();
9361         if (r_timereport_active)
9362                 R_TimeReport("visibility");
9363
9364         r_waterstate.numwaterplanes = 0;
9365         if (r_waterstate.enabled)
9366                 R_RenderWaterPlanes();
9367
9368         R_RenderScene();
9369         r_waterstate.numwaterplanes = 0;
9370
9371         R_BlendView();
9372         if (r_timereport_active)
9373                 R_TimeReport("blendview");
9374
9375         GL_Scissor(0, 0, vid.width, vid.height);
9376         GL_ScissorTest(false);
9377         CHECKGLERROR
9378 }
9379
9380 void R_RenderWaterPlanes(void)
9381 {
9382         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9383         {
9384                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9385                 if (r_timereport_active)
9386                         R_TimeReport("waterworld");
9387         }
9388
9389         // don't let sound skip if going slow
9390         if (r_refdef.scene.extraupdate)
9391                 S_ExtraUpdate ();
9392
9393         R_DrawModelsAddWaterPlanes();
9394         if (r_timereport_active)
9395                 R_TimeReport("watermodels");
9396
9397         if (r_waterstate.numwaterplanes)
9398         {
9399                 R_Water_ProcessPlanes();
9400                 if (r_timereport_active)
9401                         R_TimeReport("waterscenes");
9402         }
9403 }
9404
9405 extern void R_DrawLightningBeams (void);
9406 extern void VM_CL_AddPolygonsToMeshQueue (void);
9407 extern void R_DrawPortals (void);
9408 extern cvar_t cl_locs_show;
9409 static void R_DrawLocs(void);
9410 static void R_DrawEntityBBoxes(void);
9411 static void R_DrawModelDecals(void);
9412 extern void R_DrawModelShadows(void);
9413 extern void R_DrawModelShadowMaps(void);
9414 extern cvar_t cl_decals_newsystem;
9415 extern qboolean r_shadow_usingdeferredprepass;
9416 void R_RenderScene(void)
9417 {
9418         qboolean shadowmapping = false;
9419
9420         if (r_timereport_active)
9421                 R_TimeReport("beginscene");
9422
9423         r_refdef.stats.renders++;
9424
9425         R_UpdateFogColor();
9426
9427         // don't let sound skip if going slow
9428         if (r_refdef.scene.extraupdate)
9429                 S_ExtraUpdate ();
9430
9431         R_MeshQueue_BeginScene();
9432
9433         R_SkyStartFrame();
9434
9435         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);
9436
9437         if (r_timereport_active)
9438                 R_TimeReport("skystartframe");
9439
9440         if (cl.csqc_vidvars.drawworld)
9441         {
9442                 // don't let sound skip if going slow
9443                 if (r_refdef.scene.extraupdate)
9444                         S_ExtraUpdate ();
9445
9446                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9447                 {
9448                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9449                         if (r_timereport_active)
9450                                 R_TimeReport("worldsky");
9451                 }
9452
9453                 if (R_DrawBrushModelsSky() && r_timereport_active)
9454                         R_TimeReport("bmodelsky");
9455
9456                 if (skyrendermasked && skyrenderlater)
9457                 {
9458                         // we have to force off the water clipping plane while rendering sky
9459                         R_SetupView(false);
9460                         R_Sky();
9461                         R_SetupView(true);
9462                         if (r_timereport_active)
9463                                 R_TimeReport("sky");
9464                 }
9465         }
9466
9467         R_AnimCache_CacheVisibleEntities();
9468         if (r_timereport_active)
9469                 R_TimeReport("animation");
9470
9471         R_Shadow_PrepareLights();
9472         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9473                 R_Shadow_PrepareModelShadows();
9474         if (r_timereport_active)
9475                 R_TimeReport("preparelights");
9476
9477         if (R_Shadow_ShadowMappingEnabled())
9478                 shadowmapping = true;
9479
9480         if (r_shadow_usingdeferredprepass)
9481                 R_Shadow_DrawPrepass();
9482
9483         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9484         {
9485                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9486                 if (r_timereport_active)
9487                         R_TimeReport("worlddepth");
9488         }
9489         if (r_depthfirst.integer >= 2)
9490         {
9491                 R_DrawModelsDepth();
9492                 if (r_timereport_active)
9493                         R_TimeReport("modeldepth");
9494         }
9495
9496         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9497         {
9498                 R_DrawModelShadowMaps();
9499                 R_ResetViewRendering3D();
9500                 // don't let sound skip if going slow
9501                 if (r_refdef.scene.extraupdate)
9502                         S_ExtraUpdate ();
9503         }
9504
9505         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9506         {
9507                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9508                 if (r_timereport_active)
9509                         R_TimeReport("world");
9510         }
9511
9512         // don't let sound skip if going slow
9513         if (r_refdef.scene.extraupdate)
9514                 S_ExtraUpdate ();
9515
9516         R_DrawModels();
9517         if (r_timereport_active)
9518                 R_TimeReport("models");
9519
9520         // don't let sound skip if going slow
9521         if (r_refdef.scene.extraupdate)
9522                 S_ExtraUpdate ();
9523
9524         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9525         {
9526                 R_DrawModelShadows();
9527                 R_ResetViewRendering3D();
9528                 // don't let sound skip if going slow
9529                 if (r_refdef.scene.extraupdate)
9530                         S_ExtraUpdate ();
9531         }
9532
9533         if (!r_shadow_usingdeferredprepass)
9534         {
9535                 R_Shadow_DrawLights();
9536                 if (r_timereport_active)
9537                         R_TimeReport("rtlights");
9538         }
9539
9540         // don't let sound skip if going slow
9541         if (r_refdef.scene.extraupdate)
9542                 S_ExtraUpdate ();
9543
9544         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9545         {
9546                 R_DrawModelShadows();
9547                 R_ResetViewRendering3D();
9548                 // don't let sound skip if going slow
9549                 if (r_refdef.scene.extraupdate)
9550                         S_ExtraUpdate ();
9551         }
9552
9553         if (cl.csqc_vidvars.drawworld)
9554         {
9555                 if (cl_decals_newsystem.integer)
9556                 {
9557                         R_DrawModelDecals();
9558                         if (r_timereport_active)
9559                                 R_TimeReport("modeldecals");
9560                 }
9561                 else
9562                 {
9563                         R_DrawDecals();
9564                         if (r_timereport_active)
9565                                 R_TimeReport("decals");
9566                 }
9567
9568                 R_DrawParticles();
9569                 if (r_timereport_active)
9570                         R_TimeReport("particles");
9571
9572                 R_DrawExplosions();
9573                 if (r_timereport_active)
9574                         R_TimeReport("explosions");
9575
9576                 R_DrawLightningBeams();
9577                 if (r_timereport_active)
9578                         R_TimeReport("lightning");
9579         }
9580
9581         VM_CL_AddPolygonsToMeshQueue();
9582
9583         if (r_refdef.view.showdebug)
9584         {
9585                 if (cl_locs_show.integer)
9586                 {
9587                         R_DrawLocs();
9588                         if (r_timereport_active)
9589                                 R_TimeReport("showlocs");
9590                 }
9591
9592                 if (r_drawportals.integer)
9593                 {
9594                         R_DrawPortals();
9595                         if (r_timereport_active)
9596                                 R_TimeReport("portals");
9597                 }
9598
9599                 if (r_showbboxes.value > 0)
9600                 {
9601                         R_DrawEntityBBoxes();
9602                         if (r_timereport_active)
9603                                 R_TimeReport("bboxes");
9604                 }
9605         }
9606
9607         R_MeshQueue_RenderTransparent();
9608         if (r_timereport_active)
9609                 R_TimeReport("drawtrans");
9610
9611         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))
9612         {
9613                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9614                 if (r_timereport_active)
9615                         R_TimeReport("worlddebug");
9616                 R_DrawModelsDebug();
9617                 if (r_timereport_active)
9618                         R_TimeReport("modeldebug");
9619         }
9620
9621         if (cl.csqc_vidvars.drawworld)
9622         {
9623                 R_Shadow_DrawCoronas();
9624                 if (r_timereport_active)
9625                         R_TimeReport("coronas");
9626         }
9627
9628         // don't let sound skip if going slow
9629         if (r_refdef.scene.extraupdate)
9630                 S_ExtraUpdate ();
9631
9632         R_ResetViewRendering2D();
9633 }
9634
9635 static const unsigned short bboxelements[36] =
9636 {
9637         5, 1, 3, 5, 3, 7,
9638         6, 2, 0, 6, 0, 4,
9639         7, 3, 2, 7, 2, 6,
9640         4, 0, 1, 4, 1, 5,
9641         4, 5, 7, 4, 7, 6,
9642         1, 0, 2, 1, 2, 3,
9643 };
9644
9645 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9646 {
9647         int i;
9648         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9649
9650         RSurf_ActiveWorldEntity();
9651
9652         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9653         GL_DepthMask(false);
9654         GL_DepthRange(0, 1);
9655         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9656         R_Mesh_ResetTextureState();
9657
9658         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9659         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9660         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9661         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9662         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9663         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9664         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9665         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9666         R_FillColors(color4f, 8, cr, cg, cb, ca);
9667         if (r_refdef.fogenabled)
9668         {
9669                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9670                 {
9671                         f1 = RSurf_FogVertex(v);
9672                         f2 = 1 - f1;
9673                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9674                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9675                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9676                 }
9677         }
9678         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9679         R_Mesh_ResetTextureState();
9680         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9681         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9682 }
9683
9684 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9685 {
9686         int i;
9687         float color[4];
9688         prvm_edict_t *edict;
9689         prvm_prog_t *prog_save = prog;
9690
9691         // this function draws bounding boxes of server entities
9692         if (!sv.active)
9693                 return;
9694
9695         GL_CullFace(GL_NONE);
9696         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9697
9698         prog = 0;
9699         SV_VM_Begin();
9700         for (i = 0;i < numsurfaces;i++)
9701         {
9702                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9703                 switch ((int)edict->fields.server->solid)
9704                 {
9705                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9706                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9707                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9708                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9709                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9710                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9711                 }
9712                 color[3] *= r_showbboxes.value;
9713                 color[3] = bound(0, color[3], 1);
9714                 GL_DepthTest(!r_showdisabledepthtest.integer);
9715                 GL_CullFace(r_refdef.view.cullface_front);
9716                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9717         }
9718         SV_VM_End();
9719         prog = prog_save;
9720 }
9721
9722 static void R_DrawEntityBBoxes(void)
9723 {
9724         int i;
9725         prvm_edict_t *edict;
9726         vec3_t center;
9727         prvm_prog_t *prog_save = prog;
9728
9729         // this function draws bounding boxes of server entities
9730         if (!sv.active)
9731                 return;
9732
9733         prog = 0;
9734         SV_VM_Begin();
9735         for (i = 0;i < prog->num_edicts;i++)
9736         {
9737                 edict = PRVM_EDICT_NUM(i);
9738                 if (edict->priv.server->free)
9739                         continue;
9740                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9741                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9742                         continue;
9743                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9744                         continue;
9745                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9746                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9747         }
9748         SV_VM_End();
9749         prog = prog_save;
9750 }
9751
9752 static const int nomodelelement3i[24] =
9753 {
9754         5, 2, 0,
9755         5, 1, 2,
9756         5, 0, 3,
9757         5, 3, 1,
9758         0, 2, 4,
9759         2, 1, 4,
9760         3, 0, 4,
9761         1, 3, 4
9762 };
9763
9764 static const unsigned short nomodelelement3s[24] =
9765 {
9766         5, 2, 0,
9767         5, 1, 2,
9768         5, 0, 3,
9769         5, 3, 1,
9770         0, 2, 4,
9771         2, 1, 4,
9772         3, 0, 4,
9773         1, 3, 4
9774 };
9775
9776 static const float nomodelvertex3f[6*3] =
9777 {
9778         -16,   0,   0,
9779          16,   0,   0,
9780           0, -16,   0,
9781           0,  16,   0,
9782           0,   0, -16,
9783           0,   0,  16
9784 };
9785
9786 static const float nomodelcolor4f[6*4] =
9787 {
9788         0.0f, 0.0f, 0.5f, 1.0f,
9789         0.0f, 0.0f, 0.5f, 1.0f,
9790         0.0f, 0.5f, 0.0f, 1.0f,
9791         0.0f, 0.5f, 0.0f, 1.0f,
9792         0.5f, 0.0f, 0.0f, 1.0f,
9793         0.5f, 0.0f, 0.0f, 1.0f
9794 };
9795
9796 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9797 {
9798         int i;
9799         float f1, f2, *c;
9800         float color4f[6*4];
9801
9802         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);
9803
9804         // this is only called once per entity so numsurfaces is always 1, and
9805         // surfacelist is always {0}, so this code does not handle batches
9806
9807         if (rsurface.ent_flags & RENDER_ADDITIVE)
9808         {
9809                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9810                 GL_DepthMask(false);
9811         }
9812         else if (rsurface.colormod[3] < 1)
9813         {
9814                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9815                 GL_DepthMask(false);
9816         }
9817         else
9818         {
9819                 GL_BlendFunc(GL_ONE, GL_ZERO);
9820                 GL_DepthMask(true);
9821         }
9822         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9823         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9824         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9825         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9826         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9827         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9828         for (i = 0, c = color4f;i < 6;i++, c += 4)
9829         {
9830                 c[0] *= rsurface.colormod[0];
9831                 c[1] *= rsurface.colormod[1];
9832                 c[2] *= rsurface.colormod[2];
9833                 c[3] *= rsurface.colormod[3];
9834         }
9835         if (r_refdef.fogenabled)
9836         {
9837                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9838                 {
9839                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9840                         f2 = 1 - f1;
9841                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9842                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9843                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9844                 }
9845         }
9846         R_Mesh_ResetTextureState();
9847         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9848         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9849 }
9850
9851 void R_DrawNoModel(entity_render_t *ent)
9852 {
9853         vec3_t org;
9854         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9855         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9856                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9857         else
9858                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9859 }
9860
9861 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9862 {
9863         vec3_t right1, right2, diff, normal;
9864
9865         VectorSubtract (org2, org1, normal);
9866
9867         // calculate 'right' vector for start
9868         VectorSubtract (r_refdef.view.origin, org1, diff);
9869         CrossProduct (normal, diff, right1);
9870         VectorNormalize (right1);
9871
9872         // calculate 'right' vector for end
9873         VectorSubtract (r_refdef.view.origin, org2, diff);
9874         CrossProduct (normal, diff, right2);
9875         VectorNormalize (right2);
9876
9877         vert[ 0] = org1[0] + width * right1[0];
9878         vert[ 1] = org1[1] + width * right1[1];
9879         vert[ 2] = org1[2] + width * right1[2];
9880         vert[ 3] = org1[0] - width * right1[0];
9881         vert[ 4] = org1[1] - width * right1[1];
9882         vert[ 5] = org1[2] - width * right1[2];
9883         vert[ 6] = org2[0] - width * right2[0];
9884         vert[ 7] = org2[1] - width * right2[1];
9885         vert[ 8] = org2[2] - width * right2[2];
9886         vert[ 9] = org2[0] + width * right2[0];
9887         vert[10] = org2[1] + width * right2[1];
9888         vert[11] = org2[2] + width * right2[2];
9889 }
9890
9891 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)
9892 {
9893         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9894         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9895         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9896         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9897         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9898         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9899         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9900         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9901         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9902         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9903         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9904         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9905 }
9906
9907 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9908 {
9909         int i;
9910         float *vertex3f;
9911         float v[3];
9912         VectorSet(v, x, y, z);
9913         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9914                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9915                         break;
9916         if (i == mesh->numvertices)
9917         {
9918                 if (mesh->numvertices < mesh->maxvertices)
9919                 {
9920                         VectorCopy(v, vertex3f);
9921                         mesh->numvertices++;
9922                 }
9923                 return mesh->numvertices;
9924         }
9925         else
9926                 return i;
9927 }
9928
9929 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9930 {
9931         int i;
9932         int *e, element[3];
9933         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9934         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9935         e = mesh->element3i + mesh->numtriangles * 3;
9936         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9937         {
9938                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9939                 if (mesh->numtriangles < mesh->maxtriangles)
9940                 {
9941                         *e++ = element[0];
9942                         *e++ = element[1];
9943                         *e++ = element[2];
9944                         mesh->numtriangles++;
9945                 }
9946                 element[1] = element[2];
9947         }
9948 }
9949
9950 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9951 {
9952         int i;
9953         int *e, element[3];
9954         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9955         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9956         e = mesh->element3i + mesh->numtriangles * 3;
9957         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9958         {
9959                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9960                 if (mesh->numtriangles < mesh->maxtriangles)
9961                 {
9962                         *e++ = element[0];
9963                         *e++ = element[1];
9964                         *e++ = element[2];
9965                         mesh->numtriangles++;
9966                 }
9967                 element[1] = element[2];
9968         }
9969 }
9970
9971 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9972 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9973 {
9974         int planenum, planenum2;
9975         int w;
9976         int tempnumpoints;
9977         mplane_t *plane, *plane2;
9978         double maxdist;
9979         double temppoints[2][256*3];
9980         // figure out how large a bounding box we need to properly compute this brush
9981         maxdist = 0;
9982         for (w = 0;w < numplanes;w++)
9983                 maxdist = max(maxdist, fabs(planes[w].dist));
9984         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9985         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9986         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9987         {
9988                 w = 0;
9989                 tempnumpoints = 4;
9990                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9991                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9992                 {
9993                         if (planenum2 == planenum)
9994                                 continue;
9995                         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);
9996                         w = !w;
9997                 }
9998                 if (tempnumpoints < 3)
9999                         continue;
10000                 // generate elements forming a triangle fan for this polygon
10001                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10002         }
10003 }
10004
10005 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)
10006 {
10007         texturelayer_t *layer;
10008         layer = t->currentlayers + t->currentnumlayers++;
10009         layer->type = type;
10010         layer->depthmask = depthmask;
10011         layer->blendfunc1 = blendfunc1;
10012         layer->blendfunc2 = blendfunc2;
10013         layer->texture = texture;
10014         layer->texmatrix = *matrix;
10015         layer->color[0] = r;
10016         layer->color[1] = g;
10017         layer->color[2] = b;
10018         layer->color[3] = a;
10019 }
10020
10021 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10022 {
10023         if(parms[0] == 0 && parms[1] == 0)
10024                 return false;
10025         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10026                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10027                         return false;
10028         return true;
10029 }
10030
10031 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10032 {
10033         double index, f;
10034         index = parms[2] + r_refdef.scene.time * parms[3];
10035         index -= floor(index);
10036         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10037         {
10038         default:
10039         case Q3WAVEFUNC_NONE:
10040         case Q3WAVEFUNC_NOISE:
10041         case Q3WAVEFUNC_COUNT:
10042                 f = 0;
10043                 break;
10044         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10045         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10046         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10047         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10048         case Q3WAVEFUNC_TRIANGLE:
10049                 index *= 4;
10050                 f = index - floor(index);
10051                 if (index < 1)
10052                         f = f;
10053                 else if (index < 2)
10054                         f = 1 - f;
10055                 else if (index < 3)
10056                         f = -f;
10057                 else
10058                         f = -(1 - f);
10059                 break;
10060         }
10061         f = parms[0] + parms[1] * f;
10062         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10063                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10064         return (float) f;
10065 }
10066
10067 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10068 {
10069         int w, h, idx;
10070         float f;
10071         float tcmat[12];
10072         matrix4x4_t matrix, temp;
10073         switch(tcmod->tcmod)
10074         {
10075                 case Q3TCMOD_COUNT:
10076                 case Q3TCMOD_NONE:
10077                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10078                                 matrix = r_waterscrollmatrix;
10079                         else
10080                                 matrix = identitymatrix;
10081                         break;
10082                 case Q3TCMOD_ENTITYTRANSLATE:
10083                         // this is used in Q3 to allow the gamecode to control texcoord
10084                         // scrolling on the entity, which is not supported in darkplaces yet.
