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remove r_glsl_saturation_redcompensate, as it's considered a hack and can be done...
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 #ifdef SUPPORTD3D
32 #include <d3d9.h>
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
34 #endif
35
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
38
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
40
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
43 qboolean r_loadfog;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
46
47 //
48 // screen size info
49 //
50 r_refdef_t r_refdef;
51
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
60
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
66
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
99
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
113 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
119
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
128
129 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
130 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
131
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
137
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
141
142 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
150 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
151
152 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
158
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
163
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
171
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
176
177 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
178
179 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
180
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
182
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
190
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192
193 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
194
195 extern cvar_t v_glslgamma;
196
197 extern qboolean v_flipped_state;
198
199 static struct r_bloomstate_s
200 {
201         qboolean enabled;
202         qboolean hdr;
203
204         int bloomwidth, bloomheight;
205
206         int screentexturewidth, screentextureheight;
207         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
208
209         int bloomtexturewidth, bloomtextureheight;
210         rtexture_t *texture_bloom;
211
212         // arrays for rendering the screen passes
213         float screentexcoord2f[8];
214         float bloomtexcoord2f[8];
215         float offsettexcoord2f[8];
216
217         r_viewport_t viewport;
218 }
219 r_bloomstate;
220
221 r_waterstate_t r_waterstate;
222
223 /// shadow volume bsp struct with automatically growing nodes buffer
224 svbsp_t r_svbsp;
225
226 rtexture_t *r_texture_blanknormalmap;
227 rtexture_t *r_texture_white;
228 rtexture_t *r_texture_grey128;
229 rtexture_t *r_texture_black;
230 rtexture_t *r_texture_notexture;
231 rtexture_t *r_texture_whitecube;
232 rtexture_t *r_texture_normalizationcube;
233 rtexture_t *r_texture_fogattenuation;
234 rtexture_t *r_texture_fogheighttexture;
235 rtexture_t *r_texture_gammaramps;
236 unsigned int r_texture_gammaramps_serial;
237 //rtexture_t *r_texture_fogintensity;
238 rtexture_t *r_texture_reflectcube;
239
240 // TODO: hash lookups?
241 typedef struct cubemapinfo_s
242 {
243         char basename[64];
244         rtexture_t *texture;
245 }
246 cubemapinfo_t;
247
248 int r_texture_numcubemaps;
249 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
250
251 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
252 unsigned int r_numqueries;
253 unsigned int r_maxqueries;
254
255 typedef struct r_qwskincache_s
256 {
257         char name[MAX_QPATH];
258         skinframe_t *skinframe;
259 }
260 r_qwskincache_t;
261
262 static r_qwskincache_t *r_qwskincache;
263 static int r_qwskincache_size;
264
265 /// vertex coordinates for a quad that covers the screen exactly
266 extern const float r_screenvertex3f[12];
267 extern const float r_d3dscreenvertex3f[12];
268 const float r_screenvertex3f[12] =
269 {
270         0, 0, 0,
271         1, 0, 0,
272         1, 1, 0,
273         0, 1, 0
274 };
275 const float r_d3dscreenvertex3f[12] =
276 {
277         0, 1, 0,
278         1, 1, 0,
279         1, 0, 0,
280         0, 0, 0
281 };
282
283 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
284 {
285         int i;
286         for (i = 0;i < verts;i++)
287         {
288                 out[0] = in[0] * r;
289                 out[1] = in[1] * g;
290                 out[2] = in[2] * b;
291                 out[3] = in[3];
292                 in += 4;
293                 out += 4;
294         }
295 }
296
297 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
298 {
299         int i;
300         for (i = 0;i < verts;i++)
301         {
302                 out[0] = r;
303                 out[1] = g;
304                 out[2] = b;
305                 out[3] = a;
306                 out += 4;
307         }
308 }
309
310 // FIXME: move this to client?
311 void FOG_clear(void)
312 {
313         if (gamemode == GAME_NEHAHRA)
314         {
315                 Cvar_Set("gl_fogenable", "0");
316                 Cvar_Set("gl_fogdensity", "0.2");
317                 Cvar_Set("gl_fogred", "0.3");
318                 Cvar_Set("gl_foggreen", "0.3");
319                 Cvar_Set("gl_fogblue", "0.3");
320         }
321         r_refdef.fog_density = 0;
322         r_refdef.fog_red = 0;
323         r_refdef.fog_green = 0;
324         r_refdef.fog_blue = 0;
325         r_refdef.fog_alpha = 1;
326         r_refdef.fog_start = 0;
327         r_refdef.fog_end = 16384;
328         r_refdef.fog_height = 1<<30;
329         r_refdef.fog_fadedepth = 128;
330         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
331 }
332
333 static void R_BuildBlankTextures(void)
334 {
335         unsigned char data[4];
336         data[2] = 128; // normal X
337         data[1] = 128; // normal Y
338         data[0] = 255; // normal Z
339         data[3] = 128; // height
340         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
341         data[0] = 255;
342         data[1] = 255;
343         data[2] = 255;
344         data[3] = 255;
345         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
346         data[0] = 128;
347         data[1] = 128;
348         data[2] = 128;
349         data[3] = 255;
350         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
351         data[0] = 0;
352         data[1] = 0;
353         data[2] = 0;
354         data[3] = 255;
355         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 }
357
358 static void R_BuildNoTexture(void)
359 {
360         int x, y;
361         unsigned char pix[16][16][4];
362         // this makes a light grey/dark grey checkerboard texture
363         for (y = 0;y < 16;y++)
364         {
365                 for (x = 0;x < 16;x++)
366                 {
367                         if ((y < 8) ^ (x < 8))
368                         {
369                                 pix[y][x][0] = 128;
370                                 pix[y][x][1] = 128;
371                                 pix[y][x][2] = 128;
372                                 pix[y][x][3] = 255;
373                         }
374                         else
375                         {
376                                 pix[y][x][0] = 64;
377                                 pix[y][x][1] = 64;
378                                 pix[y][x][2] = 64;
379                                 pix[y][x][3] = 255;
380                         }
381                 }
382         }
383         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
384 }
385
386 static void R_BuildWhiteCube(void)
387 {
388         unsigned char data[6*1*1*4];
389         memset(data, 255, sizeof(data));
390         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
391 }
392
393 static void R_BuildNormalizationCube(void)
394 {
395         int x, y, side;
396         vec3_t v;
397         vec_t s, t, intensity;
398 #define NORMSIZE 64
399         unsigned char *data;
400         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
401         for (side = 0;side < 6;side++)
402         {
403                 for (y = 0;y < NORMSIZE;y++)
404                 {
405                         for (x = 0;x < NORMSIZE;x++)
406                         {
407                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
408                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
409                                 switch(side)
410                                 {
411                                 default:
412                                 case 0:
413                                         v[0] = 1;
414                                         v[1] = -t;
415                                         v[2] = -s;
416                                         break;
417                                 case 1:
418                                         v[0] = -1;
419                                         v[1] = -t;
420                                         v[2] = s;
421                                         break;
422                                 case 2:
423                                         v[0] = s;
424                                         v[1] = 1;
425                                         v[2] = t;
426                                         break;
427                                 case 3:
428                                         v[0] = s;
429                                         v[1] = -1;
430                                         v[2] = -t;
431                                         break;
432                                 case 4:
433                                         v[0] = s;
434                                         v[1] = -t;
435                                         v[2] = 1;
436                                         break;
437                                 case 5:
438                                         v[0] = -s;
439                                         v[1] = -t;
440                                         v[2] = -1;
441                                         break;
442                                 }
443                                 intensity = 127.0f / sqrt(DotProduct(v, v));
444                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
445                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
446                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
447                                 data[((side*64+y)*64+x)*4+3] = 255;
448                         }
449                 }
450         }
451         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
452         Mem_Free(data);
453 }
454
455 static void R_BuildFogTexture(void)
456 {
457         int x, b;
458 #define FOGWIDTH 256
459         unsigned char data1[FOGWIDTH][4];
460         //unsigned char data2[FOGWIDTH][4];
461         double d, r, alpha;
462
463         r_refdef.fogmasktable_start = r_refdef.fog_start;
464         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
465         r_refdef.fogmasktable_range = r_refdef.fogrange;
466         r_refdef.fogmasktable_density = r_refdef.fog_density;
467
468         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
469         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
470         {
471                 d = (x * r - r_refdef.fogmasktable_start);
472                 if(developer_extra.integer)
473                         Con_DPrintf("%f ", d);
474                 d = max(0, d);
475                 if (r_fog_exp2.integer)
476                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
477                 else
478                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
479                 if(developer_extra.integer)
480                         Con_DPrintf(" : %f ", alpha);
481                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
482                 if(developer_extra.integer)
483                         Con_DPrintf(" = %f\n", alpha);
484                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
485         }
486
487         for (x = 0;x < FOGWIDTH;x++)
488         {
489                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
490                 data1[x][0] = b;
491                 data1[x][1] = b;
492                 data1[x][2] = b;
493                 data1[x][3] = 255;
494                 //data2[x][0] = 255 - b;
495                 //data2[x][1] = 255 - b;
496                 //data2[x][2] = 255 - b;
497                 //data2[x][3] = 255;
498         }
499         if (r_texture_fogattenuation)
500         {
501                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
502                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
503         }
504         else
505         {
506                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
507                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
508         }
509 }
510
511 static void R_BuildFogHeightTexture(void)
512 {
513         unsigned char *inpixels;
514         int size;
515         int x;
516         int y;
517         int j;
518         float c[4];
519         float f;
520         inpixels = NULL;
521         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
522         if (r_refdef.fogheighttexturename[0])
523                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
524         if (!inpixels)
525         {
526                 r_refdef.fog_height_tablesize = 0;
527                 if (r_texture_fogheighttexture)
528                         R_FreeTexture(r_texture_fogheighttexture);
529                 r_texture_fogheighttexture = NULL;
530                 if (r_refdef.fog_height_table2d)
531                         Mem_Free(r_refdef.fog_height_table2d);
532                 r_refdef.fog_height_table2d = NULL;
533                 if (r_refdef.fog_height_table1d)
534                         Mem_Free(r_refdef.fog_height_table1d);
535                 r_refdef.fog_height_table1d = NULL;
536                 return;
537         }
538         size = image_width;
539         r_refdef.fog_height_tablesize = size;
540         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
541         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
542         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
543         Mem_Free(inpixels);
544         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
545         // average fog color table accounting for every fog layer between a point
546         // and the camera.  (Note: attenuation is handled separately!)