10085                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10086                         break;
10087                 case Q3TCMOD_ROTATE:
10088                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10089                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10090                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10091                         break;
10092                 case Q3TCMOD_SCALE:
10093                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10094                         break;
10095                 case Q3TCMOD_SCROLL:
10096                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10097                         break;
10098                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10099                         w = (int) tcmod->parms[0];
10100                         h = (int) tcmod->parms[1];
10101                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10102                         f = f - floor(f);
10103                         idx = (int) floor(f * w * h);
10104                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10105                         break;
10106                 case Q3TCMOD_STRETCH:
10107                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10108                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10109                         break;
10110                 case Q3TCMOD_TRANSFORM:
10111                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10112                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10113                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10114                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10115                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10116                         break;
10117                 case Q3TCMOD_TURBULENT:
10118                         // this is handled in the RSurf_PrepareVertices function
10119                         matrix = identitymatrix;
10120                         break;
10121         }
10122         temp = *texmatrix;
10123         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10124 }
10125
10126 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10127 {
10128         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10129         char name[MAX_QPATH];
10130         skinframe_t *skinframe;
10131         unsigned char pixels[296*194];
10132         strlcpy(cache->name, skinname, sizeof(cache->name));
10133         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10134         if (developer_loading.integer)
10135                 Con_Printf("loading %s\n", name);
10136         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10137         if (!skinframe || !skinframe->base)
10138         {
10139                 unsigned char *f;
10140                 fs_offset_t filesize;
10141                 skinframe = NULL;
10142                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10143                 if (f)
10144                 {
10145                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10146                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10147                         Mem_Free(f);
10148                 }
10149         }
10150         cache->skinframe = skinframe;
10151 }
10152
10153 texture_t *R_GetCurrentTexture(texture_t *t)
10154 {
10155         int i;
10156         const entity_render_t *ent = rsurface.entity;
10157         dp_model_t *model = ent->model;
10158         q3shaderinfo_layer_tcmod_t *tcmod;
10159
10160         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10161                 return t->currentframe;
10162         t->update_lastrenderframe = r_textureframe;
10163         t->update_lastrenderentity = (void *)ent;
10164
10165         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10166                 t->camera_entity = ent->entitynumber;
10167         else
10168                 t->camera_entity = 0;
10169
10170         // switch to an alternate material if this is a q1bsp animated material
10171         {
10172                 texture_t *texture = t;
10173                 int s = rsurface.ent_skinnum;
10174                 if ((unsigned int)s >= (unsigned int)model->numskins)
10175                         s = 0;
10176                 if (model->skinscenes)
10177                 {
10178                         if (model->skinscenes[s].framecount > 1)
10179                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10180                         else
10181                                 s = model->skinscenes[s].firstframe;
10182                 }
10183                 if (s > 0)
10184                         t = t + s * model->num_surfaces;
10185                 if (t->animated)
10186                 {
10187                         // use an alternate animation if the entity's frame is not 0,
10188                         // and only if the texture has an alternate animation
10189                         if (rsurface.ent_alttextures && t->anim_total[1])
10190                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10191                         else
10192                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10193                 }
10194                 texture->currentframe = t;
10195         }
10196
10197         // update currentskinframe to be a qw skin or animation frame
10198         if (rsurface.ent_qwskin >= 0)
10199         {
10200                 i = rsurface.ent_qwskin;
10201                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10202                 {
10203                         r_qwskincache_size = cl.maxclients;
10204                         if (r_qwskincache)
10205                                 Mem_Free(r_qwskincache);
10206                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10207                 }
10208                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10209                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10210                 t->currentskinframe = r_qwskincache[i].skinframe;
10211                 if (t->currentskinframe == NULL)
10212                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10213         }
10214         else if (t->numskinframes >= 2)
10215                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10216         if (t->backgroundnumskinframes >= 2)
10217                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10218
10219         t->currentmaterialflags = t->basematerialflags;
10220         t->currentalpha = rsurface.colormod[3];
10221         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10222                 t->currentalpha *= r_wateralpha.value;
10223         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10224                 t->currentalpha *= t->r_water_wateralpha;
10225         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10226                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10227         if (!(rsurface.ent_flags & RENDER_LIGHT))
10228                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10229         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10230         {
10231                 // pick a model lighting mode
10232                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10233                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10234                 else
10235                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10236         }
10237         if (rsurface.ent_flags & RENDER_ADDITIVE)
10238                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10239         else if (t->currentalpha < 1)
10240                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10241         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10242                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10243         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10244                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10245         if (t->backgroundnumskinframes)
10246                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10247         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10248         {
10249                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10250                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10251         }
10252         else
10253                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10254         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10255                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10256
10257         // there is no tcmod
10258         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10259         {
10260                 t->currenttexmatrix = r_waterscrollmatrix;
10261                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10262         }
10263         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10264         {
10265                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10266                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10267         }
10268
10269         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10270                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10271         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10272                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10273
10274         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10275         if (t->currentskinframe->qpixels)
10276                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10277         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10278         if (!t->basetexture)
10279                 t->basetexture = r_texture_notexture;
10280         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10281         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10282         t->nmaptexture = t->currentskinframe->nmap;
10283         if (!t->nmaptexture)
10284                 t->nmaptexture = r_texture_blanknormalmap;
10285         t->glosstexture = r_texture_black;
10286         t->glowtexture = t->currentskinframe->glow;
10287         t->fogtexture = t->currentskinframe->fog;
10288         t->reflectmasktexture = t->currentskinframe->reflect;
10289         if (t->backgroundnumskinframes)
10290         {
10291                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10292                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10293                 t->backgroundglosstexture = r_texture_black;
10294                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10295                 if (!t->backgroundnmaptexture)
10296                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10297         }
10298         else
10299         {
10300                 t->backgroundbasetexture = r_texture_white;
10301                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10302                 t->backgroundglosstexture = r_texture_black;
10303                 t->backgroundglowtexture = NULL;
10304         }
10305         t->specularpower = r_shadow_glossexponent.value;
10306         // TODO: store reference values for these in the texture?
10307         t->specularscale = 0;
10308         if (r_shadow_gloss.integer > 0)
10309         {
10310                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10311                 {
10312                         if (r_shadow_glossintensity.value > 0)
10313                         {
10314                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10315                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10316                                 t->specularscale = r_shadow_glossintensity.value;
10317                         }
10318                 }
10319                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10320                 {
10321                         t->glosstexture = r_texture_white;
10322                         t->backgroundglosstexture = r_texture_white;
10323                         t->specularscale = r_shadow_gloss2intensity.value;
10324                         t->specularpower = r_shadow_gloss2exponent.value;
10325                 }
10326         }
10327         t->specularscale *= t->specularscalemod;
10328         t->specularpower *= t->specularpowermod;
10329
10330         // lightmaps mode looks bad with dlights using actual texturing, so turn
10331         // off the colormap and glossmap, but leave the normalmap on as it still
10332         // accurately represents the shading involved
10333         if (gl_lightmaps.integer)
10334         {
10335                 t->basetexture = r_texture_grey128;
10336                 t->pantstexture = r_texture_black;
10337                 t->shirttexture = r_texture_black;
10338                 t->nmaptexture = r_texture_blanknormalmap;
10339                 t->glosstexture = r_texture_black;
10340                 t->glowtexture = NULL;
10341                 t->fogtexture = NULL;
10342                 t->reflectmasktexture = NULL;
10343                 t->backgroundbasetexture = NULL;
10344                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10345                 t->backgroundglosstexture = r_texture_black;
10346                 t->backgroundglowtexture = NULL;
10347                 t->specularscale = 0;
10348                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10349         }
10350
10351         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10352         VectorClear(t->dlightcolor);
10353         t->currentnumlayers = 0;
10354         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10355         {
10356                 int blendfunc1, blendfunc2;
10357                 qboolean depthmask;
10358                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10359                 {
10360                         blendfunc1 = GL_SRC_ALPHA;
10361                         blendfunc2 = GL_ONE;
10362                 }
10363                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10364                 {
10365                         blendfunc1 = GL_SRC_ALPHA;
10366                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10367                 }
10368                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10369                 {
10370                         blendfunc1 = t->customblendfunc[0];
10371                         blendfunc2 = t->customblendfunc[1];
10372                 }
10373                 else
10374                 {
10375                         blendfunc1 = GL_ONE;
10376                         blendfunc2 = GL_ZERO;
10377                 }
10378                 // don't colormod evilblend textures
10379                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10380                         VectorSet(t->lightmapcolor, 1, 1, 1);
10381                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10382                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10383                 {
10384                         // fullbright is not affected by r_refdef.lightmapintensity
10385                         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]);
10386                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10387                                 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]);
10388                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10389                                 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]);
10390                 }
10391                 else
10392                 {
10393                         vec3_t ambientcolor;
10394                         float colorscale;
10395                         // set the color tint used for lights affecting this surface
10396                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10397                         colorscale = 2;
10398                         // q3bsp has no lightmap updates, so the lightstylevalue that
10399                         // would normally be baked into the lightmap must be
10400                         // applied to the color
10401                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10402                         if (model->type == mod_brushq3)
10403                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10404                         colorscale *= r_refdef.lightmapintensity;
10405                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10406                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10407                         // basic lit geometry
10408                         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]);
10409                         // add pants/shirt if needed
10410                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10411                                 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]);
10412                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10413                                 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]);
10414                         // now add ambient passes if needed
10415                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10416                         {
10417                                 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]);
10418                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10419                                         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]);
10420                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10421                                         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]);
10422                         }
10423                 }
10424                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10425                         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]);
10426                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10427                 {
10428                         // if this is opaque use alpha blend which will darken the earlier
10429                         // passes cheaply.
10430                         //
10431                         // if this is an alpha blended material, all the earlier passes
10432                         // were darkened by fog already, so we only need to add the fog
10433                         // color ontop through the fog mask texture
10434                         //
10435                         // if this is an additive blended material, all the earlier passes
10436                         // were darkened by fog already, and we should not add fog color
10437                         // (because the background was not darkened, there is no fog color
10438                         // that was lost behind it).