547         for (y = 0;y < size;y++)
548         {
549                 for (x = 0;x < size;x++)
550                 {
551                         Vector4Clear(c);
552                         f = 0;
553                         if (x < y)
554                         {
555                                 for (j = x;j <= y;j++)
556                                 {
557                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
558                                         f++;
559                                 }
560                         }
561                         else
562                         {
563                                 for (j = x;j >= y;j--)
564                                 {
565                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
566                                         f++;
567                                 }
568                         }
569                         f = 1.0f / f;
570                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
571                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
572                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
573                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
574                 }
575         }
576         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
577 }
578
579 //=======================================================================================================================================================
580
581 static const char *builtinshaderstring =
582 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
583 "// written by Forest 'LordHavoc' Hale\n"
584 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
585 "\n"
586 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
587 "# define USEFOG\n"
588 "#endif\n"
589 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
590 "#define USELIGHTMAP\n"
591 "#endif\n"
592 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
593 "#define USEEYEVECTOR\n"
594 "#endif\n"
595 "\n"
596 "#ifdef USESHADOWMAP2D\n"
597 "# ifdef GL_EXT_gpu_shader4\n"
598 "#   extension GL_EXT_gpu_shader4 : enable\n"
599 "# endif\n"
600 "# ifdef GL_ARB_texture_gather\n"
601 "#   extension GL_ARB_texture_gather : enable\n"
602 "# else\n"
603 "#   ifdef GL_AMD_texture_texture4\n"
604 "#     extension GL_AMD_texture_texture4 : enable\n"
605 "#   endif\n"
606 "# endif\n"
607 "#endif\n"
608 "\n"
609 "//#ifdef USESHADOWSAMPLER\n"
610 "//# extension GL_ARB_shadow : enable\n"
611 "//#endif\n"
612 "\n"
613 "//#ifdef __GLSL_CG_DATA_TYPES\n"
614 "//# define myhalf half\n"
615 "//# define myhalf2 half2\n"
616 "//# define myhalf3 half3\n"
617 "//# define myhalf4 half4\n"
618 "//#else\n"
619 "# define myhalf float\n"
620 "# define myhalf2 vec2\n"
621 "# define myhalf3 vec3\n"
622 "# define myhalf4 vec4\n"
623 "//#endif\n"
624 "\n"
625 "#ifdef VERTEX_SHADER\n"
626 "uniform mat4 ModelViewProjectionMatrix;\n"
627 "#endif\n"
628 "\n"
629 "#ifdef MODE_DEPTH_OR_SHADOW\n"
630 "#ifdef VERTEX_SHADER\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 "}\n"
635 "#endif\n"
636 "#else // !MODE_DEPTH_ORSHADOW\n"
637 "\n"
638 "\n"
639 "\n"
640 "\n"
641 "#ifdef MODE_SHOWDEPTH\n"
642 "#ifdef VERTEX_SHADER\n"
643 "void main(void)\n"
644 "{\n"
645 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
646 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
647 "}\n"
648 "#endif\n"
649 "\n"
650 "#ifdef FRAGMENT_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FragColor = gl_Color;\n"
654 "}\n"
655 "#endif\n"
656 "#else // !MODE_SHOWDEPTH\n"
657 "\n"
658 "\n"
659 "\n"
660 "\n"
661 "#ifdef MODE_POSTPROCESS\n"
662 "varying vec2 TexCoord1;\n"
663 "varying vec2 TexCoord2;\n"
664 "\n"
665 "#ifdef VERTEX_SHADER\n"
666 "void main(void)\n"
667 "{\n"
668 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
670 "#ifdef USEBLOOM\n"
671 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
672 "#endif\n"
673 "}\n"
674 "#endif\n"
675 "\n"
676 "#ifdef FRAGMENT_SHADER\n"
677 "uniform sampler2D Texture_First;\n"
678 "#ifdef USEBLOOM\n"
679 "uniform sampler2D Texture_Second;\n"
680 "uniform vec4 BloomColorSubtract;\n"
681 "#endif\n"
682 "#ifdef USEGAMMARAMPS\n"
683 "uniform sampler2D Texture_GammaRamps;\n"
684 "#endif\n"
685 "#ifdef USESATURATION\n"
686 "uniform float Saturation;\n"
687 "#endif\n"
688 "#ifdef USEVIEWTINT\n"
689 "uniform vec4 ViewTintColor;\n"
690 "#endif\n"
691 "//uncomment these if you want to use them:\n"
692 "uniform vec4 UserVec1;\n"
693 "uniform vec4 UserVec2;\n"
694 "// uniform vec4 UserVec3;\n"
695 "// uniform vec4 UserVec4;\n"
696 "// uniform float ClientTime;\n"
697 "uniform vec2 PixelSize;\n"
698 "void main(void)\n"
699 "{\n"
700 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
701 "#ifdef USEBLOOM\n"
702 "       gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
703 "#endif\n"
704 "#ifdef USEVIEWTINT\n"
705 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
706 "#endif\n"
707 "\n"
708 "#ifdef USEPOSTPROCESSING\n"
709 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
710 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
711 "       float sobel = 1.0;\n"
712 "       // vec2 ts = textureSize(Texture_First, 0);\n"
713 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
714 "       vec2 px = PixelSize;\n"
715 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
716 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
717 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
720 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
723 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
724 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
725 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
726 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
727 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
728 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
729 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
730 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
731 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
732 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
733 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
734 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
735 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
736 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
737 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
738 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
739 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
740 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
741 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
742 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
743 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
744 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
745 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
746 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
747 "#endif\n"
748 "\n"
749 "#ifdef USESATURATION\n"
750 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
751 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
752 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
753 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
754 "#endif\n"
755 "\n"
756 "#ifdef USEGAMMARAMPS\n"
757 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
758 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
759 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
760 "#endif\n"
761 "}\n"
762 "#endif\n"
763 "#else // !MODE_POSTPROCESS\n"
764 "\n"
765 "\n"
766 "\n"
767 "\n"
768 "#ifdef MODE_GENERIC\n"
769 "#ifdef USEDIFFUSE\n"
770 "varying vec2 TexCoord1;\n"
771 "#endif\n"
772 "#ifdef USESPECULAR\n"
773 "varying vec2 TexCoord2;\n"
774 "#endif\n"
775 "#ifdef VERTEX_SHADER\n"
776 "void main(void)\n"
777 "{\n"
778 "       gl_FrontColor = gl_Color;\n"
779 "#ifdef USEDIFFUSE\n"
780 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
781 "#endif\n"
782 "#ifdef USESPECULAR\n"
783 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
784 "#endif\n"
785 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
786 "}\n"
787 "#endif\n"
788 "\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "#ifdef USEDIFFUSE\n"
791 "uniform sampler2D Texture_First;\n"
792 "#endif\n"
793 "#ifdef USESPECULAR\n"
794 "uniform sampler2D Texture_Second;\n"
795 "#endif\n"
796 "\n"
797 "void main(void)\n"
798 "{\n"
799 "       gl_FragColor = gl_Color;\n"
800 "#ifdef USEDIFFUSE\n"
801 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
802 "#endif\n"
803 "\n"
804 "#ifdef USESPECULAR\n"
805 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
806 "# ifdef USECOLORMAPPING\n"
807 "       gl_FragColor *= tex2;\n"
808 "# endif\n"
809 "# ifdef USEGLOW\n"
810 "       gl_FragColor += tex2;\n"
811 "# endif\n"
812 "# ifdef USEVERTEXTEXTUREBLEND\n"
813 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
814 "# endif\n"
815 "#endif\n"
816 "}\n"
817 "#endif\n"
818 "#else // !MODE_GENERIC\n"
819 "\n"
820 "\n"
821 "\n"
822 "\n"
823 "#ifdef MODE_BLOOMBLUR\n"
824 "varying TexCoord;\n"
825 "#ifdef VERTEX_SHADER\n"
826 "void main(void)\n"
827 "{\n"
828 "       gl_FrontColor = gl_Color;\n"
829 "       TexCoord = gl_MultiTexCoord0.xy;\n"
830 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
831 "}\n"
832 "#endif\n"
833 "\n"
834 "#ifdef FRAGMENT_SHADER\n"
835 "uniform sampler2D Texture_First;\n"
836 "uniform vec4 BloomBlur_Parameters;\n"
837 "\n"
838 "void main(void)\n"
839 "{\n"
840 "       int i;\n"
841 "       vec2 tc = TexCoord;\n"
842 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
843 "       tc += BloomBlur_Parameters.xy;\n"
844 "       for (i = 1;i < SAMPLES;i++)\n"
845 "       {\n"
846 "               color += texture2D(Texture_First, tc).rgb;\n"
847 "               tc += BloomBlur_Parameters.xy;\n"
848 "       }\n"
849 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
850 "}\n"
851 "#endif\n"
852 "#else // !MODE_BLOOMBLUR\n"
853 "#ifdef MODE_REFRACTION\n"
854 "varying vec2 TexCoord;\n"
855 "varying vec4 ModelViewProjectionPosition;\n"
856 "uniform mat4 TexMatrix;\n"
857 "#ifdef VERTEX_SHADER\n"
858 "\n"
859 "void main(void)\n"
860 "{\n"
861 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
862 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
863 "       ModelViewProjectionPosition = gl_Position;\n"
864 "}\n"
865 "#endif\n"
866 "\n"
867 "#ifdef FRAGMENT_SHADER\n"
868 "uniform sampler2D Texture_Normal;\n"
869 "uniform sampler2D Texture_Refraction;\n"
870 "uniform sampler2D Texture_Reflection;\n"
871 "\n"
872 "uniform vec4 DistortScaleRefractReflect;\n"
873 "uniform vec4 ScreenScaleRefractReflect;\n"
874 "uniform vec4 ScreenCenterRefractReflect;\n"
875 "uniform vec4 RefractColor;\n"
876 "uniform vec4 ReflectColor;\n"
877 "uniform float ReflectFactor;\n"
878 "uniform float ReflectOffset;\n"
879 "\n"
880 "void main(void)\n"
881 "{\n"
882 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
883 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
885 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
886 "       // FIXME temporary hack to detect the case that the reflection\n"
887 "       // gets blackened at edges due to leaving the area that contains actual\n"
888 "       // content.\n"
889 "       // Remove this 'ack once we have a better way to stop this thing from\n"
890 "       // 'appening.\n"
891 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
892 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
893 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
894 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
895 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
896 "       gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
897 "}\n"
898 "#endif\n"
899 "#else // !MODE_REFRACTION\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "#ifdef MODE_WATER\n"
905 "varying vec2 TexCoord;\n"
906 "varying vec3 EyeVector;\n"
907 "varying vec4 ModelViewProjectionPosition;\n"
908 "#ifdef VERTEX_SHADER\n"
909 "uniform vec3 EyePosition;\n"
910 "uniform mat4 TexMatrix;\n"
911 "\n"
912 "void main(void)\n"
913 "{\n"
914 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
915 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
916 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
917 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
918 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
919 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
920 "       ModelViewProjectionPosition = gl_Position;\n"
921 "}\n"
922 "#endif\n"
923 "\n"
924 "#ifdef FRAGMENT_SHADER\n"
925 "uniform sampler2D Texture_Normal;\n"
926 "uniform sampler2D Texture_Refraction;\n"
927 "uniform sampler2D Texture_Reflection;\n"
928 "\n"
929 "uniform vec4 DistortScaleRefractReflect;\n"
930 "uniform vec4 ScreenScaleRefractReflect;\n"
931 "uniform vec4 ScreenCenterRefractReflect;\n"
932 "uniform vec4 RefractColor;\n"
933 "uniform vec4 ReflectColor;\n"
934 "uniform float ReflectFactor;\n"
935 "uniform float ReflectOffset;\n"
936 "uniform float ClientTime;\n"
937 "#ifdef USENORMALMAPSCROLLBLEND\n"
938 "uniform vec2 NormalmapScrollBlend;\n"
939 "#endif\n"
940 "\n"
941 "void main(void)\n"
942 "{\n"
943 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
944 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
945 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
946 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
947 "       // slight water animation via 2 layer scrolling (todo: tweak)\n"
948 "       #ifdef USENORMALMAPSCROLLBLEND\n"
949 "               vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
950 "               normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
951 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
952 "       #else\n"
953 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
954 "       #endif\n"
955 "       // FIXME temporary hack to detect the case that the reflection\n"
956 "       // gets blackened at edges due to leaving the area that contains actual\n"
957 "       // content.\n"
958 "       // Remove this 'ack once we have a better way to stop this thing from\n"
959 "       // 'appening.\n"
960 "       float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
961 "       f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
962 "       f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
963 "       f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
964 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
965 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
966 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
967 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
968 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
969 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
970 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
971 "       gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
972 "       gl_FragColor.a = f1 + 0.5;\n"
973 "}\n"
974 "#endif\n"
975 "#else // !MODE_WATER\n"
976 "\n"
977 "\n"
978 "\n"
979 "\n"
980 "// common definitions between vertex shader and fragment shader:\n"
981 "\n"
982 "varying vec2 TexCoord;\n"
983 "#ifdef USEVERTEXTEXTUREBLEND\n"
984 "varying vec2 TexCoord2;\n"
985 "#endif\n"
986 "#ifdef USELIGHTMAP\n"
987 "varying vec2 TexCoordLightmap;\n"
988 "#endif\n"
989 "\n"
990 "#ifdef MODE_LIGHTSOURCE\n"
991 "varying vec3 CubeVector;\n"
992 "#endif\n"
993 "\n"
994 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
995 "varying vec3 LightVector;\n"
996 "#endif\n"
997 "\n"
998 "#ifdef USEEYEVECTOR\n"
999 "varying vec3 EyeVector;\n"
1000 "#endif\n"
1001 "#ifdef USEFOG\n"
1002 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1003 "#endif\n"
1004 "\n"
1005 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1006 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1007 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1008 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1009 "#endif\n"
1010 "\n"
1011 "#ifdef USEREFLECTION\n"
1012 "varying vec4 ModelViewProjectionPosition;\n"
1013 "#endif\n"
1014 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1015 "uniform vec3 LightPosition;\n"
1016 "varying vec4 ModelViewPosition;\n"
1017 "#endif\n"
1018 "\n"
1019 "#ifdef MODE_LIGHTSOURCE\n"
1020 "uniform vec3 LightPosition;\n"
1021 "#endif\n"
1022 "uniform vec3 EyePosition;\n"
1023 "#ifdef MODE_LIGHTDIRECTION\n"
1024 "uniform vec3 LightDir;\n"
1025 "#endif\n"
1026 "uniform vec4 FogPlane;\n"
1027 "\n"
1028 "#ifdef USESHADOWMAPORTHO\n"
1029 "varying vec3 ShadowMapTC;\n"
1030 "#endif\n"
1031 "\n"
1032 "\n"
1033 "\n"
1034 "\n"
1035 "\n"
1036 "// 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"
1037 "\n"
1038 "// fragment shader specific:\n"
1039 "#ifdef FRAGMENT_SHADER\n"
1040 "\n"
1041 "uniform sampler2D Texture_Normal;\n"
1042 "uniform sampler2D Texture_Color;\n"
1043 "uniform sampler2D Texture_Gloss;\n"
1044 "#ifdef USEGLOW\n"
1045 "uniform sampler2D Texture_Glow;\n"
1046 "#endif\n"
1047 "#ifdef USEVERTEXTEXTUREBLEND\n"
1048 "uniform sampler2D Texture_SecondaryNormal;\n"
1049 "uniform sampler2D Texture_SecondaryColor;\n"
1050 "uniform sampler2D Texture_SecondaryGloss;\n"
1051 "#ifdef USEGLOW\n"
1052 "uniform sampler2D Texture_SecondaryGlow;\n"
1053 "#endif\n"
1054 "#endif\n"
1055 "#ifdef USECOLORMAPPING\n"
1056 "uniform sampler2D Texture_Pants;\n"
1057 "uniform sampler2D Texture_Shirt;\n"
1058 "#endif\n"
1059 "#ifdef USEFOG\n"
1060 "#ifdef USEFOGHEIGHTTEXTURE\n"
1061 "uniform sampler2D Texture_FogHeightTexture;\n"
1062 "#endif\n"
1063 "uniform sampler2D Texture_FogMask;\n"
1064 "#endif\n"
1065 "#ifdef USELIGHTMAP\n"
1066 "uniform sampler2D Texture_Lightmap;\n"
1067 "#endif\n"
1068 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1069 "uniform sampler2D Texture_Deluxemap;\n"
1070 "#endif\n"
1071 "#ifdef USEREFLECTION\n"
1072 "uniform sampler2D Texture_Reflection;\n"
1073 "#endif\n"
1074 "\n"
1075 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1076 "uniform sampler2D Texture_ScreenDepth;\n"
1077 "uniform sampler2D Texture_ScreenNormalMap;\n"
1078 "#endif\n"
1079 "#ifdef USEDEFERREDLIGHTMAP\n"
1080 "uniform sampler2D Texture_ScreenDiffuse;\n"
1081 "uniform sampler2D Texture_ScreenSpecular;\n"
1082 "#endif\n"
1083 "\n"
1084 "uniform myhalf3 Color_Pants;\n"
1085 "uniform myhalf3 Color_Shirt;\n"
1086 "uniform myhalf3 FogColor;\n"
1087 "\n"
1088 "#ifdef USEFOG\n"
1089 "uniform float FogRangeRecip;\n"
1090 "uniform float FogPlaneViewDist;\n"
1091 "uniform float FogHeightFade;\n"
1092 "vec3 FogVertex(vec3 surfacecolor)\n"
1093 "{\n"
1094 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1095 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1096 "       float fogfrac;\n"
1097 "#ifdef USEFOGHEIGHTTEXTURE\n"
1098 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1099 "       fogfrac = fogheightpixel.a;\n"
1100 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1101 "#else\n"
1102 "# ifdef USEFOGOUTSIDE\n"
1103 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1104 "# else\n"
1105 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1106 "# endif\n"
1107 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1108 "#endif\n"
1109 "}\n"
1110 "#endif\n"
1111 "\n"
1112 "#ifdef USEOFFSETMAPPING\n"
1113 "uniform float OffsetMapping_Scale;\n"
1114 "vec2 OffsetMapping(vec2 TexCoord)\n"
1115 "{\n"
1116 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1117 "       // 14 sample relief mapping: linear search and then binary search\n"
1118 "       // this basically steps forward a small amount repeatedly until it finds\n"
1119 "       // itself inside solid, then jitters forward and back using decreasing\n"
1120 "       // amounts to find the impact\n"
1121 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1122 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1123 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1124 "       vec3 RT = vec3(TexCoord, 1);\n"
1125 "       OffsetVector *= 0.1;\n"
1126 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1127 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1128 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1129 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1130 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1131 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1132 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1133 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1134 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1135 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1136 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1137 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1138 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1139 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1140 "       return RT.xy;\n"
1141 "#else\n"
1142 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1143 "       // this basically moves forward the full distance, and then backs up based\n"
1144 "       // on height of samples\n"
1145 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1146 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1147 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1148 "       TexCoord += OffsetVector;\n"
1149 "       OffsetVector *= 0.333;\n"
1150 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1151 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1152 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1153 "       return TexCoord;\n"
1154 "#endif\n"
1155 "}\n"
1156 "#endif // USEOFFSETMAPPING\n"
1157 "\n"
1158 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1159 "uniform sampler2D Texture_Attenuation;\n"
1160 "uniform samplerCube Texture_Cube;\n"
1161 "#endif\n"
1162 "\n"
1163 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1164 "\n"
1165 "#ifdef USESHADOWMAP2D\n"
1166 "# ifdef USESHADOWSAMPLER\n"
1167 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1168 "# else\n"
1169 "uniform sampler2D Texture_ShadowMap2D;\n"
1170 "# endif\n"
1171 "#endif\n"
1172 "\n"
1173 "#ifdef USESHADOWMAPVSDCT\n"
1174 "uniform samplerCube Texture_CubeProjection;\n"
1175 "#endif\n"
1176 "\n"
1177 "#if defined(USESHADOWMAP2D)\n"
1178 "uniform vec2 ShadowMap_TextureScale;\n"
1179 "uniform vec4 ShadowMap_Parameters;\n"
1180 "#endif\n"
1181 "\n"
1182 "#if defined(USESHADOWMAP2D)\n"
1183 "# ifdef USESHADOWMAPORTHO\n"
1184 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1185 "# else\n"
1186 "#  ifdef USESHADOWMAPVSDCT\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 "{\n"
1189 "       vec3 adir = abs(dir);\n"
1190 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1191 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1192 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1193 "}\n"
1194 "#  else\n"
1195 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1196 "{\n"
1197 "       vec3 adir = abs(dir);\n"
1198 "       float ma = adir.z;\n"
1199 "       vec4 proj = vec4(dir, 2.5);\n"
1200 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1201 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1202 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1203 "       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"
1204 "}\n"
1205 "#  endif\n"
1206 "# endif\n"
1207 "#endif // defined(USESHADOWMAP2D)\n"
1208 "\n"
1209 "# ifdef USESHADOWMAP2D\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1211 "{\n"
1212 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "       float f;\n"
1214 "\n"
1215 "#  ifdef USESHADOWSAMPLER\n"
1216 "#    ifdef USESHADOWMAPPCF\n"
1217 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1218 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1219 "       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"
1220 "#    else\n"
1221 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1222 "#    endif\n"
1223 "#  else\n"
1224 "#    ifdef USESHADOWMAPPCF\n"
1225 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1226 "#      ifdef GL_ARB_texture_gather\n"
1227 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1228 "#      else\n"
1229 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1230 "#      endif\n"
1231 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1232 "#      if USESHADOWMAPPCF > 1\n"
1233 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1234 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1235 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1236 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1237 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1238 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1239 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1240 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1241 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1242 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1243 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1244 "       locols.yz += group2.ab;\n"
1245 "       hicols.yz += group8.rg;\n"
1246 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1247 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1248 "                               mix(locols, hicols, offset.y);\n"
1249 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1250 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1251 "       f = dot(cols, vec4(1.0/25.0));\n"
1252 "#      else\n"
1253 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1254 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1255 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1256 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1257 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1258 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1259 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1260 "#      endif\n"
1261 "#     else\n"
1262 "#      ifdef GL_EXT_gpu_shader4\n"
1263 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1264 "#      else\n"
1265 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1266 "#      endif\n"
1267 "#      if USESHADOWMAPPCF > 1\n"
1268 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1269 "       center *= ShadowMap_TextureScale;\n"
1270 "       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"
1271 "       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"
1272 "       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"
1273 "       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"
1274 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1275 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1276 "#      else\n"
1277 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1278 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1279 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1280 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1281 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1282 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1283 "#      endif\n"
1284 "#     endif\n"
1285 "#    else\n"
1286 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1287 "#    endif\n"
1288 "#  endif\n"
1289 "#  ifdef USESHADOWMAPORTHO\n"
1290 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1291 "#  else\n"
1292 "       return f;\n"
1293 "#  endif\n"
1294 "}\n"
1295 "# endif\n"
1296 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1297 "#endif // FRAGMENT_SHADER\n"
1298 "\n"
1299 "\n"
1300 "\n"
1301 "\n"
1302 "#ifdef MODE_DEFERREDGEOMETRY\n"
1303 "#ifdef VERTEX_SHADER\n"
1304 "uniform mat4 TexMatrix;\n"
1305 "#ifdef USEVERTEXTEXTUREBLEND\n"
1306 "uniform mat4 BackgroundTexMatrix;\n"
1307 "#endif\n"
1308 "uniform mat4 ModelViewMatrix;\n"
1309 "void main(void)\n"
1310 "{\n"
1311 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1312 "#ifdef USEVERTEXTEXTUREBLEND\n"
1313 "       gl_FrontColor = gl_Color;\n"
1314 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1315 "#endif\n"
1316 "\n"
1317 "       // transform unnormalized eye direction into tangent space\n"
1318 "#ifdef USEOFFSETMAPPING\n"
1319 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1320 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1321 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1322 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1323 "#endif\n"
1324 "\n"
1325 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1326 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1327 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1328 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1329 "}\n"
1330 "#endif // VERTEX_SHADER\n"
1331 "\n"
1332 "#ifdef FRAGMENT_SHADER\n"
1333 "void main(void)\n"
1334 "{\n"
1335 "#ifdef USEOFFSETMAPPING\n"
1336 "       // apply offsetmapping\n"
1337 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1338 "#define TexCoord TexCoordOffset\n"
1339 "#endif\n"
1340 "\n"
1341 "#ifdef USEALPHAKILL\n"
1342 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1343 "               discard;\n"
1344 "#endif\n"
1345 "\n"
1346 "#ifdef USEVERTEXTEXTUREBLEND\n"