10439                         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]);
10440                 }
10441         }
10442
10443         return t->currentframe;
10444 }
10445
10446 rsurfacestate_t rsurface;
10447
10448 void R_Mesh_ResizeArrays(int newvertices)
10449 {
10450         unsigned char *base;
10451         size_t size;
10452         if (rsurface.array_size >= newvertices)
10453                 return;
10454         if (rsurface.array_base)
10455                 Mem_Free(rsurface.array_base);
10456         rsurface.array_size = (newvertices + 1023) & ~1023;
10457         size = 0;
10458         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10459         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10460         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10461         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10462         size += rsurface.array_size * sizeof(float[3]);
10463         size += rsurface.array_size * sizeof(float[3]);
10464         size += rsurface.array_size * sizeof(float[3]);
10465         size += rsurface.array_size * sizeof(float[3]);
10466         size += rsurface.array_size * sizeof(float[3]);
10467         size += rsurface.array_size * sizeof(float[3]);
10468         size += rsurface.array_size * sizeof(float[3]);
10469         size += rsurface.array_size * sizeof(float[3]);
10470         size += rsurface.array_size * sizeof(float[4]);
10471         size += rsurface.array_size * sizeof(float[2]);
10472         size += rsurface.array_size * sizeof(float[2]);
10473         size += rsurface.array_size * sizeof(float[4]);
10474         size += rsurface.array_size * sizeof(int[3]);
10475         size += rsurface.array_size * sizeof(unsigned short[3]);
10476         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10477         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10478         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10479         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10480         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10481         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10482         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10483         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10484         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10485         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10486         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10487         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10488         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10489         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10490         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10491         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10492         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10493         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10494         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10495 }
10496
10497 void RSurf_ActiveWorldEntity(void)
10498 {
10499         dp_model_t *model = r_refdef.scene.worldmodel;
10500         //if (rsurface.entity == r_refdef.scene.worldentity)
10501         //      return;
10502         rsurface.entity = r_refdef.scene.worldentity;
10503         rsurface.skeleton = NULL;
10504         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10505         rsurface.ent_skinnum = 0;
10506         rsurface.ent_qwskin = -1;
10507         rsurface.ent_shadertime = 0;
10508         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10509         if (rsurface.array_size < model->surfmesh.num_vertices)
10510                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10511         rsurface.matrix = identitymatrix;
10512         rsurface.inversematrix = identitymatrix;
10513         rsurface.matrixscale = 1;
10514         rsurface.inversematrixscale = 1;
10515         R_EntityMatrix(&identitymatrix);
10516         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10517         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10518         rsurface.fograngerecip = r_refdef.fograngerecip;
10519         rsurface.fogheightfade = r_refdef.fogheightfade;
10520         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10521         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10522         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10523         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10524         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10525         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10526         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10527         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10528         rsurface.colormod[3] = 1;
10529         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);
10530         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10531         rsurface.frameblend[0].lerp = 1;
10532         rsurface.ent_alttextures = false;
10533         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10534         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10535         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10536         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10537         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10538         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10539         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10540         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10541         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10542         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10543         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10544         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10545         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10546         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10547         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10548         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10549         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10550         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10551         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10552         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10553         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10554         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10555         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10556         rsurface.modelelement3i = model->surfmesh.data_element3i;
10557         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10558         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10559         rsurface.modelelement3s = model->surfmesh.data_element3s;
10560         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10561         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10562         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10563         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10564         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10565         rsurface.modelsurfaces = model->data_surfaces;
10566         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10567         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10568         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10569         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10570         rsurface.modelgeneratedvertex = false;
10571         rsurface.batchgeneratedvertex = false;
10572         rsurface.batchfirstvertex = 0;
10573         rsurface.batchnumvertices = 0;
10574         rsurface.batchfirsttriangle = 0;
10575         rsurface.batchnumtriangles = 0;
10576         rsurface.batchvertex3f  = NULL;
10577         rsurface.batchvertex3f_vertexbuffer = NULL;
10578         rsurface.batchvertex3f_bufferoffset = 0;
10579         rsurface.batchsvector3f = NULL;
10580         rsurface.batchsvector3f_vertexbuffer = NULL;
10581         rsurface.batchsvector3f_bufferoffset = 0;
10582         rsurface.batchtvector3f = NULL;
10583         rsurface.batchtvector3f_vertexbuffer = NULL;
10584         rsurface.batchtvector3f_bufferoffset = 0;
10585         rsurface.batchnormal3f  = NULL;
10586         rsurface.batchnormal3f_vertexbuffer = NULL;
10587         rsurface.batchnormal3f_bufferoffset = 0;
10588         rsurface.batchlightmapcolor4f = NULL;
10589         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10590         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10591         rsurface.batchtexcoordtexture2f = NULL;
10592         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10593         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10594         rsurface.batchtexcoordlightmap2f = NULL;
10595         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10596         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10597         rsurface.batchvertexmesh = NULL;
10598         rsurface.batchvertexmeshbuffer = NULL;
10599         rsurface.batchvertexposition = NULL;
10600         rsurface.batchvertexpositionbuffer = NULL;
10601         rsurface.batchelement3i = NULL;
10602         rsurface.batchelement3i_indexbuffer = NULL;
10603         rsurface.batchelement3i_bufferoffset = 0;
10604         rsurface.batchelement3s = NULL;
10605         rsurface.batchelement3s_indexbuffer = NULL;
10606         rsurface.batchelement3s_bufferoffset = 0;
10607         rsurface.passcolor4f = NULL;
10608         rsurface.passcolor4f_vertexbuffer = NULL;
10609         rsurface.passcolor4f_bufferoffset = 0;
10610 }
10611
10612 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10613 {
10614         dp_model_t *model = ent->model;
10615         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10616         //      return;
10617         rsurface.entity = (entity_render_t *)ent;
10618         rsurface.skeleton = ent->skeleton;
10619         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10620         rsurface.ent_skinnum = ent->skinnum;
10621         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;
10622         rsurface.ent_shadertime = ent->shadertime;
10623         rsurface.ent_flags = ent->flags;
10624         if (rsurface.array_size < model->surfmesh.num_vertices)
10625                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10626         rsurface.matrix = ent->matrix;
10627         rsurface.inversematrix = ent->inversematrix;
10628         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10629         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10630         R_EntityMatrix(&rsurface.matrix);
10631         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10632         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10633         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10634         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10635         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10636         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10637         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10638         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10639         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10640         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10641         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10642         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10643         rsurface.colormod[3] = ent->alpha;
10644         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10645         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10646         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10647         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10648         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10649         if (ent->model->brush.submodel && !prepass)
10650         {
10651                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10652                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10653         }
10654         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10655         {
10656                 if (ent->animcache_vertex3f && !r_framedata_failed)
10657                 {
10658                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10659                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10660                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10661                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10662                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10663                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10664                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10665                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10666                 }
10667                 else if (wanttangents)
10668                 {
10669                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10670                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10671                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10672                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10673                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10674                         rsurface.modelvertexmesh = NULL;
10675                         rsurface.modelvertexmeshbuffer = NULL;
10676                         rsurface.modelvertexposition = NULL;
10677                         rsurface.modelvertexpositionbuffer = NULL;
10678                 }
10679                 else if (wantnormals)
10680                 {
10681                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10682                         rsurface.modelsvector3f = NULL;
10683                         rsurface.modeltvector3f = NULL;
10684                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10685                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10686                         rsurface.modelvertexmesh = NULL;
10687                         rsurface.modelvertexmeshbuffer = NULL;
10688                         rsurface.modelvertexposition = NULL;
10689                         rsurface.modelvertexpositionbuffer = NULL;
10690                 }
10691                 else
10692                 {
10693                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10694                         rsurface.modelsvector3f = NULL;
10695                         rsurface.modeltvector3f = NULL;
10696                         rsurface.modelnormal3f = NULL;
10697                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10698                         rsurface.modelvertexmesh = NULL;
10699                         rsurface.modelvertexmeshbuffer = NULL;
10700                         rsurface.modelvertexposition = NULL;
10701                         rsurface.modelvertexpositionbuffer = NULL;
10702                 }
10703                 rsurface.modelvertex3f_vertexbuffer = 0;
10704                 rsurface.modelvertex3f_bufferoffset = 0;
10705                 rsurface.modelsvector3f_vertexbuffer = 0;
10706                 rsurface.modelsvector3f_bufferoffset = 0;
10707                 rsurface.modeltvector3f_vertexbuffer = 0;
10708                 rsurface.modeltvector3f_bufferoffset = 0;
10709                 rsurface.modelnormal3f_vertexbuffer = 0;
10710                 rsurface.modelnormal3f_bufferoffset = 0;
10711                 rsurface.modelgeneratedvertex = true;
10712         }
10713         else
10714         {
10715                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10716                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10717                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10718                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10719                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10720                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10721                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10722                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10723                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10724                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10725                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10726                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10727                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10728                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10729                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10730                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10731                 rsurface.modelgeneratedvertex = false;
10732         }
10733         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10734         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10735         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10736         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10737         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10738         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10739         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10740         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10741         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10742         rsurface.modelelement3i = model->surfmesh.data_element3i;
10743         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10744         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10745         rsurface.modelelement3s = model->surfmesh.data_element3s;
10746         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10747         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10748         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10749         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10750         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10751         rsurface.modelsurfaces = model->data_surfaces;
10752         rsurface.batchgeneratedvertex = false;
10753         rsurface.batchfirstvertex = 0;
10754         rsurface.batchnumvertices = 0;
10755         rsurface.batchfirsttriangle = 0;
10756         rsurface.batchnumtriangles = 0;
10757         rsurface.batchvertex3f  = NULL;
10758         rsurface.batchvertex3f_vertexbuffer = NULL;
10759         rsurface.batchvertex3f_bufferoffset = 0;
10760         rsurface.batchsvector3f = NULL;
10761         rsurface.batchsvector3f_vertexbuffer = NULL;
10762         rsurface.batchsvector3f_bufferoffset = 0;
10763         rsurface.batchtvector3f = NULL;
10764         rsurface.batchtvector3f_vertexbuffer = NULL;
10765         rsurface.batchtvector3f_bufferoffset = 0;
10766         rsurface.batchnormal3f  = NULL;
10767         rsurface.batchnormal3f_vertexbuffer = NULL;
10768         rsurface.batchnormal3f_bufferoffset = 0;
10769         rsurface.batchlightmapcolor4f = NULL;
10770         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10771         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10772         rsurface.batchtexcoordtexture2f = NULL;
10773         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10774         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10775         rsurface.batchtexcoordlightmap2f = NULL;
10776         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10777         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10778         rsurface.batchvertexmesh = NULL;
10779         rsurface.batchvertexmeshbuffer = NULL;
10780         rsurface.batchvertexposition = NULL;
10781         rsurface.batchvertexpositionbuffer = NULL;
10782         rsurface.batchelement3i = NULL;
10783         rsurface.batchelement3i_indexbuffer = NULL;
10784         rsurface.batchelement3i_bufferoffset = 0;
10785         rsurface.batchelement3s = NULL;
10786         rsurface.batchelement3s_indexbuffer = NULL;
10787         rsurface.batchelement3s_bufferoffset = 0;
10788         rsurface.passcolor4f = NULL;
10789         rsurface.passcolor4f_vertexbuffer = NULL;
10790         rsurface.passcolor4f_bufferoffset = 0;
10791 }
10792
10793 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)
10794 {
10795         int i;
10796
10797         rsurface.entity = r_refdef.scene.worldentity;
10798         rsurface.skeleton = NULL;
10799         rsurface.ent_skinnum = 0;
10800         rsurface.ent_qwskin = -1;
10801         rsurface.ent_shadertime = shadertime;
10802         rsurface.ent_flags = entflags;
10803         rsurface.modelnumvertices = numvertices;
10804         rsurface.modelnumtriangles = numtriangles;
10805         if (rsurface.array_size < rsurface.modelnumvertices)
10806                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10807         rsurface.matrix = *matrix;
10808         rsurface.inversematrix = *inversematrix;
10809         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10810         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10811         R_EntityMatrix(&rsurface.matrix);
10812         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10813         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10814         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10815         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10816         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10817         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10818         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10819         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10820         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10821         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10822         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10823         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10824         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);
10825         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10826         rsurface.frameblend[0].lerp = 1;
10827         rsurface.ent_alttextures = false;
10828         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10829         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10830         if (wanttangents)
10831         {
10832                 rsurface.modelvertex3f = vertex3f;
10833                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10834                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10835                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10836         }
10837         else if (wantnormals)
10838         {
10839                 rsurface.modelvertex3f = vertex3f;
10840                 rsurface.modelsvector3f = NULL;
10841                 rsurface.modeltvector3f = NULL;
10842                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10843         }
10844         else
10845         {
10846                 rsurface.modelvertex3f = vertex3f;
10847                 rsurface.modelsvector3f = NULL;
10848                 rsurface.modeltvector3f = NULL;
10849                 rsurface.modelnormal3f = NULL;
10850         }
10851         rsurface.modelvertexmesh = NULL;
10852         rsurface.modelvertexmeshbuffer = NULL;
10853         rsurface.modelvertexposition = NULL;
10854         rsurface.modelvertexpositionbuffer = NULL;
10855         rsurface.modelvertex3f_vertexbuffer = 0;
10856         rsurface.modelvertex3f_bufferoffset = 0;
10857         rsurface.modelsvector3f_vertexbuffer = 0;
10858         rsurface.modelsvector3f_bufferoffset = 0;
10859         rsurface.modeltvector3f_vertexbuffer = 0;
10860         rsurface.modeltvector3f_bufferoffset = 0;
10861         rsurface.modelnormal3f_vertexbuffer = 0;
10862         rsurface.modelnormal3f_bufferoffset = 0;
10863         rsurface.modelgeneratedvertex = true;
10864         rsurface.modellightmapcolor4f  = color4f;
10865         rsurface.modellightmapcolor4f_vertexbuffer = 0;
10866         rsurface.modellightmapcolor4f_bufferoffset = 0;
10867         rsurface.modeltexcoordtexture2f  = texcoord2f;
10868         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10869         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10870         rsurface.modeltexcoordlightmap2f  = NULL;
10871         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10872         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10873         rsurface.modelelement3i = element3i;
10874         rsurface.modelelement3i_indexbuffer = NULL;
10875         rsurface.modelelement3i_bufferoffset = 0;
10876         rsurface.modelelement3s = element3s;
10877         rsurface.modelelement3s_indexbuffer = NULL;
10878         rsurface.modelelement3s_bufferoffset = 0;
10879         rsurface.modellightmapoffsets = NULL;
10880         rsurface.modelsurfaces = NULL;
10881         rsurface.batchgeneratedvertex = false;
10882         rsurface.batchfirstvertex = 0;
10883         rsurface.batchnumvertices = 0;
10884         rsurface.batchfirsttriangle = 0;
10885         rsurface.batchnumtriangles = 0;
10886         rsurface.batchvertex3f  = NULL;
10887         rsurface.batchvertex3f_vertexbuffer = NULL;
10888         rsurface.batchvertex3f_bufferoffset = 0;
10889         rsurface.batchsvector3f = NULL;
10890         rsurface.batchsvector3f_vertexbuffer = NULL;
10891         rsurface.batchsvector3f_bufferoffset = 0;
10892         rsurface.batchtvector3f = NULL;
10893         rsurface.batchtvector3f_vertexbuffer = NULL;
10894         rsurface.batchtvector3f_bufferoffset = 0;
10895         rsurface.batchnormal3f  = NULL;
10896         rsurface.batchnormal3f_vertexbuffer = NULL;
10897         rsurface.batchnormal3f_bufferoffset = 0;
10898         rsurface.batchlightmapcolor4f = NULL;
10899         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10900         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10901         rsurface.batchtexcoordtexture2f = NULL;
10902         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10903         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10904         rsurface.batchtexcoordlightmap2f = NULL;
10905         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10906         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10907         rsurface.batchvertexmesh = NULL;
10908         rsurface.batchvertexmeshbuffer = NULL;
10909         rsurface.batchvertexposition = NULL;
10910         rsurface.batchvertexpositionbuffer = NULL;
10911         rsurface.batchelement3i = NULL;
10912         rsurface.batchelement3i_indexbuffer = NULL;
10913         rsurface.batchelement3i_bufferoffset = 0;
10914         rsurface.batchelement3s = NULL;
10915         rsurface.batchelement3s_indexbuffer = NULL;
10916         rsurface.batchelement3s_bufferoffset = 0;
10917         rsurface.passcolor4f = NULL;
10918         rsurface.passcolor4f_vertexbuffer = NULL;
10919         rsurface.passcolor4f_bufferoffset = 0;
10920
10921         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10922         {
10923                 if ((wantnormals || wanttangents) && !normal3f)
10924                 {
10925                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10926                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10927                 }
10928                 if (wanttangents && !svector3f)
10929                 {
10930                         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);
10931                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10932                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10933                 }
10934         }
10935
10936         // now convert arrays into vertexmesh structs
10937         for (i = 0;i < numvertices;i++)
10938         {
10939                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10940                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10941                 if (rsurface.modelsvector3f)
10942                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10943                 if (rsurface.modeltvector3f)
10944                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10945                 if (rsurface.modelnormal3f)
10946                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10947                 if (rsurface.modellightmapcolor4f)
10948                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10949                 if (rsurface.modeltexcoordtexture2f)
10950                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10951                 if (rsurface.modeltexcoordlightmap2f)
10952                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10953         }
10954 }
10955
10956 float RSurf_FogPoint(const float *v)
10957 {
10958         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10959         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10960         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10961         float FogHeightFade = r_refdef.fogheightfade;
10962         float fogfrac;
10963         unsigned int fogmasktableindex;
10964         if (r_refdef.fogplaneviewabove)
10965                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10966         else
10967                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10968         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10969         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10970 }
10971
10972 float RSurf_FogVertex(const float *v)
10973 {
10974         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10975         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10976         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10977         float FogHeightFade = rsurface.fogheightfade;
10978         float fogfrac;
10979         unsigned int fogmasktableindex;
10980         if (r_refdef.fogplaneviewabove)
10981                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10982         else
10983                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10984         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10985         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10986 }
10987
10988 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10989 {
10990         int i;
10991         for (i = 0;i < numelements;i++)
10992                 outelement3i[i] = inelement3i[i] + adjust;
10993 }
10994
10995 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10996 extern cvar_t gl_vbo;
10997 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10998 {
10999         int deformindex;
11000         int firsttriangle;
11001         int numtriangles;
11002         int firstvertex;
11003         int endvertex;
11004         int numvertices;
11005         int surfacefirsttriangle;
11006         int surfacenumtriangles;
11007         int surfacefirstvertex;
11008         int surfaceendvertex;
11009         int surfacenumvertices;
11010         int surfaceadjustvertex;
11011         int needsupdate;
11012         int i, j;
11013         qboolean gaps;
11014         qboolean dynamicvertex;
11015         float amplitude;
11016         float animpos;
11017         float scale;
11018         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11019         float waveparms[4];
11020         q3shaderinfo_deform_t *deform;
11021         const msurface_t *surface, *firstsurface;
11022         r_vertexposition_t *vertexposition;
11023         r_vertexmesh_t *vertexmesh;
11024         if (!texturenumsurfaces)
11025                 return;
11026         // find vertex range of this surface batch
11027         gaps = false;
11028         firstsurface = texturesurfacelist[0];
11029         firsttriangle = firstsurface->num_firsttriangle;
11030         numtriangles = 0;
11031         firstvertex = endvertex = firstsurface->num_firstvertex;
11032         for (i = 0;i < texturenumsurfaces;i++)
11033         {
11034                 surface = texturesurfacelist[i];
11035                 if (surface != firstsurface + i)
11036                         gaps = true;
11037                 surfacefirstvertex = surface->num_firstvertex;
11038                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11039                 surfacenumtriangles = surface->num_triangles;
11040                 if (firstvertex > surfacefirstvertex)
11041                         firstvertex = surfacefirstvertex;
11042                 if (endvertex < surfaceendvertex)
11043                         endvertex = surfaceendvertex;
11044                 numtriangles += surfacenumtriangles;
11045         }
11046         if (!numtriangles)
11047                 return;
11048
11049         // we now know the vertex range used, and if there are any gaps in it
11050         rsurface.batchfirstvertex = firstvertex;
11051         rsurface.batchnumvertices = endvertex - firstvertex;
11052         rsurface.batchfirsttriangle = firsttriangle;
11053         rsurface.batchnumtriangles = numtriangles;
11054
11055         // this variable holds flags for which properties have been updated that
11056         // may require regenerating vertexmesh or vertexposition arrays...