1347 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1348 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1349 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1350 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1351 "#endif\n"
1352 "\n"
1353 "#ifdef USEVERTEXTEXTUREBLEND\n"
1354 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1355 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1356 "#else\n"
1357 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1358 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1359 "#endif\n"
1360 "\n"
1361 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1362 "}\n"
1363 "#endif // FRAGMENT_SHADER\n"
1364 "#else // !MODE_DEFERREDGEOMETRY\n"
1365 "\n"
1366 "\n"
1367 "\n"
1368 "\n"
1369 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1370 "#ifdef VERTEX_SHADER\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1372 "void main(void)\n"
1373 "{\n"
1374 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1375 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1376 "}\n"
1377 "#endif // VERTEX_SHADER\n"
1378 "\n"
1379 "#ifdef FRAGMENT_SHADER\n"
1380 "uniform mat4 ViewToLight;\n"
1381 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1382 "uniform vec2 ScreenToDepth;\n"
1383 "uniform myhalf3 DeferredColor_Ambient;\n"
1384 "uniform myhalf3 DeferredColor_Diffuse;\n"
1385 "#ifdef USESPECULAR\n"
1386 "uniform myhalf3 DeferredColor_Specular;\n"
1387 "uniform myhalf SpecularPower;\n"
1388 "#endif\n"
1389 "uniform myhalf2 PixelToScreenTexCoord;\n"
1390 "void main(void)\n"
1391 "{\n"
1392 "       // calculate viewspace pixel position\n"
1393 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1394 "       vec3 position;\n"
1395 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1396 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1397 "       // decode viewspace pixel normal\n"
1398 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1399 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1400 "       // surfacenormal = pixel normal in viewspace\n"
1401 "       // LightVector = pixel to light in viewspace\n"
1402 "       // CubeVector = position in lightspace\n"
1403 "       // eyevector = pixel to view in viewspace\n"
1404 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1405 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1406 "#ifdef USEDIFFUSE\n"
1407 "       // calculate diffuse shading\n"
1408 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1409 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1410 "#endif\n"
1411 "#ifdef USESPECULAR\n"
1412 "       // calculate directional shading\n"
1413 "       vec3 eyevector = position * -1.0;\n"
1414 "#  ifdef USEEXACTSPECULARMATH\n"
1415 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1416 "#  else\n"
1417 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1418 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1419 "#  endif\n"
1420 "#endif\n"
1421 "\n"
1422 "#if defined(USESHADOWMAP2D)\n"
1423 "       fade *= ShadowMapCompare(CubeVector);\n"
1424 "#endif\n"
1425 "\n"
1426 "#ifdef USEDIFFUSE\n"
1427 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1428 "#else\n"
1429 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1430 "#endif\n"
1431 "#ifdef USESPECULAR\n"
1432 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1433 "#else\n"
1434 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1435 "#endif\n"
1436 "\n"
1437 "# ifdef USECUBEFILTER\n"
1438 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1439 "       gl_FragData[0].rgb *= cubecolor;\n"
1440 "       gl_FragData[1].rgb *= cubecolor;\n"
1441 "# endif\n"
1442 "}\n"
1443 "#endif // FRAGMENT_SHADER\n"
1444 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1445 "\n"
1446 "\n"
1447 "\n"
1448 "\n"
1449 "#ifdef VERTEX_SHADER\n"
1450 "uniform mat4 TexMatrix;\n"
1451 "#ifdef USEVERTEXTEXTUREBLEND\n"
1452 "uniform mat4 BackgroundTexMatrix;\n"
1453 "#endif\n"
1454 "#ifdef MODE_LIGHTSOURCE\n"
1455 "uniform mat4 ModelToLight;\n"
1456 "#endif\n"
1457 "#ifdef USESHADOWMAPORTHO\n"
1458 "uniform mat4 ShadowMapMatrix;\n"
1459 "#endif\n"
1460 "void main(void)\n"
1461 "{\n"
1462 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1463 "       gl_FrontColor = gl_Color;\n"
1464 "#endif\n"
1465 "       // copy the surface texcoord\n"
1466 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1467 "#ifdef USEVERTEXTEXTUREBLEND\n"
1468 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1469 "#endif\n"
1470 "#ifdef USELIGHTMAP\n"
1471 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1472 "#endif\n"
1473 "\n"
1474 "#ifdef MODE_LIGHTSOURCE\n"
1475 "       // transform vertex position into light attenuation/cubemap space\n"
1476 "       // (-1 to +1 across the light box)\n"
1477 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1478 "\n"
1479 "# ifdef USEDIFFUSE\n"
1480 "       // transform unnormalized light direction into tangent space\n"
1481 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1482 "       //  normalize it per pixel)\n"
1483 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1484 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1485 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1486 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1487 "# endif\n"
1488 "#endif\n"
1489 "\n"
1490 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1491 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1492 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1493 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1494 "#endif\n"
1495 "\n"
1496 "       // transform unnormalized eye direction into tangent space\n"
1497 "#ifdef USEEYEVECTOR\n"
1498 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1499 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1500 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1501 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1502 "#endif\n"
1503 "\n"
1504 "#ifdef USEFOG\n"
1505 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1506 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1507 "#endif\n"
1508 "\n"
1509 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1510 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1511 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1512 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1513 "#endif\n"
1514 "\n"
1515 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1516 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1517 "\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1520 "#endif\n"
1521 "\n"
1522 "#ifdef USEREFLECTION\n"
1523 "       ModelViewProjectionPosition = gl_Position;\n"
1524 "#endif\n"
1525 "}\n"
1526 "#endif // VERTEX_SHADER\n"
1527 "\n"
1528 "\n"
1529 "\n"
1530 "\n"
1531 "#ifdef FRAGMENT_SHADER\n"
1532 "#ifdef USEDEFERREDLIGHTMAP\n"
1533 "uniform myhalf2 PixelToScreenTexCoord;\n"
1534 "uniform myhalf3 DeferredMod_Diffuse;\n"
1535 "uniform myhalf3 DeferredMod_Specular;\n"
1536 "#endif\n"
1537 "uniform myhalf3 Color_Ambient;\n"
1538 "uniform myhalf3 Color_Diffuse;\n"
1539 "uniform myhalf3 Color_Specular;\n"
1540 "uniform myhalf SpecularPower;\n"
1541 "#ifdef USEGLOW\n"
1542 "uniform myhalf3 Color_Glow;\n"
1543 "#endif\n"
1544 "uniform myhalf Alpha;\n"
1545 "#ifdef USEREFLECTION\n"
1546 "uniform vec4 DistortScaleRefractReflect;\n"
1547 "uniform vec4 ScreenScaleRefractReflect;\n"
1548 "uniform vec4 ScreenCenterRefractReflect;\n"
1549 "uniform myhalf4 ReflectColor;\n"
1550 "#endif\n"
1551 "#ifdef USEREFLECTCUBE\n"
1552 "uniform mat4 ModelToReflectCube;\n"
1553 "uniform sampler2D Texture_ReflectMask;\n"
1554 "uniform samplerCube Texture_ReflectCube;\n"
1555 "#endif\n"
1556 "#ifdef MODE_LIGHTDIRECTION\n"
1557 "uniform myhalf3 LightColor;\n"
1558 "#endif\n"
1559 "#ifdef MODE_LIGHTSOURCE\n"
1560 "uniform myhalf3 LightColor;\n"
1561 "#endif\n"
1562 "void main(void)\n"
1563 "{\n"
1564 "#ifdef USEOFFSETMAPPING\n"
1565 "       // apply offsetmapping\n"
1566 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1567 "#define TexCoord TexCoordOffset\n"
1568 "#endif\n"
1569 "\n"
1570 "       // combine the diffuse textures (base, pants, shirt)\n"
1571 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1572 "#ifdef USEALPHAKILL\n"
1573 "       if (color.a < 0.5)\n"
1574 "               discard;\n"
1575 "#endif\n"
1576 "       color.a *= Alpha;\n"
1577 "#ifdef USECOLORMAPPING\n"
1578 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1579 "#endif\n"
1580 "#ifdef USEVERTEXTEXTUREBLEND\n"
1581 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1582 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1583 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1584 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1585 "       color.a = 1.0;\n"
1586 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1587 "#endif\n"
1588 "\n"
1589 "       // get the surface normal\n"
1590 "#ifdef USEVERTEXTEXTUREBLEND\n"
1591 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1592 "#else\n"
1593 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1594 "#endif\n"
1595 "\n"
1596 "       // get the material colors\n"
1597 "       myhalf3 diffusetex = color.rgb;\n"
1598 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1599 "# ifdef USEVERTEXTEXTUREBLEND\n"
1600 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1601 "# else\n"
1602 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1603 "# endif\n"
1604 "#endif\n"
1605 "\n"
1606 "#ifdef USEREFLECTCUBE\n"
1607 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1608 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1609 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1610 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1611 "#endif\n"
1612 "\n"
1613 "\n"
1614 "\n"
1615 "\n"
1616 "#ifdef MODE_LIGHTSOURCE\n"
1617 "       // light source\n"
1618 "#ifdef USEDIFFUSE\n"
1619 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1620 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1621 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1622 "#ifdef USESPECULAR\n"
1623 "#ifdef USEEXACTSPECULARMATH\n"
1624 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1625 "#else\n"
1626 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1627 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1628 "#endif\n"
1629 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1630 "#endif\n"
1631 "#else\n"
1632 "       color.rgb = diffusetex * Color_Ambient;\n"
1633 "#endif\n"
1634 "       color.rgb *= LightColor;\n"
1635 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1636 "#if defined(USESHADOWMAP2D)\n"
1637 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1638 "#endif\n"
1639 "# ifdef USECUBEFILTER\n"
1640 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1641 "# endif\n"
1642 "#endif // MODE_LIGHTSOURCE\n"
1643 "\n"
1644 "\n"
1645 "\n"
1646 "\n"
1647 "#ifdef MODE_LIGHTDIRECTION\n"
1648 "#define SHADING\n"
1649 "#ifdef USEDIFFUSE\n"
1650 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1651 "#endif\n"
1652 "#define lightcolor LightColor\n"
1653 "#endif // MODE_LIGHTDIRECTION\n"
1654 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1655 "#define SHADING\n"
1656 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1657 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1658 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1659 "       // convert modelspace light vector to tangentspace\n"
1660 "       myhalf3 lightnormal;\n"
1661 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1662 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1663 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1664 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1665 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1666 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1667 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1668 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1669 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1670 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1671 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1672 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1673 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1674 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1675 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1676 "#define SHADING\n"
1677 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1678 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1679 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1680 "#endif\n"
1681 "\n"
1682 "\n"
1683 "\n"
1684 "\n"
1685 "#ifdef MODE_FAKELIGHT\n"
1686 "#define SHADING\n"
1687 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1688 "myhalf3 lightcolor = myhalf3(1.0);\n"
1689 "#endif // MODE_FAKELIGHT\n"
1690 "\n"
1691 "\n"
1692 "\n"
1693 "\n"
1694 "#ifdef MODE_LIGHTMAP\n"
1695 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1696 "#endif // MODE_LIGHTMAP\n"
1697 "#ifdef MODE_VERTEXCOLOR\n"
1698 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1699 "#endif // MODE_VERTEXCOLOR\n"
1700 "#ifdef MODE_FLATCOLOR\n"
1701 "       color.rgb = diffusetex * Color_Ambient;\n"
1702 "#endif // MODE_FLATCOLOR\n"
1703 "\n"
1704 "\n"
1705 "\n"
1706 "\n"
1707 "#ifdef SHADING\n"
1708 "# ifdef USEDIFFUSE\n"
1709 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1710 "#  ifdef USESPECULAR\n"
1711 "#   ifdef USEEXACTSPECULARMATH\n"
1712 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1713 "#   else\n"
1714 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1715 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1716 "#   endif\n"
1717 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1718 "#  else\n"
1719 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1720 "#  endif\n"
1721 "# else\n"
1722 "       color.rgb = diffusetex * Color_Ambient;\n"
1723 "# endif\n"
1724 "#endif\n"
1725 "\n"
1726 "#ifdef USESHADOWMAPORTHO\n"
1727 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1728 "#endif\n"
1729 "\n"
1730 "#ifdef USEDEFERREDLIGHTMAP\n"
1731 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1732 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1733 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1734 "#endif\n"
1735 "\n"
1736 "#ifdef USEGLOW\n"
1737 "#ifdef USEVERTEXTEXTUREBLEND\n"
1738 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1739 "#else\n"
1740 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1741 "#endif\n"
1742 "#endif\n"
1743 "\n"
1744 "#ifdef USEFOG\n"
1745 "       color.rgb = FogVertex(color.rgb);\n"
1746 "#endif\n"
1747 "\n"
1748 "       // 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"
1749 "#ifdef USEREFLECTION\n"
1750 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1751 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1752 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1753 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1754 "       // FIXME temporary hack to detect the case that the reflection\n"
1755 "       // gets blackened at edges due to leaving the area that contains actual\n"
1756 "       // content.\n"
1757 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1758 "       // 'appening.\n"
1759 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1760 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1761 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1762 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1763 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1764 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1765 "#endif\n"
1766 "\n"
1767 "       gl_FragColor = vec4(color);\n"
1768 "}\n"
1769 "#endif // FRAGMENT_SHADER\n"
1770 "\n"
1771 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1772 "#endif // !MODE_DEFERREDGEOMETRY\n"
1773 "#endif // !MODE_WATER\n"
1774 "#endif // !MODE_REFRACTION\n"
1775 "#endif // !MODE_BLOOMBLUR\n"
1776 "#endif // !MODE_GENERIC\n"
1777 "#endif // !MODE_POSTPROCESS\n"
1778 "#endif // !MODE_SHOWDEPTH\n"
1779 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1780 ;
1781
1782 /*
1783 =========================================================================================================================================================
1784
1785
1786
1787 =========================================================================================================================================================
1788
1789
1790
1791 =========================================================================================================================================================
1792
1793
1794
1795 =========================================================================================================================================================
1796
1797
1798
1799 =========================================================================================================================================================
1800
1801
1802
1803 =========================================================================================================================================================
1804
1805
1806
1807 =========================================================================================================================================================
1808 */
1809
1810 const char *builtincgshaderstring =
1811 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1812 "// written by Forest 'LordHavoc' Hale\n"
1813 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1814 "\n"
1815 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1816 "#if defined(USEREFLECTION)\n"
1817 "#undef USESHADOWMAPORTHO\n"
1818 "#endif\n"
1819 "\n"
1820 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1821 "# define USEFOG\n"
1822 "#endif\n"
1823 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1824 "#define USELIGHTMAP\n"
1825 "#endif\n"
1826 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1827 "#define USEEYEVECTOR\n"
1828 "#endif\n"
1829 "\n"
1830 "#ifdef FRAGMENT_SHADER\n"
1831 "#ifdef HLSL\n"
1832 "//#undef USESHADOWMAPPCF\n"
1833 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1834 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1835 "#else\n"
1836 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1837 "#endif\n"
1838 "#endif\n"
1839 "\n"
1840 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1841 "#ifdef VERTEX_SHADER\n"
1842 "void main\n"
1843 "(\n"
1844 "float4 gl_Vertex : POSITION,\n"
1845 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1846 "out float4 gl_Position : POSITION,\n"
1847 "out float Depth : TEXCOORD0\n"
1848 ")\n"
1849 "{\n"
1850 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1851 "       Depth = gl_Position.z;\n"
1852 "}\n"
1853 "#endif\n"
1854 "\n"
1855 "#ifdef FRAGMENT_SHADER\n"
1856 "void main\n"
1857 "(\n"
1858 "float Depth : TEXCOORD0,\n"
1859 "out float4 gl_FragColor : COLOR\n"
1860 ")\n"
1861 "{\n"
1862 "//     float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1863 "       float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1864 "       temp.yz -= floor(temp.yz);\n"
1865 "       gl_FragColor = temp;\n"
1866 "//     gl_FragColor = float4(Depth,0,0,0);\n"
1867 "}\n"
1868 "#endif\n"
1869 "#else // !MODE_DEPTH_ORSHADOW\n"
1870 "\n"
1871 "\n"
1872 "\n"
1873 "\n"
1874 "#ifdef MODE_SHOWDEPTH\n"
1875 "#ifdef VERTEX_SHADER\n"
1876 "void main\n"
1877 "(\n"
1878 "float4 gl_Vertex : POSITION,\n"
1879 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1880 "out float4 gl_Position : POSITION,\n"
1881 "out float4 gl_FrontColor : COLOR0\n"
1882 ")\n"
1883 "{\n"
1884 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1885 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1886 "}\n"
1887 "#endif\n"
1888 "\n"
1889 "#ifdef FRAGMENT_SHADER\n"
1890 "void main\n"
1891 "(\n"
1892 "float4 gl_FrontColor : COLOR0,\n"
1893 "out float4 gl_FragColor : COLOR\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_FragColor = gl_FrontColor;\n"
1897 "}\n"
1898 "#endif\n"
1899 "#else // !MODE_SHOWDEPTH\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "\n"
1904 "#ifdef MODE_POSTPROCESS\n"
1905 "\n"
1906 "#ifdef VERTEX_SHADER\n"
1907 "void main\n"
1908 "(\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1911 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1912 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1913 "out float4 gl_Position : POSITION,\n"
1914 "out float2 TexCoord1 : TEXCOORD0,\n"
1915 "out float2 TexCoord2 : TEXCOORD1\n"
1916 ")\n"
1917 "{\n"
1918 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1919 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1920 "#ifdef USEBLOOM\n"
1921 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
1922 "#endif\n"
1923 "}\n"
1924 "#endif\n"
1925 "\n"
1926 "#ifdef FRAGMENT_SHADER\n"
1927 "void main\n"
1928 "(\n"
1929 "float2 TexCoord1 : TEXCOORD0,\n"
1930 "float2 TexCoord2 : TEXCOORD1,\n"
1931 "uniform sampler Texture_First : register(s0),\n"
1932 "#ifdef USEBLOOM\n"
1933 "uniform sampler Texture_Second : register(s1),\n"
1934 "#endif\n"
1935 "#ifdef USEGAMMARAMPS\n"
1936 "uniform sampler Texture_GammaRamps : register(s2),\n"
1937 "#endif\n"
1938 "#ifdef USESATURATION\n"
1939 "uniform float Saturation : register(c30),\n"
1940 "#endif\n"
1941 "#ifdef USEVIEWTINT\n"
1942 "uniform float4 ViewTintColor : register(c41),\n"
1943 "#endif\n"
1944 "uniform float4 UserVec1 : register(c37),\n"
1945 "uniform float4 UserVec2 : register(c38),\n"
1946 "uniform float4 UserVec3 : register(c39),\n"
1947 "uniform float4 UserVec4 : register(c40),\n"
1948 "uniform float ClientTime : register(c2),\n"
1949 "uniform float2 PixelSize : register(c25),\n"
1950 "uniform float4 BloomColorSubtract : register(c43),\n"
1951 "out float4 gl_FragColor : COLOR\n"
1952 ")\n"
1953 "{\n"
1954 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1955 "#ifdef USEBLOOM\n"
1956 "       gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1957 "#endif\n"
1958 "#ifdef USEVIEWTINT\n"
1959 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1960 "#endif\n"
1961 "\n"
1962 "#ifdef USEPOSTPROCESSING\n"
1963 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1964 "// 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"
1965 "       float sobel = 1.0;\n"
1966 "       // float2 ts = textureSize(Texture_First, 0);\n"
1967 "       // float2 px = float2(1/ts.x, 1/ts.y);\n"
1968 "       float2 px = PixelSize;\n"
1969 "       float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1970 "       float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x,  0.0)).rgb;\n"
1971 "       float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1972 "       float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1973 "       float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x,  0.0)).rgb;\n"
1974 "       float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1975 "       float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1976 "       float3 y2 = tex2D(Texture_First, TexCoord1 + float2(  0.0,-px.y)).rgb;\n"
1977 "       float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1978 "       float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1979 "       float3 y5 = tex2D(Texture_First, TexCoord1 + float2(  0.0, px.y)).rgb;\n"
1980 "       float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1981 "       float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1982 "       float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1983 "       float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1984 "       float px4 =  1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1985 "       float px5 =  2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1986 "       float px6 =  1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1987 "       float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1988 "       float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1989 "       float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1990 "       float py4 =  1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1991 "       float py5 =  2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1992 "       float py6 =  1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1993 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1998 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1999 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2000 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2001 "#endif\n"
2002 "\n"
2003 "#ifdef USESATURATION\n"
2004 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 "       //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 "       gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2008 "#endif\n"
2009 "\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2014 "#endif\n"
2015 "}\n"
2016 "#endif\n"
2017 "#else // !MODE_POSTPROCESS\n"
2018 "\n"
2019 "\n"
2020 "\n"
2021 "\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2024 "void main\n"
2025 "(\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "#ifdef USEDIFFUSE\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "#endif\n"
2035 "#ifdef USESPECULAR\n"
2036 "out float2 TexCoord2 : TEXCOORD1,\n"
2037 "#endif\n"
2038 "out float4 gl_FrontColor : COLOR\n"
2039 ")\n"
2040 "{\n"
2041 "#ifdef HLSL\n"
2042 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2043 "#else\n"
2044 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2045 "#endif\n"
2046 "#ifdef USEDIFFUSE\n"
2047 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2048 "#endif\n"
2049 "#ifdef USESPECULAR\n"
2050 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2051 "#endif\n"
2052 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2053 "}\n"
2054 "#endif\n"
2055 "\n"
2056 "#ifdef FRAGMENT_SHADER\n"
2057 "\n"
2058 "void main\n"
2059 "(\n"
2060 "float4 gl_FrontColor : COLOR0,\n"
2061 "float2 TexCoord1 : TEXCOORD0,\n"
2062 "float2 TexCoord2 : TEXCOORD1,\n"
2063 "#ifdef USEDIFFUSE\n"
2064 "uniform sampler Texture_First : register(s0),\n"
2065 "#endif\n"
2066 "#ifdef USESPECULAR\n"
2067 "uniform sampler Texture_Second : register(s1),\n"
2068 "#endif\n"
2069 "out float4 gl_FragColor : COLOR\n"
2070 ")\n"
2071 "{\n"
2072 "       gl_FragColor = gl_FrontColor;\n"
2073 "#ifdef USEDIFFUSE\n"
2074 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2075 "#endif\n"
2076 "\n"
2077 "#ifdef USESPECULAR\n"
2078 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2079 "# ifdef USECOLORMAPPING\n"
2080 "       gl_FragColor *= tex2;\n"
2081 "# endif\n"
2082 "# ifdef USEGLOW\n"
2083 "       gl_FragColor += tex2;\n"
2084 "# endif\n"
2085 "# ifdef USEVERTEXTEXTUREBLEND\n"
2086 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2087 "# endif\n"
2088 "#endif\n"
2089 "}\n"
2090 "#endif\n"
2091 "#else // !MODE_GENERIC\n"
2092 "\n"
2093 "\n"
2094 "\n"
2095 "\n"
2096 "#ifdef MODE_BLOOMBLUR\n"
2097 "#ifdef VERTEX_SHADER\n"
2098 "void main\n"
2099 "(\n"
2100 "float4 gl_Vertex : POSITION,\n"
2101 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2102 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2103 "out float4 gl_Position : POSITION,\n"
2104 "out float2 TexCoord : TEXCOORD0\n"
2105 ")\n"
2106 "{\n"
2107 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2108 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2109 "}\n"
2110 "#endif\n"
2111 "\n"
2112 "#ifdef FRAGMENT_SHADER\n"
2113 "\n"
2114 "void main\n"
2115 "(\n"
2116 "float2 TexCoord : TEXCOORD0,\n"
2117 "uniform sampler Texture_First : register(s0),\n"
2118 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2119 "out float4 gl_FragColor : COLOR\n"
2120 ")\n"
2121 "{\n"
2122 "       int i;\n"
2123 "       float2 tc = TexCoord;\n"
2124 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2125 "       tc += BloomBlur_Parameters.xy;\n"
2126 "       for (i = 1;i < SAMPLES;i++)\n"
2127 "       {\n"
2128 "               color += tex2D(Texture_First, tc).rgb;\n"
2129 "               tc += BloomBlur_Parameters.xy;\n"
2130 "       }\n"
2131 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2132 "}\n"
2133 "#endif\n"
2134 "#else // !MODE_BLOOMBLUR\n"
2135 "#ifdef MODE_REFRACTION\n"
2136 "#ifdef VERTEX_SHADER\n"
2137 "void main\n"
2138 "(\n"
2139 "float4 gl_Vertex : POSITION,\n"
2140 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2141 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2142 "uniform float4x4 TexMatrix : register(c0),\n"
2143 "uniform float3 EyePosition : register(c24),\n"
2144 "out float4 gl_Position : POSITION,\n"
2145 "out float2 TexCoord : TEXCOORD0,\n"
2146 "out float3 EyeVector : TEXCOORD1,\n"
2147 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2148 ")\n"
2149 "{\n"
2150 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2151 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2152 "       ModelViewProjectionPosition = gl_Position;\n"
2153 "}\n"
2154 "#endif\n"
2155 "\n"
2156 "#ifdef FRAGMENT_SHADER\n"
2157 "void main\n"
2158 "(\n"
2159 "float2 TexCoord : TEXCOORD0,\n"
2160 "float3 EyeVector : TEXCOORD1,\n"
2161 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2162 "uniform sampler Texture_Normal : register(s0),\n"