11057         needsupdate = 0;
11058
11059         // check if any dynamic vertex processing must occur
11060         dynamicvertex = false;
11061
11062         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11063                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11064         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11065         {
11066                 switch (deform->deform)
11067                 {
11068                 default:
11069                 case Q3DEFORM_PROJECTIONSHADOW:
11070                 case Q3DEFORM_TEXT0:
11071                 case Q3DEFORM_TEXT1:
11072                 case Q3DEFORM_TEXT2:
11073                 case Q3DEFORM_TEXT3:
11074                 case Q3DEFORM_TEXT4:
11075                 case Q3DEFORM_TEXT5:
11076                 case Q3DEFORM_TEXT6:
11077                 case Q3DEFORM_TEXT7:
11078                 case Q3DEFORM_NONE:
11079                         break;
11080                 case Q3DEFORM_AUTOSPRITE:
11081                         dynamicvertex = true;
11082                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11083                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11084                         break;
11085                 case Q3DEFORM_AUTOSPRITE2:
11086                         dynamicvertex = true;
11087                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11088                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11089                         break;
11090                 case Q3DEFORM_NORMAL:
11091                         dynamicvertex = true;
11092                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11093                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11094                         break;
11095                 case Q3DEFORM_WAVE:
11096                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11097                                 break; // if wavefunc is a nop, ignore this transform
11098                         dynamicvertex = true;
11099                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11100                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11101                         break;
11102                 case Q3DEFORM_BULGE:
11103                         dynamicvertex = true;
11104                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11105                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11106                         break;
11107                 case Q3DEFORM_MOVE:
11108                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11109                                 break; // if wavefunc is a nop, ignore this transform
11110                         dynamicvertex = true;
11111                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11112                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11113                         break;
11114                 }
11115         }
11116         switch(rsurface.texture->tcgen.tcgen)
11117         {
11118         default:
11119         case Q3TCGEN_TEXTURE:
11120                 break;
11121         case Q3TCGEN_LIGHTMAP:
11122                 dynamicvertex = true;
11123                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11124                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11125                 break;
11126         case Q3TCGEN_VECTOR:
11127                 dynamicvertex = true;
11128                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11129                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11130                 break;
11131         case Q3TCGEN_ENVIRONMENT:
11132                 dynamicvertex = true;
11133                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11134                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11135                 break;
11136         }
11137         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11138         {
11139                 dynamicvertex = true;
11140                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11141                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11142         }
11143
11144         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11145         {
11146                 dynamicvertex = true;
11147                 batchneed |= BATCHNEED_NOGAPS;
11148                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11149         }
11150
11151         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11152         {
11153                 dynamicvertex = true;
11154                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11155                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11156         }
11157
11158         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11159         {
11160                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11161                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11162                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11163                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11164                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11165                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11166                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11167         }
11168
11169         // when the model data has no vertex buffer (dynamic mesh), we need to
11170         // eliminate gaps
11171         if (!rsurface.modelvertexmeshbuffer)
11172                 batchneed |= BATCHNEED_NOGAPS;
11173
11174         // if needsupdate, we have to do a dynamic vertex batch for sure
11175         if (needsupdate & batchneed)
11176                 dynamicvertex = true;
11177
11178         // see if we need to build vertexmesh from arrays
11179         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11180                 dynamicvertex = true;
11181
11182         // see if we need to build vertexposition from arrays
11183         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11184                 dynamicvertex = true;
11185
11186         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11187         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11188                 dynamicvertex = true;
11189
11190         // if there is a chance of animated vertex colors, it's a dynamic batch
11191         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11192                 dynamicvertex = true;
11193
11194         rsurface.batchvertex3f = rsurface.modelvertex3f;
11195         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11196         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11197         rsurface.batchsvector3f = rsurface.modelsvector3f;
11198         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11199         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11200         rsurface.batchtvector3f = rsurface.modeltvector3f;
11201         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11202         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11203         rsurface.batchnormal3f = rsurface.modelnormal3f;
11204         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11205         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11206         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11207         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11208         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11209         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11210         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11211         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11212         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11213         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11214         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11215         rsurface.batchvertexposition = rsurface.modelvertexposition;
11216         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11217         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11218         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11219         rsurface.batchelement3i = rsurface.modelelement3i;
11220         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11221         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11222         rsurface.batchelement3s = rsurface.modelelement3s;
11223         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11224         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11225
11226         // if any dynamic vertex processing has to occur in software, we copy the
11227         // entire surface list together before processing to rebase the vertices
11228         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11229         //
11230         // if any gaps exist and we do not have a static vertex buffer, we have to
11231         // copy the surface list together to avoid wasting upload bandwidth on the
11232         // vertices in the gaps.
11233         //
11234         // if gaps exist and we have a static vertex buffer, we still have to
11235         // combine the index buffer ranges into one dynamic index buffer.
11236         //
11237         // in all cases we end up with data that can be drawn in one call.
11238
11239         if (!dynamicvertex)
11240         {
11241                 // static vertex data, just set pointers...
11242                 rsurface.batchgeneratedvertex = false;
11243                 // if there are gaps, we want to build a combined index buffer,
11244                 // otherwise use the original static buffer with an appropriate offset
11245                 if (gaps)
11246                 {
11247                         firsttriangle = 0;
11248                         numtriangles = 0;
11249                         for (i = 0;i < texturenumsurfaces;i++)
11250                         {
11251                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11252                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11253                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11254                                 numtriangles += surfacenumtriangles;
11255                         }
11256                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11257                         rsurface.batchelement3i_indexbuffer = NULL;
11258                         rsurface.batchelement3i_bufferoffset = 0;
11259                         rsurface.batchelement3s = NULL;
11260                         rsurface.batchelement3s_indexbuffer = NULL;
11261                         rsurface.batchelement3s_bufferoffset = 0;
11262                         if (endvertex <= 65536)
11263                         {
11264                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11265                                 for (i = 0;i < numtriangles*3;i++)
11266                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11267                         }
11268                         rsurface.batchfirsttriangle = firsttriangle;
11269                         rsurface.batchnumtriangles = numtriangles;
11270                 }
11271                 return;
11272         }
11273
11274         // something needs software processing, do it for real...
11275         // we only directly handle interleaved array data in this case...
11276         rsurface.batchgeneratedvertex = true;
11277
11278         // now copy the vertex data into a combined array and make an index array
11279         // (this is what Quake3 does all the time)
11280         //if (gaps || rsurface.batchfirstvertex)
11281         {
11282                 rsurface.batchvertexposition = NULL;
11283                 rsurface.batchvertexpositionbuffer = NULL;
11284                 rsurface.batchvertexmesh = NULL;
11285                 rsurface.batchvertexmeshbuffer = NULL;
11286                 rsurface.batchvertex3f = NULL;
11287                 rsurface.batchvertex3f_vertexbuffer = NULL;
11288                 rsurface.batchvertex3f_bufferoffset = 0;
11289                 rsurface.batchsvector3f = NULL;
11290                 rsurface.batchsvector3f_vertexbuffer = NULL;
11291                 rsurface.batchsvector3f_bufferoffset = 0;
11292                 rsurface.batchtvector3f = NULL;
11293                 rsurface.batchtvector3f_vertexbuffer = NULL;
11294                 rsurface.batchtvector3f_bufferoffset = 0;
11295                 rsurface.batchnormal3f = NULL;
11296                 rsurface.batchnormal3f_vertexbuffer = NULL;
11297                 rsurface.batchnormal3f_bufferoffset = 0;
11298                 rsurface.batchlightmapcolor4f = NULL;
11299                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11300                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11301                 rsurface.batchtexcoordtexture2f = NULL;
11302                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11303                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11304                 rsurface.batchtexcoordlightmap2f = NULL;
11305                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11306                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11307                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11308                 rsurface.batchelement3i_indexbuffer = NULL;
11309                 rsurface.batchelement3i_bufferoffset = 0;
11310                 rsurface.batchelement3s = NULL;
11311                 rsurface.batchelement3s_indexbuffer = NULL;
11312                 rsurface.batchelement3s_bufferoffset = 0;
11313                 // we'll only be setting up certain arrays as needed
11314                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11315                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11316                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11317                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11318                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11319                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11320                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11321                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11322                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11323                 {
11324                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11325                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11326                 }
11327                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11328                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11329                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11330                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11331                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11332                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11333                 numvertices = 0;
11334                 numtriangles = 0;
11335                 for (i = 0;i < texturenumsurfaces;i++)
11336                 {
11337                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11338                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11339                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11340                         surfaceadjustvertex = numvertices - surfacefirstvertex;
11341                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11342                         // copy only the data requested
11343                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11344                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11345                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11346                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11347                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11348                         {
11349                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11350                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11351                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11352                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11353                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11354                                 {
11355                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11356                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11357                                 }
11358                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11359                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11360                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11361                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11362                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11363                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11364                         }
11365                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11366                         numvertices += surfacenumvertices;
11367                         numtriangles += surfacenumtriangles;
11368                 }
11369
11370                 // generate a 16bit index array as well if possible
11371                 // (in general, dynamic batches fit)
11372                 if (numvertices <= 65536)
11373                 {
11374                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11375                         for (i = 0;i < numtriangles*3;i++)
11376                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11377                 }
11378
11379                 // since we've copied everything, the batch now starts at 0
11380                 rsurface.batchfirstvertex = 0;
11381                 rsurface.batchnumvertices = numvertices;
11382                 rsurface.batchfirsttriangle = 0;
11383                 rsurface.batchnumtriangles = numtriangles;
11384         }
11385
11386         // q1bsp surfaces rendered in vertex color mode have to have colors
11387         // calculated based on lightstyles
11388         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11389         {
11390                 // generate color arrays for the surfaces in this list
11391                 int c[4];
11392                 int scale;
11393                 int size3;
11394                 const int *offsets;
11395                 const unsigned char *lm;
11396                 numvertices = 0;
11397                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11398                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11399                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11400                 for (i = 0;i < texturenumsurfaces;i++)
11401                 {
11402                         surface = texturesurfacelist[i];
11403                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11404                         surfacenumvertices = surface->num_vertices;
11405                         if (surface->lightmapinfo->samples)
11406                         {
11407                                 for (j = 0;j < surfacenumvertices;j++)
11408                                 {
11409                                         lm = surface->lightmapinfo->samples + offsets[j];
11410                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11411                                         VectorScale(lm, scale, c);
11412                                         if (surface->lightmapinfo->styles[1] != 255)
11413                                         {
11414                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11415                                                 lm += size3;
11416                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11417                                                 VectorMA(c, scale, lm, c);
11418                                                 if (surface->lightmapinfo->styles[2] != 255)
11419                                                 {
11420                                                         lm += size3;
11421                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11422                                                         VectorMA(c, scale, lm, c);
11423                                                         if (surface->lightmapinfo->styles[3] != 255)
11424                                                         {
11425                                                                 lm += size3;
11426                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11427                                                                 VectorMA(c, scale, lm, c);
11428                                                         }
11429                                                 }
11430                                         }
11431                                         c[0] >>= 15;
11432                                         c[1] >>= 15;
11433                                         c[2] >>= 15;
11434                                         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);
11435                                         numvertices++;
11436                                 }
11437                         }
11438                         else
11439                         {
11440                                 for (j = 0;j < surfacenumvertices;j++)
11441                                 {
11442                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11443                                         numvertices++;
11444                                 }
11445                         }
11446                 }
11447         }
11448
11449         // if vertices are deformed (sprite flares and things in maps, possibly
11450         // water waves, bulges and other deformations), modify the copied vertices
11451         // in place
11452         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11453         {
11454                 switch (deform->deform)
11455                 {
11456                 default:
11457                 case Q3DEFORM_PROJECTIONSHADOW:
11458                 case Q3DEFORM_TEXT0:
11459                 case Q3DEFORM_TEXT1:
11460                 case Q3DEFORM_TEXT2:
11461                 case Q3DEFORM_TEXT3:
11462                 case Q3DEFORM_TEXT4:
11463                 case Q3DEFORM_TEXT5:
11464                 case Q3DEFORM_TEXT6:
11465                 case Q3DEFORM_TEXT7:
11466                 case Q3DEFORM_NONE:
11467                         break;
11468                 case Q3DEFORM_AUTOSPRITE:
11469                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11470                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11471                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11472                         VectorNormalize(newforward);
11473                         VectorNormalize(newright);
11474                         VectorNormalize(newup);
11475                         // a single autosprite surface can contain multiple sprites...
11476                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11477                         {
11478                                 VectorClear(center);
11479                                 for (i = 0;i < 4;i++)
11480                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11481                                 VectorScale(center, 0.25f, center);
11482                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11483                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11484                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11485                                 for (i = 0;i < 4;i++)
11486                                 {
11487                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11488                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11489                                 }
11490                         }
11491                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11492                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11493                         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);
11494                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11495                         rsurface.batchvertex3f_vertexbuffer = NULL;
11496                         rsurface.batchvertex3f_bufferoffset = 0;
11497                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11498                         rsurface.batchsvector3f_vertexbuffer = NULL;
11499                         rsurface.batchsvector3f_bufferoffset = 0;
11500                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11501                         rsurface.batchtvector3f_vertexbuffer = NULL;
11502                         rsurface.batchtvector3f_bufferoffset = 0;
11503                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11504                         rsurface.batchnormal3f_vertexbuffer = NULL;
11505                         rsurface.batchnormal3f_bufferoffset = 0;
11506                         break;
11507                 case Q3DEFORM_AUTOSPRITE2:
11508                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11509                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11510                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11511                         VectorNormalize(newforward);
11512                         VectorNormalize(newright);
11513                         VectorNormalize(newup);
11514                         {
11515                                 const float *v1, *v2;
11516                                 vec3_t start, end;
11517                                 float f, l;
11518                                 struct
11519                                 {
11520                                         float length2;
11521                                         const float *v1;
11522                                         const float *v2;
11523                                 }
11524                                 shortest[2];
11525                                 memset(shortest, 0, sizeof(shortest));
11526                                 // a single autosprite surface can contain multiple sprites...