2163 "uniform sampler Texture_Refraction : register(s3),\n"
2164 "uniform sampler Texture_Reflection : register(s7),\n"
2165 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2166 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2167 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2168 "uniform float4 RefractColor : register(c29),\n"
2169 "out float4 gl_FragColor : COLOR\n"
2170 ")\n"
2171 "{\n"
2172 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2173 "       //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"
2174 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2175 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2176 "       // FIXME temporary hack to detect the case that the reflection\n"
2177 "       // gets blackened at edges due to leaving the area that contains actual\n"
2178 "       // content.\n"
2179 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2180 "       // 'appening.\n"
2181 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2182 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2183 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2184 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2185 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2186 "       gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2187 "}\n"
2188 "#endif\n"
2189 "#else // !MODE_REFRACTION\n"
2190 "\n"
2191 "\n"
2192 "\n"
2193 "\n"
2194 "#ifdef MODE_WATER\n"
2195 "#ifdef VERTEX_SHADER\n"
2196 "\n"
2197 "void main\n"
2198 "(\n"
2199 "float4 gl_Vertex : POSITION,\n"
2200 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2201 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2202 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2203 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2204 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2205 "uniform float4x4 TexMatrix : register(c0),\n"
2206 "uniform float3 EyePosition : register(c24),\n"
2207 "out float4 gl_Position : POSITION,\n"
2208 "out float2 TexCoord : TEXCOORD0,\n"
2209 "out float3 EyeVector : TEXCOORD1,\n"
2210 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2211 ")\n"
2212 "{\n"
2213 "       TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2214 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2215 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2216 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2217 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2218 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2219 "       ModelViewProjectionPosition = gl_Position;\n"
2220 "}\n"
2221 "#endif\n"
2222 "\n"
2223 "#ifdef FRAGMENT_SHADER\n"
2224 "void main\n"
2225 "(\n"
2226 "float2 TexCoord : TEXCOORD0,\n"
2227 "float3 EyeVector : TEXCOORD1,\n"
2228 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2229 "uniform sampler Texture_Normal : register(s0),\n"
2230 "uniform sampler Texture_Refraction : register(s3),\n"
2231 "uniform sampler Texture_Reflection : register(s7),\n"
2232 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2233 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2234 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2235 "uniform float4 RefractColor : register(c29),\n"
2236 "uniform float4 ReflectColor : register(c26),\n"
2237 "uniform float ReflectFactor : register(c27),\n"
2238 "uniform float ReflectOffset : register(c28),\n"
2239 "out float4 gl_FragColor : COLOR\n"
2240 ")\n"
2241 "{\n"
2242 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2243 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2244 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2245 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2246 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2247 "       // FIXME temporary hack to detect the case that the reflection\n"
2248 "       // gets blackened at edges due to leaving the area that contains actual\n"
2249 "       // content.\n"
2250 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2251 "       // 'appening.\n"
2252 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2253 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2254 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2255 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2256 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2257 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2258 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2259 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2260 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2261 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2262 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2263 "       gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2264 "}\n"
2265 "#endif\n"
2266 "#else // !MODE_WATER\n"
2267 "\n"
2268 "\n"
2269 "\n"
2270 "\n"
2271 "// 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"
2272 "\n"
2273 "// fragment shader specific:\n"
2274 "#ifdef FRAGMENT_SHADER\n"
2275 "\n"
2276 "#ifdef USEFOG\n"
2277 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2278 "{\n"
2279 "       float fogfrac;\n"
2280 "#ifdef USEFOGHEIGHTTEXTURE\n"
2281 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2282 "       fogfrac = fogheightpixel.a;\n"
2283 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2284 "#else\n"
2285 "# ifdef USEFOGOUTSIDE\n"
2286 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2287 "# else\n"
2288 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2289 "# endif\n"
2290 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2291 "#endif\n"
2292 "}\n"
2293 "#endif\n"
2294 "\n"
2295 "#ifdef USEOFFSETMAPPING\n"
2296 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2297 "{\n"
2298 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2299 "       // 14 sample relief mapping: linear search and then binary search\n"
2300 "       // this basically steps forward a small amount repeatedly until it finds\n"
2301 "       // itself inside solid, then jitters forward and back using decreasing\n"
2302 "       // amounts to find the impact\n"
2303 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2304 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2305 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2306 "       float3 RT = float3(TexCoord, 1);\n"
2307 "       OffsetVector *= 0.1;\n"
2308 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2309 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2310 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2311 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2312 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2313 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2314 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2315 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2316 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2317 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2318 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2319 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2320 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2321 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2322 "       return RT.xy;\n"
2323 "#else\n"
2324 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2325 "       // this basically moves forward the full distance, and then backs up based\n"
2326 "       // on height of samples\n"
2327 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2328 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2329 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2330 "       TexCoord += OffsetVector;\n"
2331 "       OffsetVector *= 0.333;\n"
2332 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2333 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2334 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2335 "       return TexCoord;\n"
2336 "#endif\n"
2337 "}\n"
2338 "#endif // USEOFFSETMAPPING\n"
2339 "\n"
2340 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2341 "#if defined(USESHADOWMAP2D)\n"
2342 "# ifdef USESHADOWMAPORTHO\n"
2343 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2344 "# else\n"
2345 "#  ifdef USESHADOWMAPVSDCT\n"
2346 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2347 "{\n"
2348 "       float3 adir = abs(dir);\n"
2349 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2350 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2351 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2352 "}\n"
2353 "#  else\n"
2354 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2355 "{\n"
2356 "       float3 adir = abs(dir);\n"
2357 "       float ma = adir.z;\n"
2358 "       float4 proj = float4(dir, 2.5);\n"
2359 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2360 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2361 "#ifdef HLSL\n"
2362 "       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"
2363 "#else\n"
2364 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2365 "       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"
2366 "#endif\n"
2367 "}\n"
2368 "#  endif\n"
2369 "# endif\n"
2370 "#endif // defined(USESHADOWMAP2D)\n"
2371 "\n"
2372 "# ifdef USESHADOWMAP2D\n"
2373 "#ifdef USESHADOWMAPVSDCT\n"
2374 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2375 "#else\n"
2376 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2377 "#endif\n"
2378 "{\n"
2379 "#ifdef USESHADOWMAPVSDCT\n"
2380 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2381 "#else\n"
2382 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2383 "#endif\n"
2384 "       float f;\n"
2385 "\n"
2386 "#  ifdef USESHADOWSAMPLER\n"
2387 "#    ifdef USESHADOWMAPPCF\n"
2388 "#      define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r  \n"
2389 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2390 "       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"
2391 "#    else\n"
2392 "       f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2393 "#    endif\n"
2394 "#  else\n"
2395 "#    ifdef USESHADOWMAPPCF\n"
2396 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2397 "#      ifdef GL_ARB_texture_gather\n"
2398 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2399 "#      else\n"
2400 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2401 "#      endif\n"
2402 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2403 "#      if USESHADOWMAPPCF > 1\n"
2404 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2405 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2406 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2407 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2408 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2409 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2410 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2411 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2412 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2413 "       float4 locols = float4(group1.ab, group3.ab);\n"
2414 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2415 "       locols.yz += group2.ab;\n"
2416 "       hicols.yz += group8.rg;\n"
2417 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2418 "                               float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2419 "                               lerp(locols, hicols, offset.y);\n"
2420 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2421 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2422 "       f = dot(cols, float4(1.0/25.0));\n"
2423 "#      else\n"
2424 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2425 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2426 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2427 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2428 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2429 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2430 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2431 "#      endif\n"
2432 "#     else\n"
2433 "#      ifdef GL_EXT_gpu_shader4\n"
2434 "#        define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2435 "#      else\n"
2436 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r  \n"
2437 "#      endif\n"
2438 "#      if USESHADOWMAPPCF > 1\n"
2439 "       float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2440 "       center *= ShadowMap_TextureScale;\n"
2441 "       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"
2442 "       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"
2443 "       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"
2444 "       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"
2445 "       float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2446 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2447 "#      else\n"
2448 "       float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2449 "       float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2450 "       float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2451 "       float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2452 "       float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2453 "       f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2454 "#      endif\n"
2455 "#     endif\n"
2456 "#    else\n"
2457 "       f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2458 "#    endif\n"
2459 "#  endif\n"
2460 "#  ifdef USESHADOWMAPORTHO\n"
2461 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2462 "#  else\n"
2463 "       return f;\n"
2464 "#  endif\n"
2465 "}\n"
2466 "# endif\n"
2467 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2468 "#endif // FRAGMENT_SHADER\n"
2469 "\n"
2470 "\n"
2471 "\n"
2472 "\n"
2473 "#ifdef MODE_DEFERREDGEOMETRY\n"
2474 "#ifdef VERTEX_SHADER\n"
2475 "void main\n"
2476 "(\n"
2477 "float4 gl_Vertex : POSITION,\n"
2478 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2479 "#ifdef USEVERTEXTEXTUREBLEND\n"
2480 "float4 gl_Color : COLOR0,\n"
2481 "#endif\n"
2482 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2483 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2484 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2485 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2486 "uniform float4x4 TexMatrix : register(c0),\n"
2487 "#ifdef USEVERTEXTEXTUREBLEND\n"
2488 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2489 "#endif\n"
2490 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2491 "#ifdef USEOFFSETMAPPING\n"
2492 "uniform float3 EyePosition : register(c24),\n"
2493 "#endif\n"
2494 "out float4 gl_Position : POSITION,\n"