11527                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11528                                 {
11529                                         VectorClear(center);
11530                                         for (i = 0;i < 4;i++)
11531                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11532                                         VectorScale(center, 0.25f, center);
11533                                         // find the two shortest edges, then use them to define the
11534                                         // axis vectors for rotating around the central axis
11535                                         for (i = 0;i < 6;i++)
11536                                         {
11537                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11538                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11539                                                 l = VectorDistance2(v1, v2);
11540                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11541                                                 if (v1[2] != v2[2])
11542                                                         l += (1.0f / 1024.0f);
11543                                                 if (shortest[0].length2 > l || i == 0)
11544                                                 {
11545                                                         shortest[1] = shortest[0];
11546                                                         shortest[0].length2 = l;
11547                                                         shortest[0].v1 = v1;
11548                                                         shortest[0].v2 = v2;
11549                                                 }
11550                                                 else if (shortest[1].length2 > l || i == 1)
11551                                                 {
11552                                                         shortest[1].length2 = l;
11553                                                         shortest[1].v1 = v1;
11554                                                         shortest[1].v2 = v2;
11555                                                 }
11556                                         }
11557                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11558                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11559                                         // this calculates the right vector from the shortest edge
11560                                         // and the up vector from the edge midpoints
11561                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11562                                         VectorNormalize(right);
11563                                         VectorSubtract(end, start, up);
11564                                         VectorNormalize(up);
11565                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11566                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11567                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11568                                         VectorNegate(forward, forward);
11569                                         VectorReflect(forward, 0, up, forward);
11570                                         VectorNormalize(forward);
11571                                         CrossProduct(up, forward, newright);
11572                                         VectorNormalize(newright);
11573                                         // rotate the quad around the up axis vector, this is made
11574                                         // especially easy by the fact we know the quad is flat,
11575                                         // so we only have to subtract the center position and
11576                                         // measure distance along the right vector, and then
11577                                         // multiply that by the newright vector and add back the
11578                                         // center position
11579                                         // we also need to subtract the old position to undo the
11580                                         // displacement from the center, which we do with a
11581                                         // DotProduct, the subtraction/addition of center is also
11582                                         // optimized into DotProducts here
11583                                         l = DotProduct(right, center);
11584                                         for (i = 0;i < 4;i++)
11585                                         {
11586                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11587                                                 f = DotProduct(right, v1) - l;
11588                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11589                                         }
11590                                 }
11591                         }
11592                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11593                         rsurface.batchvertex3f_vertexbuffer = NULL;
11594                         rsurface.batchvertex3f_bufferoffset = 0;
11595                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11596                         {
11597                                 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11598                                 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11599                                 rsurface.batchnormal3f_vertexbuffer = NULL;
11600                                 rsurface.batchnormal3f_bufferoffset = 0;
11601                         }
11602                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11603                         {
11604                                 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);
11605                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11606                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11607                                 rsurface.batchsvector3f_bufferoffset = 0;
11608                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11609                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11610                                 rsurface.batchtvector3f_bufferoffset = 0;
11611                         }
11612                         break;
11613                 case Q3DEFORM_NORMAL:
11614                         // deform the normals to make reflections wavey
11615                         for (j = 0;j < rsurface.batchnumvertices;j++)
11616                         {
11617                                 float vertex[3];
11618                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11619                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11620                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11621                                 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]);
11622                                 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]);
11623                                 VectorNormalize(normal);
11624                         }
11625                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11626                         rsurface.batchnormal3f_vertexbuffer = NULL;
11627                         rsurface.batchnormal3f_bufferoffset = 0;
11628                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11629                         {
11630                                 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);
11631                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11632                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11633                                 rsurface.batchsvector3f_bufferoffset = 0;
11634                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11635                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11636                                 rsurface.batchtvector3f_bufferoffset = 0;
11637                         }
11638                         break;
11639                 case Q3DEFORM_WAVE:
11640                         // deform vertex array to make wavey water and flags and such
11641                         waveparms[0] = deform->waveparms[0];
11642                         waveparms[1] = deform->waveparms[1];
11643                         waveparms[2] = deform->waveparms[2];
11644                         waveparms[3] = deform->waveparms[3];
11645                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11646                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11647                         // this is how a divisor of vertex influence on deformation
11648                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11649                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11650                         for (j = 0;j < rsurface.batchnumvertices;j++)
11651                         {
11652                                 // if the wavefunc depends on time, evaluate it per-vertex
11653                                 if (waveparms[3])
11654                                 {
11655                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11656                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11657                                 }
11658                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11659                         }
11660                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11661                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11662                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11663                         rsurface.batchvertex3f_vertexbuffer = NULL;
11664                         rsurface.batchvertex3f_bufferoffset = 0;
11665                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11666                         rsurface.batchnormal3f_vertexbuffer = NULL;
11667                         rsurface.batchnormal3f_bufferoffset = 0;
11668                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11669                         {
11670                                 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);
11671                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11672                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11673                                 rsurface.batchsvector3f_bufferoffset = 0;
11674                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11675                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11676                                 rsurface.batchtvector3f_bufferoffset = 0;
11677                         }
11678                         break;
11679                 case Q3DEFORM_BULGE:
11680                         // deform vertex array to make the surface have moving bulges
11681                         for (j = 0;j < rsurface.batchnumvertices;j++)
11682                         {
11683                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11684                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11685                         }
11686                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11687                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11688                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11689                         rsurface.batchvertex3f_vertexbuffer = NULL;
11690                         rsurface.batchvertex3f_bufferoffset = 0;
11691                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11692                         rsurface.batchnormal3f_vertexbuffer = NULL;
11693                         rsurface.batchnormal3f_bufferoffset = 0;
11694                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11695                         {
11696                                 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);
11697                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11698                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11699                                 rsurface.batchsvector3f_bufferoffset = 0;
11700                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11701                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11702                                 rsurface.batchtvector3f_bufferoffset = 0;
11703                         }
11704                         break;
11705                 case Q3DEFORM_MOVE:
11706                         // deform vertex array
11707                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11708                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11709                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11710                         VectorScale(deform->parms, scale, waveparms);
11711                         for (j = 0;j < rsurface.batchnumvertices;j++)
11712                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11713                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11714                         rsurface.batchvertex3f_vertexbuffer = NULL;
11715                         rsurface.batchvertex3f_bufferoffset = 0;
11716                         break;
11717                 }
11718         }
11719
11720         // generate texcoords based on the chosen texcoord source
11721         switch(rsurface.texture->tcgen.tcgen)
11722         {
11723         default:
11724         case Q3TCGEN_TEXTURE:
11725                 break;
11726         case Q3TCGEN_LIGHTMAP:
11727                 if (rsurface.batchtexcoordlightmap2f)
11728                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11729                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11730                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11731                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11732                 break;
11733         case Q3TCGEN_VECTOR:
11734                 for (j = 0;j < rsurface.batchnumvertices;j++)
11735                 {
11736                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11737                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11738                 }
11739                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11740                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11741                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11742                 break;
11743         case Q3TCGEN_ENVIRONMENT:
11744                 // make environment reflections using a spheremap
11745                 for (j = 0;j < rsurface.batchnumvertices;j++)
11746                 {
11747                         // identical to Q3A's method, but executed in worldspace so
11748                         // carried models can be shiny too
11749
11750                         float viewer[3], d, reflected[3], worldreflected[3];
11751
11752                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11753                         // VectorNormalize(viewer);
11754
11755                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11756
11757                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11758                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11759                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11760                         // note: this is proportinal to viewer, so we can normalize later
11761
11762                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11763                         VectorNormalize(worldreflected);
11764
11765                         // note: this sphere map only uses world x and z!
11766                         // so positive and negative y will LOOK THE SAME.
11767                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11768                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11769                 }
11770                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11771                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11772                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11773                 break;
11774         }
11775         // the only tcmod that needs software vertex processing is turbulent, so
11776         // check for it here and apply the changes if needed
11777         // and we only support that as the first one
11778         // (handling a mixture of turbulent and other tcmods would be problematic
11779         //  without punting it entirely to a software path)
11780         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11781         {
11782                 amplitude = rsurface.texture->tcmods[0].parms[1];
11783                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11784                 for (j = 0;j < rsurface.batchnumvertices;j++)
11785                 {
11786                         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);
11787                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11788                 }
11789                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11790                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11791                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11792         }
11793
11794         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11795         {
11796                 // convert the modified arrays to vertex structs
11797                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11798                 rsurface.batchvertexmeshbuffer = NULL;
11799                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11800                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11801                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11802                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11803                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11804                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11805                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11806                 {
11807                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11808                         {
11809                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11810                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11811                         }
11812                 }
11813                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11814                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11815                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11816                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11817                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11818                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11819                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11820                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11821                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11822         }
11823
11824         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11825         {
11826                 // convert the modified arrays to vertex structs
11827                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11828                 rsurface.batchvertexpositionbuffer = NULL;
11829                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11830                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11831                 else
11832                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11833                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11834         }
11835 }
11836
11837 void RSurf_DrawBatch(void)
11838 {
11839         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);
11840 }
11841
11842 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11843 {
11844         // pick the closest matching water plane
11845         int planeindex, vertexindex, bestplaneindex = -1;
11846         float d, bestd;
11847         vec3_t vert;
11848         const float *v;
11849         r_waterstate_waterplane_t *p;
11850         bestd = 0;
11851         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11852         {
11853                 if(p->camera_entity != rsurface.texture->camera_entity)
11854                         continue;
11855                 d = 0;
11856                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11857                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11858                 {
11859                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
11860                         d += fabs(PlaneDiff(vert, &p->plane));
11861                 }
11862                 if (bestd > d || bestplaneindex < 0)
11863                 {
11864                         bestd = d;
11865                         bestplaneindex = planeindex;
11866                 }
11867         }
11868         return bestplaneindex;
11869 }
11870
11871 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11872 {
11873         int i;
11874         for (i = 0;i < rsurface.batchnumvertices;i++)
11875                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11876         rsurface.passcolor4f = rsurface.array_passcolor4f;
11877         rsurface.passcolor4f_vertexbuffer = 0;
11878         rsurface.passcolor4f_bufferoffset = 0;
11879 }
11880
11881 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11882 {
11883         int i;
11884         float f;
11885         const float *v;
11886         const float *c;
11887         float *c2;
11888         if (rsurface.passcolor4f)
11889         {
11890                 // generate color arrays
11891                 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)
11892                 {
11893                         f = RSurf_FogVertex(v);
11894                         c2[0] = c[0] * f;
11895                         c2[1] = c[1] * f;
11896                         c2[2] = c[2] * f;
11897                         c2[3] = c[3];
11898                 }
11899         }
11900         else
11901         {
11902                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11903                 {
11904                         f = RSurf_FogVertex(v);
11905                         c2[0] = f;
11906                         c2[1] = f;
11907                         c2[2] = f;
11908                         c2[3] = 1;
11909                 }
11910         }
11911         rsurface.passcolor4f = rsurface.array_passcolor4f;
11912         rsurface.passcolor4f_vertexbuffer = 0;
11913         rsurface.passcolor4f_bufferoffset = 0;
11914 }
11915
11916 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11917 {
11918         int i;
11919         float f;
11920         const float *v;
11921         const float *c;
11922         float *c2;
11923         if (!rsurface.passcolor4f)
11924                 return;
11925         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)
11926         {
11927                 f = RSurf_FogVertex(v);
11928                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11929                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11930                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11931                 c2[3] = c[3];
11932         }
11933         rsurface.passcolor4f = rsurface.array_passcolor4f;
11934         rsurface.passcolor4f_vertexbuffer = 0;
11935         rsurface.passcolor4f_bufferoffset = 0;
11936 }
11937
11938 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11939 {
11940         int i;
11941         const float *c;
11942         float *c2;
11943         if (!rsurface.passcolor4f)
11944                 return;
11945         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11946         {
11947                 c2[0] = c[0] * r;
11948                 c2[1] = c[1] * g;
11949                 c2[2] = c[2] * b;
11950                 c2[3] = c[3] * a;
11951         }
11952         rsurface.passcolor4f = rsurface.array_passcolor4f;
11953         rsurface.passcolor4f_vertexbuffer = 0;
11954         rsurface.passcolor4f_bufferoffset = 0;
11955 }
11956
11957 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11958 {
11959         int i;
11960         const float *c;
11961         float *c2;
11962         if (!rsurface.passcolor4f)
11963                 return;
11964         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11965         {
11966                 c2[0] = c[0] + r_refdef.scene.ambient;
11967                 c2[1] = c[1] + r_refdef.scene.ambient;
11968                 c2[2] = c[2] + r_refdef.scene.ambient;
11969                 c2[3] = c[3];
11970         }
11971         rsurface.passcolor4f = rsurface.array_passcolor4f;
11972         rsurface.passcolor4f_vertexbuffer = 0;
11973         rsurface.passcolor4f_bufferoffset = 0;
11974 }
11975
11976 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11977 {
11978         // TODO: optimize
11979         rsurface.passcolor4f = NULL;
11980         rsurface.passcolor4f_vertexbuffer = 0;
11981         rsurface.passcolor4f_bufferoffset = 0;
11982         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11983         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11984         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11985         GL_Color(r, g, b, a);
11986         R_Mesh_TexBind(0, rsurface.lightmaptexture);
11987         RSurf_DrawBatch();
11988 }
11989
11990 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11991 {
11992         // TODO: optimize applyfog && applycolor case
11993         // just apply fog if necessary, and tint the fog color array if necessary
11994         rsurface.passcolor4f = NULL;
11995         rsurface.passcolor4f_vertexbuffer = 0;
11996         rsurface.passcolor4f_bufferoffset = 0;
11997         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11998         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11999         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12000         GL_Color(r, g, b, a);
12001         RSurf_DrawBatch();
12002 }
12003
12004 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12005 {
12006         // TODO: optimize
12007         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12008         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12009         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12010         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12011         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12012         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12013         GL_Color(r, g, b, a);
12014         RSurf_DrawBatch();
12015 }
12016
12017 static void RSurf_DrawBatch_GL11_ClampColor(void)
12018 {
12019         int i;
12020         const float *c1;
12021         float *c2;
12022         if (!rsurface.passcolor4f)
12023                 return;
12024         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12025         {
12026                 c2[0] = bound(0.0f, c1[0], 1.0f);
12027                 c2[1] = bound(0.0f, c1[1], 1.0f);
12028                 c2[2] = bound(0.0f, c1[2], 1.0f);
12029                 c2[3] = bound(0.0f, c1[3], 1.0f);
12030         }
12031 }
12032
12033 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12034 {
12035         int i;
12036         float f;
12037         float alpha;
12038         const float *v;
12039         const float *n;
12040         float *c;
12041         vec3_t ambientcolor;
12042         vec3_t diffusecolor;
12043         vec3_t lightdir;
12044         // TODO: optimize
12045         // model lighting
12046         VectorCopy(rsurface.modellight_lightdir, lightdir);
12047         f = 0.5f * r_refdef.lightmapintensity;
12048         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12049         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12050         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12051         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12052         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12053         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12054         alpha = *a;
12055         if (VectorLength2(diffusecolor) > 0)
12056         {
12057                 // q3-style directional shading
12058                 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)
12059                 {
12060                         if ((f = DotProduct(n, lightdir)) > 0)
12061                                 VectorMA(ambientcolor, f, diffusecolor, c);
12062                         else
12063                                 VectorCopy(ambientcolor, c);
12064                         c[3] = alpha;
12065                 }
12066                 *r = 1;
12067                 *g = 1;
12068                 *b = 1;
12069                 *a = 1;
12070                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12071                 rsurface.passcolor4f_vertexbuffer = 0;
12072                 rsurface.passcolor4f_bufferoffset = 0;
12073                 *applycolor = false;
12074         }
12075         else
12076         {
12077                 *r = ambientcolor[0];
12078                 *g = ambientcolor[1];
12079                 *b = ambientcolor[2];
12080                 rsurface.passcolor4f = NULL;
12081                 rsurface.passcolor4f_vertexbuffer = 0;
12082                 rsurface.passcolor4f_bufferoffset = 0;
12083         }
12084 }
12085
12086 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12087 {
12088         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12089         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12090         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12091         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12092         GL_Color(r, g, b, a);
12093         RSurf_DrawBatch();
12094 }
12095
12096 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12097 {
12098         int i;
12099         float f;
12100         const float *v;
12101         float *c;
12102         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12103         {
12104                 f = 1 - RSurf_FogVertex(v);
12105                 c[0] = r;
12106                 c[1] = g;
12107                 c[2] = b;
12108                 c[3] = f * a;
12109         }
12110 }
12111
12112 void RSurf_SetupDepthAndCulling(void)
12113 {
12114         // submodels are biased to avoid z-fighting with world surfaces that they
12115         // may be exactly overlapping (avoids z-fighting artifacts on certain
12116         // doors and things in Quake maps)
12117         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12118         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12119         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12120         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12121 }
12122
12123 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12124 {
12125         // transparent sky would be ridiculous
12126         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12127                 return;
12128         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12129         skyrenderlater = true;
12130         RSurf_SetupDepthAndCulling();
12131         GL_DepthMask(true);
12132         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12133         // skymasking on them, and Quake3 never did sky masking (unlike
12134         // software Quake and software Quake2), so disable the sky masking
12135         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12136         // and skymasking also looks very bad when noclipping outside the
12137         // level, so don't use it then either.
12138         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12139         {
12140                 R_Mesh_ResetTextureState();
12141                 if (skyrendermasked)
12142                 {
12143                         R_SetupShader_DepthOrShadow();
12144                         // depth-only (masking)
12145                         GL_ColorMask(0,0,0,0);
12146                         // just to make sure that braindead drivers don't draw
12147                         // anything despite that colormask...