2495 "#ifdef USEVERTEXTEXTUREBLEND\n"
2496 "out float4 gl_FrontColor : COLOR,\n"
2497 "#endif\n"
2498 "out float4 TexCoordBoth : TEXCOORD0,\n"
2499 "#ifdef USEOFFSETMAPPING\n"
2500 "out float3 EyeVector : TEXCOORD2,\n"
2501 "#endif\n"
2502 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2503 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2504 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2505 ")\n"
2506 "{\n"
2507 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2508 "#ifdef USEVERTEXTEXTUREBLEND\n"
2509 "#ifdef HLSL\n"
2510 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2511 "#else\n"
2512 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2513 "#endif\n"
2514 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2515 "#endif\n"
2516 "\n"
2517 "       // transform unnormalized eye direction into tangent space\n"
2518 "#ifdef USEOFFSETMAPPING\n"
2519 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2520 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2521 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2522 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2523 "#endif\n"
2524 "\n"
2525 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2526 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2527 "       VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2528 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2529 "       VectorR.w = gl_Position.z;\n"
2530 "}\n"
2531 "#endif // VERTEX_SHADER\n"
2532 "\n"
2533 "#ifdef FRAGMENT_SHADER\n"
2534 "void main\n"
2535 "(\n"
2536 "float4 TexCoordBoth : TEXCOORD0,\n"
2537 "float3 EyeVector : TEXCOORD2,\n"
2538 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2541 "uniform sampler Texture_Normal : register(s0),\n"
2542 "#ifdef USEALPHAKILL\n"
2543 "uniform sampler Texture_Color : register(s1),\n"
2544 "#endif\n"
2545 "uniform sampler Texture_Gloss : register(s2),\n"
2546 "#ifdef USEVERTEXTEXTUREBLEND\n"
2547 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2548 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2549 "#endif\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 "uniform float OffsetMapping_Scale : register(c24),\n"
2552 "#endif\n"
2553 "uniform half SpecularPower : register(c36),\n"
2554 "#ifdef HLSL\n"
2555 "out float4 gl_FragData0 : COLOR0,\n"
2556 "out float4 gl_FragData1 : COLOR1\n"
2557 "#else\n"
2558 "out float4 gl_FragColor : COLOR\n"
2559 "#endif\n"
2560 ")\n"
2561 "{\n"
2562 "       float2 TexCoord = TexCoordBoth.xy;\n"
2563 "#ifdef USEOFFSETMAPPING\n"
2564 "       // apply offsetmapping\n"
2565 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2566 "#define TexCoord TexCoordOffset\n"
2567 "#endif\n"
2568 "\n"
2569 "#ifdef USEALPHAKILL\n"
2570 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2571 "               discard;\n"
2572 "#endif\n"
2573 "\n"
2574 "#ifdef USEVERTEXTEXTUREBLEND\n"
2575 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2576 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2577 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2578 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2579 "#endif\n"
2580 "\n"
2581 "#ifdef USEVERTEXTEXTUREBLEND\n"
2582 "       float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2583 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2584 "#else\n"
2585 "       float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2586 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2587 "#endif\n"
2588 "\n"
2589 "#ifdef HLSL\n"
2590 "       gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2591 "       float Depth = VectorR.w / 256.0;\n"
2592 "       float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2593 "//     float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2594 "       depthcolor.yz -= floor(depthcolor.yz);\n"
2595 "       gl_FragData1 = depthcolor;\n"
2596 "#else\n"
2597 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2598 "#endif\n"
2599 "}\n"
2600 "#endif // FRAGMENT_SHADER\n"
2601 "#else // !MODE_DEFERREDGEOMETRY\n"
2602 "\n"
2603 "\n"
2604 "\n"
2605 "\n"
2606 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2607 "#ifdef VERTEX_SHADER\n"
2608 "void main\n"
2609 "(\n"
2610 "float4 gl_Vertex : POSITION,\n"
2611 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2612 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2613 "out float4 gl_Position : POSITION,\n"
2614 "out float4 ModelViewPosition : TEXCOORD0\n"
2615 ")\n"
2616 "{\n"
2617 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2618 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2619 "}\n"
2620 "#endif // VERTEX_SHADER\n"
2621 "\n"
2622 "#ifdef FRAGMENT_SHADER\n"
2623 "void main\n"
2624 "(\n"
2625 "#ifdef HLSL\n"
2626 "float2 Pixel : VPOS,\n"
2627 "#else\n"
2628 "float2 Pixel : WPOS,\n"
2629 "#endif\n"
2630 "float4 ModelViewPosition : TEXCOORD0,\n"
2631 "uniform float4x4 ViewToLight : register(c44),\n"
2632 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2633 "uniform float3 LightPosition : register(c23),\n"
2634 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2635 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2636 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2637 "#ifdef USESPECULAR\n"
2638 "uniform half3 DeferredColor_Specular : register(c11),\n"
2639 "uniform half SpecularPower : register(c36),\n"
2640 "#endif\n"
2641 "uniform sampler Texture_Attenuation : register(s9),\n"
2642 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2643 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2644 "\n"
2645 "#ifdef USECUBEFILTER\n"
2646 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2647 "#endif\n"
2648 "\n"
2649 "#ifdef USESHADOWMAP2D\n"
2650 "# ifdef USESHADOWSAMPLER\n"
2651 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2652 "# else\n"
2653 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2654 "# endif\n"
2655 "#endif\n"
2656 "\n"
2657 "#ifdef USESHADOWMAPVSDCT\n"
2658 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2659 "#endif\n"
2660 "\n"
2661 "#if defined(USESHADOWMAP2D)\n"
2662 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2663 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2664 "#endif\n"
2665 "\n"
2666 "out float4 gl_FragData0 : COLOR0,\n"
2667 "out float4 gl_FragData1 : COLOR1\n"
2668 ")\n"
2669 "{\n"
2670 "       // calculate viewspace pixel position\n"
2671 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2672 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2673 "       float3 position;\n"
2674 "#ifdef HLSL\n"
2675 "       position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2676 "#else\n"
2677 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2678 "#endif\n"
2679 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2680 "       // decode viewspace pixel normal\n"
2681 "       half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2682 "       half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2683 "       // surfacenormal = pixel normal in viewspace\n"
2684 "       // LightVector = pixel to light in viewspace\n"
2685 "       // CubeVector = position in lightspace\n"
2686 "       // eyevector = pixel to view in viewspace\n"
2687 "       float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2688 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2689 "#ifdef USEDIFFUSE\n"
2690 "       // calculate diffuse shading\n"
2691 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2692 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2693 "#endif\n"
2694 "#ifdef USESPECULAR\n"
2695 "       // calculate directional shading\n"
2696 "       float3 eyevector = position * -1.0;\n"
2697 "#  ifdef USEEXACTSPECULARMATH\n"
2698 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2699 "#  else\n"
2700 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2701 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2702 "#  endif\n"
2703 "#endif\n"
2704 "\n"
2705 "#if defined(USESHADOWMAP2D)\n"
2706 "       fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2707 "#ifdef USESHADOWMAPVSDCT\n"
2708 ", Texture_CubeProjection\n"
2709 "#endif\n"
2710 "       ));\n"
2711 "#endif\n"
2712 "\n"
2713 "#ifdef USEDIFFUSE\n"
2714 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2715 "#else\n"
2716 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2717 "#endif\n"
2718 "#ifdef USESPECULAR\n"
2719 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2720 "#else\n"
2721 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2722 "#endif\n"
2723 "\n"
2724 "# ifdef USECUBEFILTER\n"
2725 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2726 "       gl_FragData0.rgb *= cubecolor;\n"
2727 "       gl_FragData1.rgb *= cubecolor;\n"
2728 "# endif\n"
2729 "}\n"
2730 "#endif // FRAGMENT_SHADER\n"
2731 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2732 "\n"
2733 "\n"
2734 "\n"
2735 "\n"
2736 "#ifdef VERTEX_SHADER\n"
2737 "void main\n"
2738 "(\n"
2739 "float4 gl_Vertex : POSITION,\n"
2740 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2741 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2742 "float4 gl_Color : COLOR0,\n"
2743 "#endif\n"
2744 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2745 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2746 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2747 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2748 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2749 "\n"
2750 "uniform float3 EyePosition : register(c24),\n"
2751 "uniform float4x4 TexMatrix : register(c0),\n"
2752 "#ifdef USEVERTEXTEXTUREBLEND\n"
2753 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2754 "#endif\n"
2755 "#ifdef MODE_LIGHTSOURCE\n"
2756 "uniform float4x4 ModelToLight : register(c20),\n"
2757 "#endif\n"
2758 "#ifdef MODE_LIGHTSOURCE\n"
2759 "uniform float3 LightPosition : register(c27),\n"
2760 "#endif\n"
2761 "#ifdef MODE_LIGHTDIRECTION\n"
2762 "uniform float3 LightDir : register(c26),\n"
2763 "#endif\n"
2764 "uniform float4 FogPlane : register(c25),\n"
2765 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2766 "uniform float3 LightPosition : register(c27),\n"
2767 "#endif\n"
2768 "#ifdef USESHADOWMAPORTHO\n"
2769 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2770 "#endif\n"
2771 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2772 "out float4 gl_FrontColor : COLOR,\n"
2773 "#endif\n"
2774 "out float4 TexCoordBoth : TEXCOORD0,\n"
2775 "#ifdef USELIGHTMAP\n"
2776 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2777 "#endif\n"
2778 "#ifdef USEEYEVECTOR\n"
2779 "out float3 EyeVector : TEXCOORD2,\n"
2780 "#endif\n"
2781 "#ifdef USEREFLECTION\n"
2782 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2783 "#endif\n"
2784 "#ifdef USEFOG\n"
2785 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2786 "#endif\n"
2787 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2788 "out float3 LightVector : TEXCOORD1,\n"
2789 "#endif\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "out float3 CubeVector : TEXCOORD3,\n"
2792 "#endif\n"
2793 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2794 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2795 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2796 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2797 "#endif\n"
2798 "#ifdef USESHADOWMAPORTHO\n"
2799 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2800 "#endif\n"
2801 "out float4 gl_Position : POSITION\n"
2802 ")\n"
2803 "{\n"
2804 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2805 "#ifdef HLSL\n"
2806 "       gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2807 "#else\n"
2808 "       gl_FrontColor = gl_Color; // Cg is forward\n"
2809 "#endif\n"
2810 "#endif\n"
2811 "       // copy the surface texcoord\n"
2812 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2813 "#ifdef USEVERTEXTEXTUREBLEND\n"
2814 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2815 "#endif\n"
2816 "#ifdef USELIGHTMAP\n"
2817 "       TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2818 "#endif\n"
2819 "\n"
2820 "#ifdef MODE_LIGHTSOURCE\n"
2821 "       // transform vertex position into light attenuation/cubemap space\n"
2822 "       // (-1 to +1 across the light box)\n"
2823 "       CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2824 "\n"
2825 "# ifdef USEDIFFUSE\n"
2826 "       // transform unnormalized light direction into tangent space\n"
2827 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2828 "       //  normalize it per pixel)\n"
2829 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2830 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2831 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2832 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2833 "# endif\n"
2834 "#endif\n"
2835 "\n"
2836 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2837 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2838 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2839 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2840 "#endif\n"
2841 "\n"
2842 "       // transform unnormalized eye direction into tangent space\n"
2843 "#ifdef USEEYEVECTOR\n"
2844 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2845 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2846 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2847 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2848 "#endif\n"
2849 "\n"
2850 "#ifdef USEFOG\n"
2851 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2852 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2853 "#endif\n"
2854 "\n"
2855 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2856 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2857 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2858 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2859 "#endif\n"
2860 "\n"
2861 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2862 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2863 "\n"
2864 "#ifdef USESHADOWMAPORTHO\n"
2865 "       ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2866 "#endif\n"
2867 "\n"
2868 "#ifdef USEREFLECTION\n"
2869 "       ModelViewProjectionPosition = gl_Position;\n"
2870 "#endif\n"
2871 "}\n"
2872 "#endif // VERTEX_SHADER\n"
2873 "\n"
2874 "\n"
2875 "\n"
2876 "\n"
2877 "#ifdef FRAGMENT_SHADER\n"
2878 "void main\n"
2879 "(\n"
2880 "#ifdef USEDEFERREDLIGHTMAP\n"
2881 "#ifdef HLSL\n"
2882 "float2 Pixel : VPOS,\n"
2883 "#else\n"
2884 "float2 Pixel : WPOS,\n"
2885 "#endif\n"
2886 "#endif\n"
2887 "float4 gl_FrontColor : COLOR,\n"