12148                         GL_BlendFunc(GL_ZERO, GL_ONE);
12149                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12150                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12151                 }
12152                 else
12153                 {
12154                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12155                         // fog sky
12156                         GL_BlendFunc(GL_ONE, GL_ZERO);
12157                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12158                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12159                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12160                 }
12161                 RSurf_DrawBatch();
12162                 if (skyrendermasked)
12163                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12164         }
12165         R_Mesh_ResetTextureState();
12166         GL_Color(1, 1, 1, 1);
12167 }
12168
12169 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12170 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12171 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12172 {
12173         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12174                 return;
12175         if (prepass)
12176         {
12177                 // render screenspace normalmap to texture
12178                 GL_DepthMask(true);
12179                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12180                 RSurf_DrawBatch();
12181                 return;
12182         }
12183
12184         // bind lightmap texture
12185
12186         // water/refraction/reflection/camera surfaces have to be handled specially
12187         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12188         {
12189                 int start, end, startplaneindex;
12190                 for (start = 0;start < texturenumsurfaces;start = end)
12191                 {
12192                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12193                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12194                                 ;
12195                         // now that we have a batch using the same planeindex, render it
12196                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12197                         {
12198                                 // render water or distortion background
12199                                 GL_DepthMask(true);
12200                                 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));
12201                                 RSurf_DrawBatch();
12202                                 // blend surface on top
12203                                 GL_DepthMask(false);
12204                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12205                                 RSurf_DrawBatch();
12206                         }
12207                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12208                         {
12209                                 // render surface with reflection texture as input
12210                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12211                                 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));
12212                                 RSurf_DrawBatch();
12213                         }
12214                 }
12215                 return;
12216         }
12217
12218         // render surface batch normally
12219         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12220         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12221         RSurf_DrawBatch();
12222 }
12223
12224 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12225 {
12226         // OpenGL 1.3 path - anything not completely ancient
12227         qboolean applycolor;
12228         qboolean applyfog;
12229         int layerindex;
12230         const texturelayer_t *layer;
12231         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);
12232         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12233
12234         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12235         {
12236                 vec4_t layercolor;
12237                 int layertexrgbscale;
12238                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12239                 {
12240                         if (layerindex == 0)
12241                                 GL_AlphaTest(true);
12242                         else
12243                         {
12244                                 GL_AlphaTest(false);
12245                                 GL_DepthFunc(GL_EQUAL);
12246                         }
12247                 }
12248                 GL_DepthMask(layer->depthmask && writedepth);
12249                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12250                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12251                 {
12252                         layertexrgbscale = 4;
12253                         VectorScale(layer->color, 0.25f, layercolor);
12254                 }
12255                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12256                 {
12257                         layertexrgbscale = 2;
12258                         VectorScale(layer->color, 0.5f, layercolor);
12259                 }
12260                 else
12261                 {
12262                         layertexrgbscale = 1;
12263                         VectorScale(layer->color, 1.0f, layercolor);
12264                 }
12265                 layercolor[3] = layer->color[3];
12266                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12267                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12268                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12269                 switch (layer->type)
12270                 {
12271                 case TEXTURELAYERTYPE_LITTEXTURE:
12272                         // single-pass lightmapped texture with 2x rgbscale
12273                         R_Mesh_TexBind(0, r_texture_white);
12274                         R_Mesh_TexMatrix(0, NULL);
12275                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12276                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12277                         R_Mesh_TexBind(1, layer->texture);
12278                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12279                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12280                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12281                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12282                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12283                         else if (rsurface.uselightmaptexture)
12284                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12285                         else
12286                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12287                         break;
12288                 case TEXTURELAYERTYPE_TEXTURE:
12289                         // singletexture unlit texture with transparency support
12290                         R_Mesh_TexBind(0, layer->texture);
12291                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12292                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12293                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12294                         R_Mesh_TexBind(1, 0);
12295                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12296                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12297                         break;
12298                 case TEXTURELAYERTYPE_FOG:
12299                         // singletexture fogging
12300                         if (layer->texture)
12301                         {
12302                                 R_Mesh_TexBind(0, layer->texture);
12303                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12304                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12305                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12306                         }
12307                         else
12308                         {
12309                                 R_Mesh_TexBind(0, 0);
12310                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12311                         }
12312                         R_Mesh_TexBind(1, 0);
12313                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12314                         // generate a color array for the fog pass
12315                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12316                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12317                         RSurf_DrawBatch();
12318                         break;
12319                 default:
12320                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12321                 }
12322         }
12323         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12324         {
12325                 GL_DepthFunc(GL_LEQUAL);
12326                 GL_AlphaTest(false);
12327         }
12328 }
12329
12330 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12331 {
12332         // OpenGL 1.1 - crusty old voodoo path
12333         qboolean applyfog;
12334         int layerindex;
12335         const texturelayer_t *layer;
12336         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);
12337         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12338
12339         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12340         {
12341                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12342                 {
12343                         if (layerindex == 0)
12344                                 GL_AlphaTest(true);
12345                         else
12346                         {
12347                                 GL_AlphaTest(false);
12348                                 GL_DepthFunc(GL_EQUAL);
12349                         }
12350                 }
12351                 GL_DepthMask(layer->depthmask && writedepth);
12352                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12353                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12354                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12355                 switch (layer->type)
12356                 {
12357                 case TEXTURELAYERTYPE_LITTEXTURE:
12358                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12359                         {
12360                                 // two-pass lit texture with 2x rgbscale
12361                                 // first the lightmap pass
12362                                 R_Mesh_TexBind(0, r_texture_white);
12363                                 R_Mesh_TexMatrix(0, NULL);
12364                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12365                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12366                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12367                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12368                                 else if (rsurface.uselightmaptexture)
12369                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12370                                 else
12371                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12372                                 // then apply the texture to it
12373                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12374                                 R_Mesh_TexBind(0, layer->texture);
12375                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12376                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12377                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12378                                 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);
12379                         }
12380                         else
12381                         {
12382                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12383                                 R_Mesh_TexBind(0, layer->texture);
12384                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12385                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12386                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12387                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12388                                         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);
12389                                 else
12390                                         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);
12391                         }
12392                         break;
12393                 case TEXTURELAYERTYPE_TEXTURE:
12394                         // singletexture unlit texture with transparency support
12395                         R_Mesh_TexBind(0, layer->texture);
12396                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12397                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12398                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12399                         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);
12400                         break;
12401                 case TEXTURELAYERTYPE_FOG:
12402                         // singletexture fogging
12403                         if (layer->texture)
12404                         {
12405                                 R_Mesh_TexBind(0, layer->texture);
12406                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12407                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12408                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12409                         }
12410                         else
12411                         {
12412                                 R_Mesh_TexBind(0, 0);
12413                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12414                         }
12415                         // generate a color array for the fog pass
12416                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12417                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12418                         RSurf_DrawBatch();
12419                         break;
12420                 default:
12421                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12422                 }
12423         }
12424         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12425         {
12426                 GL_DepthFunc(GL_LEQUAL);
12427                 GL_AlphaTest(false);
12428         }
12429 }
12430
12431 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12432 {
12433         int vi;
12434         int j;
12435         r_vertexgeneric_t *batchvertex;
12436         float c[4];
12437
12438         GL_AlphaTest(false);
12439         R_Mesh_ResetTextureState();
12440         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12441
12442         if(rsurface.texture && rsurface.texture->currentskinframe)
12443         {
12444                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12445                 c[3] *= rsurface.texture->currentalpha;
12446         }
12447         else
12448         {
12449                 c[0] = 1;
12450                 c[1] = 0;
12451                 c[2] = 1;
12452                 c[3] = 1;
12453         }
12454
12455         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12456         {
12457                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12458                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12459                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12460         }
12461
12462         // brighten it up (as texture value 127 means "unlit")
12463         c[0] *= 2 * r_refdef.view.colorscale;
12464         c[1] *= 2 * r_refdef.view.colorscale;
12465         c[2] *= 2 * r_refdef.view.colorscale;
12466
12467         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12468                 c[3] *= r_wateralpha.value;
12469
12470         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12471         {
12472                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12473                 GL_DepthMask(false);
12474         }
12475         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12476         {
12477                 GL_BlendFunc(GL_ONE, GL_ONE);
12478                 GL_DepthMask(false);
12479         }
12480         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12481         {
12482                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12483                 GL_DepthMask(false);
12484         }
12485         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12486         {
12487                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12488                 GL_DepthMask(false);
12489         }
12490         else
12491         {
12492                 GL_BlendFunc(GL_ONE, GL_ZERO);
12493                 GL_DepthMask(writedepth);
12494         }
12495
12496         if (r_showsurfaces.integer == 3)
12497         {
12498                 rsurface.passcolor4f = NULL;
12499
12500                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12501                 {
12502                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12503
12504                         rsurface.passcolor4f = NULL;
12505                         rsurface.passcolor4f_vertexbuffer = 0;
12506                         rsurface.passcolor4f_bufferoffset = 0;
12507                 }
12508                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12509                 {
12510                         qboolean applycolor = true;
12511                         float one = 1.0;
12512
12513                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12514
12515                         r_refdef.lightmapintensity = 1;
12516                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12517                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12518                 }
12519                 else
12520                 {
12521                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12522
12523                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12524                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12525                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12526                 }
12527
12528                 if(!rsurface.passcolor4f)
12529                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12530
12531                 RSurf_DrawBatch_GL11_ApplyAmbient();
12532                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12533                 if(r_refdef.fogenabled)
12534                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12535                 RSurf_DrawBatch_GL11_ClampColor();
12536
12537                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12538                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12539                 RSurf_DrawBatch();
12540         }
12541         else if (!r_refdef.view.showdebug)
12542         {
12543                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12544                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12545                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12546                 {
12547                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12548                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12549                 }
12550                 R_Mesh_PrepareVertices_Generic_Unlock();
12551                 RSurf_DrawBatch();
12552         }
12553         else if (r_showsurfaces.integer == 4)
12554         {
12555                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12556                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12557                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12558                 {
12559                         unsigned char c = vi << 3;
12560                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12561                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12562                 }
12563                 R_Mesh_PrepareVertices_Generic_Unlock();
12564                 RSurf_DrawBatch();
12565         }
12566         else if (r_showsurfaces.integer == 2)
12567         {
12568                 const int *e;
12569                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12570                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12571                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12572                 {
12573                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12574                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12575                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12576                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12577                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12578                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12579                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12580                 }
12581                 R_Mesh_PrepareVertices_Generic_Unlock();
12582                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12583         }
12584         else
12585         {
12586                 int texturesurfaceindex;
12587                 int k;
12588                 const msurface_t *surface;
12589                 unsigned char surfacecolor4ub[4];
12590                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12591                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12592                 vi = 0;
12593                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12594                 {
12595                         surface = texturesurfacelist[texturesurfaceindex];
12596                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12597                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12598                         for (j = 0;j < surface->num_vertices;j++)
12599                         {
12600                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12601                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12602                                 vi++;
12603                         }
12604                 }
12605                 R_Mesh_PrepareVertices_Generic_Unlock();
12606                 RSurf_DrawBatch();
12607         }
12608 }
12609
12610 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12611 {
12612         CHECKGLERROR
12613         RSurf_SetupDepthAndCulling();
12614         if (r_showsurfaces.integer)
12615         {
12616                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12617                 return;
12618         }
12619         switch (vid.renderpath)
12620         {
12621         case RENDERPATH_GL20:
12622         case RENDERPATH_CGGL:
12623         case RENDERPATH_D3D9:
12624         case RENDERPATH_D3D10:
12625         case RENDERPATH_D3D11:
12626                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12627                 break;
12628         case RENDERPATH_GL13:
12629                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12630                 break;
12631         case RENDERPATH_GL11:
12632                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12633                 break;
12634         }
12635         CHECKGLERROR
12636 }
12637
12638 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12639 {
12640         CHECKGLERROR
12641         RSurf_SetupDepthAndCulling();
12642         if (r_showsurfaces.integer)
12643         {
12644                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12645                 return;
12646         }
12647         switch (vid.renderpath)
12648         {
12649         case RENDERPATH_GL20:
12650         case RENDERPATH_CGGL:
12651         case RENDERPATH_D3D9:
12652         case RENDERPATH_D3D10:
12653         case RENDERPATH_D3D11:
12654                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12655                 break;
12656         case RENDERPATH_GL13:
12657                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12658                 break;
12659         case RENDERPATH_GL11:
12660                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12661                 break;
12662         }
12663         CHECKGLERROR
12664 }
12665
12666 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12667 {
12668         int i, j;
12669         int texturenumsurfaces, endsurface;
12670         texture_t *texture;
12671         const msurface_t *surface;
12672 #define MAXBATCH_TRANSPARENTSURFACES 256
12673         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12674
12675         // if the model is static it doesn't matter what value we give for
12676         // wantnormals and wanttangents, so this logic uses only rules applicable
12677         // to a model, knowing that they are meaningless otherwise
12678         if (ent == r_refdef.scene.worldentity)
12679                 RSurf_ActiveWorldEntity();
12680         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12681                 RSurf_ActiveModelEntity(ent, false, false, false);
12682         else
12683         {
12684                 switch (vid.renderpath)
12685                 {
12686                 case RENDERPATH_GL20:
12687                 case RENDERPATH_CGGL:
12688                 case RENDERPATH_D3D9:
12689                 case RENDERPATH_D3D10:
12690                 case RENDERPATH_D3D11:
12691                         RSurf_ActiveModelEntity(ent, true, true, false);
12692                         break;
12693                 case RENDERPATH_GL13:
12694                 case RENDERPATH_GL11:
12695                         RSurf_ActiveModelEntity(ent, true, false, false);
12696                         break;
12697                 }
12698         }
12699
12700         if (r_transparentdepthmasking.integer)
12701         {
12702                 qboolean setup = false;
12703                 for (i = 0;i < numsurfaces;i = j)
12704                 {
12705                         j = i + 1;
12706                         surface = rsurface.modelsurfaces + surfacelist[i];
12707                         texture = surface->texture;
12708                         rsurface.texture = R_GetCurrentTexture(texture);
12709                         rsurface.lightmaptexture = NULL;
12710                         rsurface.deluxemaptexture = NULL;
12711                         rsurface.uselightmaptexture = false;
12712                         // scan ahead until we find a different texture
12713                         endsurface = min(i + 1024, numsurfaces);
12714                         texturenumsurfaces = 0;
12715                         texturesurfacelist[texturenumsurfaces++] = surface;
12716                         for (;j < endsurface;j++)
12717                         {
12718                                 surface = rsurface.modelsurfaces + surfacelist[j];
12719                                 if (texture != surface->texture)
12720                                         break;
12721                                 texturesurfacelist[texturenumsurfaces++] = surface;
12722                         }
12723                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12724                                 continue;
12725                         // render the range of surfaces as depth
12726                         if (!setup)
12727                         {
12728                                 setup = true;
12729                                 GL_ColorMask(0,0,0,0);
12730                                 GL_Color(1,1,1,1);
12731                                 GL_DepthTest(true);
12732                                 GL_BlendFunc(GL_ONE, GL_ZERO);
12733                                 GL_DepthMask(true);
12734                                 GL_AlphaTest(false);
12735                                 R_Mesh_ResetTextureState();
12736                                 R_SetupShader_DepthOrShadow();
12737                         }
12738                         RSurf_SetupDepthAndCulling();
12739                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12740                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12741                         RSurf_DrawBatch();
12742                 }
12743                 if (setup)
12744                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12745         }
12746
12747         for (i = 0;i < numsurfaces;i = j)
12748         {
12749                 j = i + 1;
12750                 surface = rsurface.modelsurfaces + surfacelist[i];
12751                 texture = surface->texture;
12752                 rsurface.texture = R_GetCurrentTexture(texture);
12753                 rsurface.lightmaptexture = surface->lightmaptexture;
12754                 rsurface.deluxemaptexture = surface->deluxemaptexture;
12755                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12756                 // scan ahead until we find a different texture
12757                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12758                 texturenumsurfaces = 0;
12759                 texturesurfacelist[texturenumsurfaces++] = surface;
12760                 for (;j < endsurface;j++)
12761                 {
12762                         surface = rsurface.modelsurfaces + surfacelist[j];
12763                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12764                                 break;
12765                         texturesurfacelist[texturenumsurfaces++] = surface;
12766                 }
12767                 // render the range of surfaces
12768                 if (ent == r_refdef.scene.worldentity)
12769                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12770                 else
12771                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12772         }
12773         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12774         GL_AlphaTest(false);
12775 }
12776
12777 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12778 {
12779         // transparent surfaces get pushed off into the transparent queue
12780         int surfacelistindex;
12781         const msurface_t *surface;
12782         vec3_t tempcenter, center;
12783         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12784         {
12785                 surface = texturesurfacelist[surfacelistindex];
12786                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12787                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12788                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12789                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12790                 if (queueentity->transparent_offset) // transparent offset
12791                 {
12792                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12793                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12794                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12795                 }
12796                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12797         }
12798 }
12799
12800 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12801 {
12802         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12803                 return;
12804         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12805                 return;
12806         RSurf_SetupDepthAndCulling();
12807         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12808         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12809         RSurf_DrawBatch();
12810 }
12811
12812 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12813 {
12814         const entity_render_t *queueentity = r_refdef.scene.worldentity;
12815         CHECKGLERROR
12816         if (depthonly)
12817                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12818         else if (prepass)
12819         {
12820                 if (!rsurface.texture->currentnumlayers)
12821                         return;
12822                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12823                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12824                 else
12825                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12826         }
12827         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12828                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12829         else if (!rsurface.texture->currentnumlayers)
12830                 return;
12831         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12832         {
12833                 // in the deferred case, transparent surfaces were queued during prepass
12834                 if (!r_shadow_usingdeferredprepass)
12835                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12836         }
12837         else
12838         {
12839                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12840                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12841         }
12842         CHECKGLERROR
12843 }
12844
12845 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12846 {
12847         int i, j;
12848         texture_t *texture;
12849         // break the surface list down into batches by texture and use of lightmapping
12850         for (i = 0;i < numsurfaces;i = j)
12851         {
12852                 j = i + 1;
12853                 // texture is the base texture pointer, rsurface.texture is the
12854                 // current frame/skin the texture is directing us to use (for example
12855                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12856                 // use skin 1 instead)
12857                 texture = surfacelist[i]->texture;
12858                 rsurface.texture = R_GetCurrentTexture(texture);
12859                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12860                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12861                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12862                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12863                 {
12864                         // if this texture is not the kind we want, skip ahead to the next one
12865                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12866                                 ;
12867                         continue;
12868                 }
12869                 // simply scan ahead until we find a different texture or lightmap state
12870                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12871                         ;
12872                 // render the range of surfaces
12873                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12874         }
12875 }
12876
12877 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12878 {
12879         CHECKGLERROR
12880         if (depthonly)
12881                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12882         else if (prepass)
12883         {
12884                 if (!rsurface.texture->currentnumlayers)
12885                         return;
12886                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12887                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12888                 else
12889                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12890         }
12891         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12892                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12893         else if (!rsurface.texture->currentnumlayers)
12894                 return;
12895         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12896         {
12897                 // in the deferred case, transparent surfaces were queued during prepass
12898                 if (!r_shadow_usingdeferredprepass)
12899                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12900         }
12901         else
12902         {
12903                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12904                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12905         }
12906         CHECKGLERROR
12907 }
12908
12909 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12910 {
12911         int i, j;
12912         texture_t *texture;
12913         // break the surface list down into batches by texture and use of lightmapping
12914         for (i = 0;i < numsurfaces;i = j)
12915         {
12916                 j = i + 1;
12917                 // texture is the base texture pointer, rsurface.texture is the
12918                 // current frame/skin the texture is directing us to use (for example
12919                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12920                 // use skin 1 instead)
12921                 texture = surfacelist[i]->texture;
12922                 rsurface.texture = R_GetCurrentTexture(texture);
12923                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12924                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12925                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12926                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12927                 {
12928                         // if this texture is not the kind we want, skip ahead to the next one
12929                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12930                                 ;
12931                         continue;
12932                 }
12933                 // simply scan ahead until we find a different texture or lightmap state
12934                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12935                         ;
12936                 // render the range of surfaces
12937                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12938         }
12939 }
12940
12941 float locboxvertex3f[6*4*3] =
12942 {
12943         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12944         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12945         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12946         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12947         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12948         1,0,0, 0,0,0, 0,1,0, 1,1,0
12949 };
12950
12951 unsigned short locboxelements[6*2*3] =
12952 {
12953          0, 1, 2, 0, 2, 3,
12954          4, 5, 6, 4, 6, 7,
12955          8, 9,10, 8,10,11,
12956         12,13,14, 12,14,15,
12957         16,17,18, 16,18,19,
12958         20,21,22, 20,22,23
12959 };
12960
12961 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12962 {
12963         int i, j;
12964         cl_locnode_t *loc = (cl_locnode_t *)ent;
12965         vec3_t mins, size;
12966         float vertex3f[6*4*3];
12967         CHECKGLERROR
12968         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12969         GL_DepthMask(false);
12970         GL_DepthRange(0, 1);
12971         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12972         GL_DepthTest(true);
12973         GL_CullFace(GL_NONE);
12974         R_EntityMatrix(&identitymatrix);
12975
12976         R_Mesh_ResetTextureState();
12977
12978         i = surfacelist[0];
12979         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12980                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12981                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12982                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12983
12984         if (VectorCompare(loc->mins, loc->maxs))
12985         {
12986                 VectorSet(size, 2, 2, 2);
12987                 VectorMA(loc->mins, -0.5f, size, mins);
12988         }
12989         else
12990         {
12991                 VectorCopy(loc->mins, mins);
12992                 VectorSubtract(loc->maxs, loc->mins, size);
12993         }
12994
12995         for (i = 0;i < 6*4*3;)
12996                 for (j = 0;j < 3;j++, i++)
12997                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12998
12999         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13000         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13001         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13002 }
13003
13004 void R_DrawLocs(void)
13005 {
13006         int index;
13007         cl_locnode_t *loc, *nearestloc;
13008         vec3_t center;
13009         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13010         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13011         {
13012                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13013                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13014         }
13015 }
13016
13017 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13018 {
13019         if (decalsystem->decals)
13020                 Mem_Free(decalsystem->decals);
13021         memset(decalsystem, 0, sizeof(*decalsystem));
13022 }
13023
13024 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)
13025 {
13026         tridecal_t *decal;
13027         tridecal_t *decals;
13028         int i;
13029
13030         // expand or initialize the system
13031         if (decalsystem->maxdecals <= decalsystem->numdecals)
13032         {
13033                 decalsystem_t old = *decalsystem;
13034                 qboolean useshortelements;
13035                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13036                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13037                 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)));
13038                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13039                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13040                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13041                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13042                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13043                 if (decalsystem->numdecals)
13044                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13045                 if (old.decals)
13046                         Mem_Free(old.decals);
13047                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13048                         decalsystem->element3i[i] = i;
13049                 if (useshortelements)
13050                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13051                                 decalsystem->element3s[i] = i;
13052         }
13053
13054         // grab a decal and search for another free slot for the next one
13055         decals = decalsystem->decals;
13056         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13057         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13058                 ;
13059         decalsystem->freedecal = i;
13060         if (decalsystem->numdecals <= i)
13061                 decalsystem->numdecals = i + 1;
13062
13063         // initialize the decal
13064         decal->lived = 0;
13065         decal->triangleindex = triangleindex;
13066         decal->surfaceindex = surfaceindex;
13067         decal->decalsequence = decalsequence;
13068         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13069         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13070         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13071         decal->color4ub[0][3] = 255;
13072         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13073         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13074         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13075         decal->color4ub[1][3] = 255;
13076         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13077         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13078         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13079         decal->color4ub[2][3] = 255;
13080         decal->vertex3f[0][0] = v0[0];
13081         decal->vertex3f[0][1] = v0[1];
13082         decal->vertex3f[0][2] = v0[2];
13083         decal->vertex3f[1][0] = v1[0];
13084         decal->vertex3f[1][1] = v1[1];
13085         decal->vertex3f[1][2] = v1[2];
13086         decal->vertex3f[2][0] = v2[0];
13087         decal->vertex3f[2][1] = v2[1];
13088         decal->vertex3f[2][2] = v2[2];
13089         decal->texcoord2f[0][0] = t0[0];
13090         decal->texcoord2f[0][1] = t0[1];
13091         decal->texcoord2f[1][0] = t1[0];
13092         decal->texcoord2f[1][1] = t1[1];
13093         decal->texcoord2f[2][0] = t2[0];
13094         decal->texcoord2f[2][1] = t2[1];
13095 }
13096
13097 extern cvar_t cl_decals_bias;
13098 extern cvar_t cl_decals_models;
13099 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13100 // baseparms, parms, temps
13101 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)
13102 {
13103         int cornerindex;
13104         int index;
13105         float v[9][3];
13106         const float *vertex3f;
13107         int numpoints;
13108         float points[2][9][3];
13109         float temp[3];
13110         float tc[9][2];
13111         float f;
13112         float c[9][4];
13113         const int *e;
13114
13115         e = rsurface.modelelement3i + 3*triangleindex;
13116
13117         vertex3f = rsurface.modelvertex3f;
13118
13119         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13120         {
13121                 index = 3*e[cornerindex];
13122                 VectorCopy(vertex3f + index, v[cornerindex]);
13123         }
13124         // cull backfaces
13125         //TriangleNormal(v[0], v[1], v[2], normal);
13126         //if (DotProduct(normal, localnormal) < 0.0f)
13127         //      continue;
13128         // clip by each of the box planes formed from the projection matrix
13129         // if anything survives, we emit the decal
13130         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]);
13131         if (numpoints < 3)
13132                 return;
13133         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]);
13134         if (numpoints < 3)
13135                 return;
13136         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]);
13137         if (numpoints < 3)
13138                 return;
13139         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]);
13140         if (numpoints < 3)
13141                 return;
13142         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]);
13143         if (numpoints < 3)
13144                 return;
13145         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]);
13146         if (numpoints < 3)
13147                 return;
13148         // some part of the triangle survived, so we have to accept it...
13149         if (dynamic)
13150         {
13151                 // dynamic always uses the original triangle
13152                 numpoints = 3;
13153                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13154                 {
13155                         index = 3*e[cornerindex];
13156                         VectorCopy(vertex3f + index, v[cornerindex]);
13157                 }
13158         }
13159         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13160         {
13161                 // convert vertex positions to texcoords
13162                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13163                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13164                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13165                 // calculate distance fade from the projection origin
13166                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13167                 f = bound(0.0f, f, 1.0f);
13168                 c[cornerindex][0] = r * f;
13169                 c[cornerindex][1] = g * f;
13170                 c[cornerindex][2] = b * f;
13171                 c[cornerindex][3] = 1.0f;
13172                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13173         }
13174         if (dynamic)
13175                 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);
13176         else
13177                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13178                         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);
13179 }
13180 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)
13181 {
13182         matrix4x4_t projection;
13183         decalsystem_t *decalsystem;
13184         qboolean dynamic;
13185         dp_model_t *model;
13186         const msurface_t *surface;
13187         const msurface_t *surfaces;
13188         const int *surfacelist;
13189         const texture_t *texture;
13190         int numtriangles;
13191         int numsurfacelist;
13192         int surfacelistindex;
13193         int surfaceindex;
13194         int triangleindex;
13195         float localorigin[3];
13196         float localnormal[3];
13197         float localmins[3];
13198         float localmaxs[3];
13199         float localsize;
13200         //float normal[3];
13201         float planes[6][4];
13202         float angles[3];
13203         bih_t *bih;
13204         int bih_triangles_count;
13205         int bih_triangles[256];
13206         int bih_surfaces[256];
13207
13208         decalsystem = &ent->decalsystem;
13209         model = ent->model;
13210         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13211         {
13212                 R_DecalSystem_Reset(&ent->decalsystem);
13213                 return;
13214         }
13215
13216         if (!model->brush.data_leafs && !cl_decals_models.integer)
13217         {
13218                 if (decalsystem->model)
13219                         R_DecalSystem_Reset(decalsystem);
13220                 return;
13221         }
13222
13223         if (decalsystem->model != model)
13224                 R_DecalSystem_Reset(decalsystem);
13225         decalsystem->model = model;
13226
13227         RSurf_ActiveModelEntity(ent, false, false, false);
13228
13229         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13230         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13231         VectorNormalize(localnormal);
13232         localsize = worldsize*rsurface.inversematrixscale;
13233         localmins[0] = localorigin[0] - localsize;
13234         localmins[1] = localorigin[1] - localsize;
13235         localmins[2] = localorigin[2] - localsize;
13236         localmaxs[0] = localorigin[0] + localsize;
13237         localmaxs[1] = localorigin[1] + localsize;
13238         localmaxs[2] = localorigin[2] + localsize;
13239
13240         //VectorCopy(localnormal, planes[4]);
13241         //VectorVectors(planes[4], planes[2], planes[0]);
13242         AnglesFromVectors(angles, localnormal, NULL, false);
13243         AngleVectors(angles, planes[0], planes[2], planes[4]);
13244         VectorNegate(planes[0], planes[1]);
13245         VectorNegate(planes[2], planes[3]);
13246         VectorNegate(planes[4], planes[5]);
13247         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13248         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13249         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13250         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13251         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13252         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13253
13254 #if 1
13255 // works
13256 {
13257         matrix4x4_t forwardprojection;
13258         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13259         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13260 }
13261 #else
13262 // broken
13263 {
13264         float projectionvector[4][3];
13265         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13266         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13267         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13268         projectionvector[0][0] = planes[0][0] * ilocalsize;
13269         projectionvector[0][1] = planes[1][0] * ilocalsize;
13270         projectionvector[0][2] = planes[2][0] * ilocalsize;
13271         projectionvector[1][0] = planes[0][1] * ilocalsize;
13272         projectionvector[1][1] = planes[1][1] * ilocalsize;
13273         projectionvector[1][2] = planes[2][1] * ilocalsize;
13274         projectionvector[2][0] = planes[0][2] * ilocalsize;
13275         projectionvector[2][1] = planes[1][2] * ilocalsize;
13276         projectionvector[2][2] = planes[2][2] * ilocalsize;
13277         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13278         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13279         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13280         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13281 }
13282 #endif
13283
13284         dynamic = model->surfmesh.isanimated;
13285         numsurfacelist = model->nummodelsurfaces;
13286         surfacelist = model->sortedmodelsurfaces;
13287         surfaces = model->data_surfaces;
13288
13289         bih = NULL;
13290         bih_triangles_count = -1;
13291         if(!dynamic)
13292         {
13293                 if(model->render_bih.numleafs)
13294                         bih = &model->render_bih;
13295                 else if(model->collision_bih.numleafs)
13296                         bih = &model->collision_bih;
13297         }
13298         if(bih)
13299                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13300         if(bih_triangles_count == 0)
13301                 return;
13302         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13303                 return;
13304         if(bih_triangles_count > 0)
13305         {
13306                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13307                 {
13308                         surfaceindex = bih_surfaces[triangleindex];
13309                         surface = surfaces + surfaceindex;
13310                         texture = surface->texture;
13311                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13312                                 continue;
13313                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13314                                 continue;
13315                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13316                 }
13317         }
13318         else
13319         {
13320                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13321                 {
13322                         surfaceindex = surfacelist[surfacelistindex];
13323                         surface = surfaces + surfaceindex;
13324                         // check cull box first because it rejects more than any other check
13325                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13326                                 continue;
13327                         // skip transparent surfaces
13328                         texture = surface->texture;
13329                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13330                                 continue;
13331                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13332                                 continue;
13333                         numtriangles = surface->num_triangles;
13334                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13335                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13336                 }
13337         }
13338 }
13339
13340 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13341 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)
13342 {
13343         int renderentityindex;
13344         float worldmins[3];
13345         float worldmaxs[3];
13346         entity_render_t *ent;
13347
13348         if (!cl_decals_newsystem.integer)
13349                 return;
13350
13351         worldmins[0] = worldorigin[0] - worldsize;
13352         worldmins[1] = worldorigin[1] - worldsize;
13353         worldmins[2] = worldorigin[2] - worldsize;
13354         worldmaxs[0] = worldorigin[0] + worldsize;
13355         worldmaxs[1] = worldorigin[1] + worldsize;
13356         worldmaxs[2] = worldorigin[2] + worldsize;
13357
13358         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13359
13360         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13361         {
13362                 ent = r_refdef.scene.entities[renderentityindex];
13363                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13364                         continue;
13365
13366                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13367         }
13368 }
13369
13370 typedef struct r_decalsystem_splatqueue_s
13371 {
13372         vec3_t worldorigin;
13373         vec3_t worldnormal;
13374         float color[4];
13375         float tcrange[4];
13376         float worldsize;
13377         int decalsequence;
13378 }
13379 r_decalsystem_splatqueue_t;
13380
13381 int r_decalsystem_numqueued = 0;
13382 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13383
13384 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)
13385 {
13386         r_decalsystem_splatqueue_t *queue;
13387
13388         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13389                 return;
13390
13391         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13392         VectorCopy(worldorigin, queue->worldorigin);
13393         VectorCopy(worldnormal, queue->worldnormal);
13394         Vector4Set(queue->color, r, g, b, a);
13395         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13396         queue->worldsize = worldsize;
13397         queue->decalsequence = cl.decalsequence++;
13398 }
13399
13400 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13401 {
13402         int i;
13403         r_decalsystem_splatqueue_t *queue;
13404
13405         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13406                 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);
13407         r_decalsystem_numqueued = 0;
13408 }
13409
13410 extern cvar_t cl_decals_max;
13411 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13412 {
13413         int i;
13414         decalsystem_t *decalsystem = &ent->decalsystem;
13415         int numdecals;
13416         int killsequence;
13417         tridecal_t *decal;
13418         float frametime;
13419         float lifetime;
13420
13421         if (!decalsystem->numdecals)
13422                 return;
13423
13424         if (r_showsurfaces.integer)
13425                 return;
13426
13427         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13428         {
13429                 R_DecalSystem_Reset(decalsystem);
13430                 return;
13431         }
13432
13433         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13434         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13435
13436         if (decalsystem->lastupdatetime)
13437                 frametime = (cl.time - decalsystem->lastupdatetime);
13438         else
13439                 frametime = 0;
13440         decalsystem->lastupdatetime = cl.time;
13441         decal = decalsystem->decals;
13442         numdecals = decalsystem->numdecals;
13443
13444         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13445         {
13446                 if (decal->color4ub[0][3])
13447                 {
13448                         decal->lived += frametime;
13449                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13450                         {
13451                                 memset(decal, 0, sizeof(*decal));
13452                                 if (decalsystem->freedecal > i)
13453                                         decalsystem->freedecal = i;
13454                         }
13455                 }
13456         }
13457         decal = decalsystem->decals;
13458         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13459                 numdecals--;
13460
13461         // collapse the array by shuffling the tail decals into the gaps
13462         for (;;)
13463         {
13464                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13465                         decalsystem->freedecal++;
13466                 if (decalsystem->freedecal == numdecals)
13467                         break;
13468                 decal[decalsystem->freedecal] = decal[--numdecals];
13469         }
13470
13471         decalsystem->numdecals = numdecals;
13472
13473         if (numdecals <= 0)
13474         {
13475                 // if there are no decals left, reset decalsystem
13476                 R_DecalSystem_Reset(decalsystem);
13477         }
13478 }
13479
13480 extern skinframe_t *decalskinframe;
13481 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13482 {
13483         int i;
13484         decalsystem_t *decalsystem = &ent->decalsystem;
13485         int numdecals;
13486         tridecal_t *decal;
13487         float faderate;
13488         float alpha;
13489         float *v3f;
13490         float *c4f;
13491         float *t2f;
13492         const int *e;
13493         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13494         int numtris = 0;
13495
13496         numdecals = decalsystem->numdecals;
13497         if (!numdecals)
13498                 return;
13499
13500         if (r_showsurfaces.integer)
13501                 return;
13502
13503         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13504         {
13505                 R_DecalSystem_Reset(decalsystem);
13506                 return;
13507         }
13508
13509         // if the model is static it doesn't matter what value we give for
13510         // wantnormals and wanttangents, so this logic uses only rules applicable
13511         // to a model, knowing that they are meaningless otherwise
13512         if (ent == r_refdef.scene.worldentity)
13513                 RSurf_ActiveWorldEntity();
13514         else
13515                 RSurf_ActiveModelEntity(ent, false, false, false);
13516
13517         decalsystem->lastupdatetime = cl.time;
13518         decal = decalsystem->decals;
13519
13520         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13521
13522         // update vertex positions for animated models
13523         v3f = decalsystem->vertex3f;
13524         c4f = decalsystem->color4f;
13525         t2f = decalsystem->texcoord2f;
13526         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13527         {
13528                 if (!decal->color4ub[0][3])
13529                         continue;
13530
13531                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13532                         continue;
13533
13534                 // update color values for fading decals
13535                 if (decal->lived >= cl_decals_time.value)
13536                 {
13537                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13538                         alpha *= (1.0f/255.0f);
13539                 }
13540                 else
13541                         alpha = 1.0f/255.0f;
13542
13543                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13544                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13545                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13546                 c4f[ 3] = 1;
13547                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13548                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13549                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13550                 c4f[ 7] = 1;
13551                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13552                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13553                 c4f[10] = decal->color4ub[2][2] * alpha;
13554                 c4f[11] = 1;
13555
13556                 t2f[0] = decal->texcoord2f[0][0];
13557                 t2f[1] = decal->texcoord2f[0][1];
13558                 t2f[2] = decal->texcoord2f[1][0];
13559                 t2f[3] = decal->texcoord2f[1][1];
13560                 t2f[4] = decal->texcoord2f[2][0];
13561                 t2f[5] = decal->texcoord2f[2][1];
13562
13563                 // update vertex positions for animated models
13564                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13565                 {
13566                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13567                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13568                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13569                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13570                 }
13571                 else
13572                 {
13573                         VectorCopy(decal->vertex3f[0], v3f);
13574                         VectorCopy(decal->vertex3f[1], v3f + 3);
13575                         VectorCopy(decal->vertex3f[2], v3f + 6);
13576                 }
13577
13578                 if (r_refdef.fogenabled)
13579                 {
13580                         alpha = RSurf_FogVertex(v3f);
13581                         VectorScale(c4f, alpha, c4f);
13582                         alpha = RSurf_FogVertex(v3f + 3);
13583                         VectorScale(c4f + 4, alpha, c4f + 4);
13584                         alpha = RSurf_FogVertex(v3f + 6);
13585                         VectorScale(c4f + 8, alpha, c4f + 8);
13586                 }
13587
13588                 v3f += 9;
13589                 c4f += 12;
13590                 t2f += 6;
13591                 numtris++;
13592         }
13593
13594         if (numtris > 0)
13595         {
13596                 r_refdef.stats.drawndecals += numtris;
13597
13598                 // now render the decals all at once
13599                 // (this assumes they all use one particle font texture!)
13600                 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);
13601                 R_Mesh_ResetTextureState();
13602                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13603                 GL_DepthMask(false);
13604                 GL_DepthRange(0, 1);
13605                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13606                 GL_DepthTest(true);
13607                 GL_CullFace(GL_NONE);
13608                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13609                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13610                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13611         }
13612 }
13613
13614 static void R_DrawModelDecals(void)
13615 {
13616         int i, numdecals;
13617
13618         // fade faster when there are too many decals
13619         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13620         for (i = 0;i < r_refdef.scene.numentities;i++)
13621                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13622
13623         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13624         for (i = 0;i < r_refdef.scene.numentities;i++)
13625                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13626                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13627
13628         R_DecalSystem_ApplySplatEntitiesQueue();
13629
13630         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13631         for (i = 0;i < r_refdef.scene.numentities;i++)
13632                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13633
13634         r_refdef.stats.totaldecals += numdecals;
13635
13636         if (r_showsurfaces.integer)
13637                 return;
13638
13639         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13640
13641         for (i = 0;i < r_refdef.scene.numentities;i++)
13642         {
13643                 if (!r_refdef.viewcache.entityvisible[i])
13644                         continue;
13645                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13646                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13647         }
13648 }
13649
13650 extern cvar_t mod_collision_bih;
13651 void R_DrawDebugModel(void)
13652 {
13653         entity_render_t *ent = rsurface.entity;
13654         int i, j, k, l, flagsmask;
13655         const msurface_t *surface;
13656         dp_model_t *model = ent->model;
13657         vec3_t v;
13658
13659         switch(vid.renderpath)
13660         {
13661         case RENDERPATH_GL11:
13662         case RENDERPATH_GL13:
13663         case RENDERPATH_GL20:
13664         case RENDERPATH_CGGL:
13665                 break;
13666         case RENDERPATH_D3D9:
13667                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13668                 return;
13669         case RENDERPATH_D3D10:
13670                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13671                 return;
13672         case RENDERPATH_D3D11:
13673                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13674                 return;
13675         }
13676
13677         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13678
13679         R_Mesh_ResetTextureState();
13680         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13681         GL_DepthRange(0, 1);
13682         GL_DepthTest(!r_showdisabledepthtest.integer);
13683         GL_DepthMask(false);
13684         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13685
13686         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13687         {
13688                 int triangleindex;
13689                 int bihleafindex;
13690                 qboolean cullbox = ent == r_refdef.scene.worldentity;
13691                 const q3mbrush_t *brush;
13692                 const bih_t *bih = &model->collision_bih;
13693                 const bih_leaf_t *bihleaf;
13694                 float vertex3f[3][3];
13695                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13696                 cullbox = false;
13697                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13698                 {
13699                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13700                                 continue;
13701                         switch (bihleaf->type)
13702                         {
13703                         case BIH_BRUSH:
13704                                 brush = model->brush.data_brushes + bihleaf->itemindex;
13705                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
13706                                 {
13707                                         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);
13708                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13709                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13710                                 }
13711                                 break;
13712                         case BIH_COLLISIONTRIANGLE:
13713                                 triangleindex = bihleaf->itemindex;
13714                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13715                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13716                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13717                                 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);
13718                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13719                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13720                                 break;
13721                         case BIH_RENDERTRIANGLE:
13722                                 triangleindex = bihleaf->itemindex;
13723                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13724                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13725                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13726                                 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);
13727                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13728                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13729                                 break;
13730                         }
13731                 }
13732         }
13733
13734         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13735
13736         if (r_showtris.integer || r_shownormals.integer)
13737         {
13738                 if (r_showdisabledepthtest.integer)
13739                 {
13740                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13741                         GL_DepthMask(false);
13742                 }
13743                 else
13744                 {
13745                         GL_BlendFunc(GL_ONE, GL_ZERO);
13746                         GL_DepthMask(true);
13747                 }
13748                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13749                 {
13750                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13751                                 continue;
13752                         rsurface.texture = R_GetCurrentTexture(surface->texture);
13753                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13754                         {
13755                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13756                                 if (r_showtris.value > 0)
13757                                 {
13758                                         if (!rsurface.texture->currentlayers->depthmask)
13759                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13760                                         else if (ent == r_refdef.scene.worldentity)
13761                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13762                                         else
13763                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13764                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13765                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13766                                         RSurf_DrawBatch();
13767                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13768                                         CHECKGLERROR
13769                                 }
13770                                 if (r_shownormals.value < 0)
13771                                 {
13772                                         qglBegin(GL_LINES);
13773                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13774                                         {
13775                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13776                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13777                                                 qglVertex3f(v[0], v[1], v[2]);
13778                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13779                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13780                                                 qglVertex3f(v[0], v[1], v[2]);
13781                                         }
13782                                         qglEnd();
13783                                         CHECKGLERROR
13784                                 }
13785                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13786                                 {
13787                                         qglBegin(GL_LINES);
13788                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13789                                         {
13790                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13791                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13792                                                 qglVertex3f(v[0], v[1], v[2]);
13793                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13794                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13795                                                 qglVertex3f(v[0], v[1], v[2]);
13796                                         }
13797                                         qglEnd();
13798                                         CHECKGLERROR
13799                                         qglBegin(GL_LINES);
13800                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13801                                         {
13802                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13803                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13804                                                 qglVertex3f(v[0], v[1], v[2]);
13805                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13806                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13807                                                 qglVertex3f(v[0], v[1], v[2]);
13808                                         }
13809                                         qglEnd();
13810                                         CHECKGLERROR
13811                                         qglBegin(GL_LINES);
13812                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13813                                         {
13814                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13815                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13816                                                 qglVertex3f(v[0], v[1], v[2]);
13817                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13818                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13819                                                 qglVertex3f(v[0], v[1], v[2]);
13820                                         }
13821                                         qglEnd();
13822                                         CHECKGLERROR
13823                                 }
13824                         }
13825                 }
13826                 rsurface.texture = NULL;
13827         }
13828 }
13829
13830 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13831 int r_maxsurfacelist = 0;
13832 const msurface_t **r_surfacelist = NULL;
13833 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13834 {
13835         int i, j, endj, flagsmask;
13836         dp_model_t *model = r_refdef.scene.worldmodel;
13837         msurface_t *surfaces;
13838         unsigned char *update;
13839         int numsurfacelist = 0;
13840         if (model == NULL)
13841                 return;
13842
13843         if (r_maxsurfacelist < model->num_surfaces)
13844         {
13845                 r_maxsurfacelist = model->num_surfaces;
13846                 if (r_surfacelist)
13847                         Mem_Free((msurface_t**)r_surfacelist);
13848                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13849         }
13850
13851         RSurf_ActiveWorldEntity();
13852
13853         surfaces = model->data_surfaces;
13854         update = model->brushq1.lightmapupdateflags;
13855
13856         // update light styles on this submodel
13857         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13858         {
13859                 model_brush_lightstyleinfo_t *style;
13860                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13861                 {
13862                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13863                         {
13864                                 int *list = style->surfacelist;
13865                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13866                                 for (j = 0;j < style->numsurfaces;j++)
13867                                         update[list[j]] = true;
13868                         }
13869                 }
13870         }
13871
13872         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13873
13874         if (debug)
13875         {
13876                 R_DrawDebugModel();
13877                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13878                 return;
13879         }
13880
13881         rsurface.lightmaptexture = NULL;
13882         rsurface.deluxemaptexture = NULL;
13883         rsurface.uselightmaptexture = false;
13884         rsurface.texture = NULL;
13885         rsurface.rtlight = NULL;
13886         numsurfacelist = 0;
13887         // add visible surfaces to draw list
13888         for (i = 0;i < model->nummodelsurfaces;i++)
13889         {
13890                 j = model->sortedmodelsurfaces[i];
13891                 if (r_refdef.viewcache.world_surfacevisible[j])
13892                         r_surfacelist[numsurfacelist++] = surfaces + j;
13893         }
13894         // update lightmaps if needed
13895         if (model->brushq1.firstrender)
13896         {
13897                 model->brushq1.firstrender = false;
13898                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13899                         if (update[j])
13900                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13901         }
13902         else if (update)
13903         {
13904                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13905                         if (r_refdef.viewcache.world_surfacevisible[j])
13906                                 if (update[j])
13907                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13908         }
13909         // don't do anything if there were no surfaces
13910         if (!numsurfacelist)
13911         {
13912                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13913                 return;
13914         }
13915         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13916         GL_AlphaTest(false);
13917
13918         // add to stats if desired
13919         if (r_speeds.integer && !skysurfaces && !depthonly)
13920         {
13921                 r_refdef.stats.world_surfaces += numsurfacelist;
13922                 for (j = 0;j < numsurfacelist;j++)
13923                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13924         }
13925
13926         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13927 }
13928
13929 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13930 {
13931         int i, j, endj, flagsmask;
13932         dp_model_t *model = ent->model;
13933         msurface_t *surfaces;
13934         unsigned char *update;
13935         int numsurfacelist = 0;
13936         if (model == NULL)
13937                 return;
13938
13939         if (r_maxsurfacelist < model->num_surfaces)
13940         {
13941                 r_maxsurfacelist = model->num_surfaces;
13942                 if (r_surfacelist)
13943                         Mem_Free((msurface_t **)r_surfacelist);
13944                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13945         }
13946
13947         // if the model is static it doesn't matter what value we give for
13948         // wantnormals and wanttangents, so this logic uses only rules applicable
13949         // to a model, knowing that they are meaningless otherwise
13950         if (ent == r_refdef.scene.worldentity)
13951                 RSurf_ActiveWorldEntity();
13952         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13953                 RSurf_ActiveModelEntity(ent, false, false, false);
13954         else if (prepass)
13955                 RSurf_ActiveModelEntity(ent, true, true, true);
13956         else if (depthonly)
13957         {
13958                 switch (vid.renderpath)
13959                 {
13960                 case RENDERPATH_GL20:
13961                 case RENDERPATH_CGGL:
13962                 case RENDERPATH_D3D9:
13963                 case RENDERPATH_D3D10:
13964                 case RENDERPATH_D3D11:
13965                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13966                         break;
13967                 case RENDERPATH_GL13:
13968                 case RENDERPATH_GL11:
13969                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13970                         break;
13971                 }
13972         }
13973         else
13974         {
13975                 switch (vid.renderpath)
13976                 {
13977                 case RENDERPATH_GL20:
13978                 case RENDERPATH_CGGL:
13979                 case RENDERPATH_D3D9:
13980                 case RENDERPATH_D3D10:
13981                 case RENDERPATH_D3D11:
13982                         RSurf_ActiveModelEntity(ent, true, true, false);
13983                         break;
13984                 case RENDERPATH_GL13:
13985                 case RENDERPATH_GL11:
13986                         RSurf_ActiveModelEntity(ent, true, false, false);
13987                         break;
13988                 }
13989         }
13990
13991         surfaces = model->data_surfaces;
13992         update = model->brushq1.lightmapupdateflags;
13993
13994         // update light styles
13995         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13996         {
13997                 model_brush_lightstyleinfo_t *style;
13998                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13999                 {
14000                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14001                         {
14002                                 int *list = style->surfacelist;
14003                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14004                                 for (j = 0;j < style->numsurfaces;j++)
14005                                         update[list[j]] = true;
14006                         }
14007                 }
14008         }
14009
14010         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14011
14012         if (debug)
14013         {
14014                 R_DrawDebugModel();
14015                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14016                 return;
14017         }
14018
14019         rsurface.lightmaptexture = NULL;
14020         rsurface.deluxemaptexture = NULL;
14021         rsurface.uselightmaptexture = false;
14022         rsurface.texture = NULL;
14023         rsurface.rtlight = NULL;
14024         numsurfacelist = 0;
14025         // add visible surfaces to draw list
14026         for (i = 0;i < model->nummodelsurfaces;i++)
14027                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14028         // don't do anything if there were no surfaces
14029         if (!numsurfacelist)
14030         {
14031                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14032                 return;
14033         }
14034         // update lightmaps if needed
14035         if (update)
14036         {
14037                 int updated = 0;
14038                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14039                 {
14040                         if (update[j])
14041                         {
14042                                 updated++;
14043                                 R_BuildLightMap(ent, surfaces + j);
14044                         }
14045                 }
14046         }
14047         if (update)
14048                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14049                         if (update[j])
14050                                 R_BuildLightMap(ent, surfaces + j);
14051         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14052         GL_AlphaTest(false);
14053
14054         // add to stats if desired
14055         if (r_speeds.integer && !skysurfaces && !depthonly)
14056         {
14057                 r_refdef.stats.entities_surfaces += numsurfacelist;
14058                 for (j = 0;j < numsurfacelist;j++)
14059                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14060         }
14061
14062         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14063 }
14064
14065 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14066 {
14067         static texture_t texture;
14068         static msurface_t surface;
14069         const msurface_t *surfacelist = &surface;
14070
14071         // fake enough texture and surface state to render this geometry
14072
14073         texture.update_lastrenderframe = -1; // regenerate this texture
14074         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14075         texture.currentskinframe = skinframe;
14076         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14077         texture.offsetmapping = OFFSETMAPPING_OFF;
14078         texture.offsetscale = 1;
14079         texture.specularscalemod = 1;
14080         texture.specularpowermod = 1;
14081
14082         surface.texture = &texture;
14083         surface.num_triangles = numtriangles;
14084         surface.num_firsttriangle = firsttriangle;
14085         surface.num_vertices = numvertices;
14086         surface.num_firstvertex = firstvertex;
14087
14088         // now render it
14089         rsurface.texture = R_GetCurrentTexture(surface.texture);
14090         rsurface.lightmaptexture = NULL;
14091         rsurface.deluxemaptexture = NULL;
14092         rsurface.uselightmaptexture = false;
14093         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14094 }
14095
14096 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)
14097 {
14098         static msurface_t surface;
14099         const msurface_t *surfacelist = &surface;
14100
14101         // fake enough texture and surface state to render this geometry
14102
14103         surface.texture = texture;
14104         surface.num_triangles = numtriangles;
14105         surface.num_firsttriangle = firsttriangle;
14106         surface.num_vertices = numvertices;
14107         surface.num_firstvertex = firstvertex;
14108
14109         // now render it
14110         rsurface.texture = R_GetCurrentTexture(surface.texture);
14111         rsurface.lightmaptexture = NULL;
14112         rsurface.deluxemaptexture = NULL;
14113         rsurface.uselightmaptexture = false;
14114         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14115 }