2888 "float4 TexCoordBoth : TEXCOORD0,\n"
2889 "#ifdef USELIGHTMAP\n"
2890 "float2 TexCoordLightmap : TEXCOORD1,\n"
2891 "#endif\n"
2892 "#ifdef USEEYEVECTOR\n"
2893 "float3 EyeVector : TEXCOORD2,\n"
2894 "#endif\n"
2895 "#ifdef USEREFLECTION\n"
2896 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2897 "#endif\n"
2898 "#ifdef USEFOG\n"
2899 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2900 "#endif\n"
2901 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2902 "float3 LightVector : TEXCOORD1,\n"
2903 "#endif\n"
2904 "#ifdef MODE_LIGHTSOURCE\n"
2905 "float3 CubeVector : TEXCOORD3,\n"
2906 "#endif\n"
2907 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2908 "float4 ModelViewPosition : TEXCOORD0,\n"
2909 "#endif\n"
2910 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2911 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2912 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2913 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2914 "#endif\n"
2915 "#ifdef USESHADOWMAPORTHO\n"
2916 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2917 "#endif\n"
2918 "\n"
2919 "uniform sampler Texture_Normal : register(s0),\n"
2920 "uniform sampler Texture_Color : register(s1),\n"
2921 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2922 "uniform sampler Texture_Gloss : register(s2),\n"
2923 "#endif\n"
2924 "#ifdef USEGLOW\n"
2925 "uniform sampler Texture_Glow : register(s3),\n"
2926 "#endif\n"
2927 "#ifdef USEVERTEXTEXTUREBLEND\n"
2928 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2929 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2930 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2931 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2932 "#endif\n"
2933 "#ifdef USEGLOW\n"
2934 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2935 "#endif\n"
2936 "#endif\n"
2937 "#ifdef USECOLORMAPPING\n"
2938 "uniform sampler Texture_Pants : register(s4),\n"
2939 "uniform sampler Texture_Shirt : register(s7),\n"
2940 "#endif\n"
2941 "#ifdef USEFOG\n"
2942 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2943 "uniform sampler Texture_FogMask : register(s8),\n"
2944 "#endif\n"
2945 "#ifdef USELIGHTMAP\n"
2946 "uniform sampler Texture_Lightmap : register(s9),\n"
2947 "#endif\n"
2948 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2949 "uniform sampler Texture_Deluxemap : register(s10),\n"
2950 "#endif\n"
2951 "#ifdef USEREFLECTION\n"
2952 "uniform sampler Texture_Reflection : register(s7),\n"
2953 "#endif\n"
2954 "\n"
2955 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2956 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2957 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2958 "#endif\n"
2959 "#ifdef USEDEFERREDLIGHTMAP\n"
2960 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2961 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2962 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2963 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2964 "#endif\n"
2965 "\n"
2966 "#ifdef USECOLORMAPPING\n"
2967 "uniform half3 Color_Pants : register(c7),\n"
2968 "uniform half3 Color_Shirt : register(c8),\n"
2969 "#endif\n"
2970 "#ifdef USEFOG\n"
2971 "uniform float3 FogColor : register(c16),\n"
2972 "uniform float FogRangeRecip : register(c20),\n"
2973 "uniform float FogPlaneViewDist : register(c19),\n"
2974 "uniform float FogHeightFade : register(c17),\n"
2975 "#endif\n"
2976 "\n"
2977 "#ifdef USEOFFSETMAPPING\n"
2978 "uniform float OffsetMapping_Scale : register(c24),\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef USEDEFERREDLIGHTMAP\n"
2982 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2983 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2984 "uniform half3 DeferredMod_Specular : register(c13),\n"
2985 "#endif\n"
2986 "uniform half3 Color_Ambient : register(c3),\n"
2987 "uniform half3 Color_Diffuse : register(c4),\n"
2988 "uniform half3 Color_Specular : register(c5),\n"
2989 "uniform half SpecularPower : register(c36),\n"
2990 "#ifdef USEGLOW\n"
2991 "uniform half3 Color_Glow : register(c6),\n"
2992 "#endif\n"
2993 "uniform half Alpha : register(c0),\n"
2994 "#ifdef USEREFLECTION\n"
2995 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2996 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2997 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2998 "uniform half4 ReflectColor : register(c26),\n"
2999 "#endif\n"
3000 "#ifdef USEREFLECTCUBE\n"
3001 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3002 "uniform sampler Texture_ReflectMask : register(s5),\n"
3003 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3004 "#endif\n"
3005 "#ifdef MODE_LIGHTDIRECTION\n"
3006 "uniform half3 LightColor : register(c21),\n"
3007 "#endif\n"
3008 "#ifdef MODE_LIGHTSOURCE\n"
3009 "uniform half3 LightColor : register(c21),\n"
3010 "#endif\n"
3011 "\n"
3012 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3013 "uniform sampler Texture_Attenuation : register(s9),\n"
3014 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3015 "#endif\n"
3016 "\n"
3017 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3018 "\n"
3019 "#ifdef USESHADOWMAP2D\n"
3020 "# ifdef USESHADOWSAMPLER\n"
3021 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3022 "# else\n"
3023 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3024 "# endif\n"
3025 "#endif\n"
3026 "\n"
3027 "#ifdef USESHADOWMAPVSDCT\n"
3028 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3029 "#endif\n"
3030 "\n"
3031 "#if defined(USESHADOWMAP2D)\n"
3032 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3033 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3034 "#endif\n"
3035 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3036 "\n"
3037 "out float4 gl_FragColor : COLOR\n"
3038 ")\n"
3039 "{\n"
3040 "       float2 TexCoord = TexCoordBoth.xy;\n"
3041 "#ifdef USEVERTEXTEXTUREBLEND\n"
3042 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3043 "#endif\n"
3044 "#ifdef USEOFFSETMAPPING\n"
3045 "       // apply offsetmapping\n"
3046 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3047 "#define TexCoord TexCoordOffset\n"
3048 "#endif\n"
3049 "\n"
3050 "       // combine the diffuse textures (base, pants, shirt)\n"
3051 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3052 "#ifdef USEALPHAKILL\n"
3053 "       if (color.a < 0.5)\n"
3054 "               discard;\n"
3055 "#endif\n"
3056 "       color.a *= Alpha;\n"
3057 "#ifdef USECOLORMAPPING\n"
3058 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3059 "#endif\n"
3060 "#ifdef USEVERTEXTEXTUREBLEND\n"
3061 "       half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3062 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3063 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3064 "       color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3065 "       color.a = 1.0;\n"
3066 "       //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3067 "#endif\n"
3068 "\n"
3069 "       // get the surface normal\n"
3070 "#ifdef USEVERTEXTEXTUREBLEND\n"
3071 "       half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3072 "#else\n"
3073 "       half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3074 "#endif\n"
3075 "\n"
3076 "       // get the material colors\n"
3077 "       half3 diffusetex = color.rgb;\n"
3078 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3079 "# ifdef USEVERTEXTEXTUREBLEND\n"
3080 "       half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3081 "# else\n"
3082 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3083 "# endif\n"
3084 "#endif\n"
3085 "\n"
3086 "#ifdef USEREFLECTCUBE\n"
3087 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3088 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3089 "       float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3090 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3091 "#endif\n"
3092 "\n"
3093 "\n"
3094 "\n"
3095 "\n"
3096 "#ifdef MODE_LIGHTSOURCE\n"
3097 "       // light source\n"
3098 "#ifdef USEDIFFUSE\n"
3099 "       half3 lightnormal = half3(normalize(LightVector));\n"
3100 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3101 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3102 "#ifdef USESPECULAR\n"
3103 "#ifdef USEEXACTSPECULARMATH\n"
3104 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3105 "#else\n"
3106 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3107 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3108 "#endif\n"
3109 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3110 "#endif\n"
3111 "#else\n"
3112 "       color.rgb = diffusetex * Color_Ambient;\n"
3113 "#endif\n"
3114 "       color.rgb *= LightColor;\n"
3115 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3116 "#if defined(USESHADOWMAP2D)\n"
3117 "       color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3118 "#ifdef USESHADOWMAPVSDCT\n"
3119 ", Texture_CubeProjection\n"
3120 "#endif\n"
3121 "       ));\n"
3122 "\n"
3123 "#endif\n"
3124 "# ifdef USECUBEFILTER\n"
3125 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3126 "# endif\n"
3127 "\n"
3128 "#ifdef USESHADOWMAP2D\n"
3129 "#ifdef USESHADOWMAPVSDCT\n"
3130 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3131 "#else\n"
3132 "//     float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3133 "#endif\n"
3134 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3135 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3136 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3137 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3138 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3139 "//     color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3140 "//     color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3141 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3142 "//     color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3143 "//     color.r = half(shadowmaptc.z);\n"
3144 "//     color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3145 "//     color.r = half(shadowmaptc.z);\n"
3146 "//     color.r = 1;\n"
3147 "//     color.rgb = abs(CubeVector);\n"
3148 "#endif\n"
3149 "//     color.rgb = half3(1,1,1);\n"
3150 "#endif // MODE_LIGHTSOURCE\n"
3151 "\n"
3152 "\n"
3153 "\n"
3154 "\n"
3155 "#ifdef MODE_LIGHTDIRECTION\n"
3156 "#define SHADING\n"
3157 "#ifdef USEDIFFUSE\n"
3158 "       half3 lightnormal = half3(normalize(LightVector));\n"
3159 "#endif\n"
3160 "#define lightcolor LightColor\n"
3161 "#endif // MODE_LIGHTDIRECTION\n"
3162 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3163 "#define SHADING\n"
3164 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3165 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3166 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3167 "       // convert modelspace light vector to tangentspace\n"
3168 "       half3 lightnormal;\n"
3169 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3170 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3171 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3172 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3173 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3174 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3175 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3176 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3177 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3178 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3179 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3180 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3181 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3182 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3183 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3184 "#define SHADING\n"
3185 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3186 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3187 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3188 "#endif\n"
3189 "\n"
3190 "\n"
3191 "\n"
3192 "\n"
3193 "#ifdef MODE_FAKELIGHT\n"
3194 "#define SHADING\n"
3195 "half3 lightnormal = half3(normalize(EyeVector));\n"
3196 "half3 lightcolor = half3(1.0);\n"
3197 "#endif // MODE_FAKELIGHT\n"
3198 "\n"
3199 "\n"
3200 "\n"
3201 "\n"
3202 "#ifdef MODE_LIGHTMAP\n"
3203 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3204 "#endif // MODE_LIGHTMAP\n"
3205 "#ifdef MODE_VERTEXCOLOR\n"
3206 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3207 "#endif // MODE_VERTEXCOLOR\n"
3208 "#ifdef MODE_FLATCOLOR\n"
3209 "       color.rgb = diffusetex * Color_Ambient;\n"
3210 "#endif // MODE_FLATCOLOR\n"
3211 "\n"
3212 "\n"
3213 "\n"
3214 "\n"
3215 "#ifdef SHADING\n"
3216 "# ifdef USEDIFFUSE\n"
3217 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3218 "#  ifdef USESPECULAR\n"
3219 "#   ifdef USEEXACTSPECULARMATH\n"
3220 "       half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3221 "#   else\n"
3222 "       half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3223 "       half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3224 "#   endif\n"
3225 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3226 "#  else\n"
3227 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3228 "#  endif\n"
3229 "# else\n"
3230 "       color.rgb = diffusetex * Color_Ambient;\n"
3231 "# endif\n"
3232 "#endif\n"
3233 "\n"
3234 "#ifdef USESHADOWMAPORTHO\n"
3235 "       color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3236 "#endif\n"
3237 "\n"
3238 "#ifdef USEDEFERREDLIGHTMAP\n"
3239 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3240 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3241 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3242 "//     color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3243 "//     color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3244 "#endif\n"
3245 "\n"
3246 "#ifdef USEGLOW\n"
3247 "#ifdef USEVERTEXTEXTUREBLEND\n"
3248 "       color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3249 "#else\n"
3250 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3251 "#endif\n"
3252 "#endif\n"
3253 "\n"
3254 "#ifdef USEFOG\n"
3255 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3256 "#endif\n"
3257 "\n"
3258 "       // 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"
3259 "#ifdef USEREFLECTION\n"
3260 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3261 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3262 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3263 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3264 "       // FIXME temporary hack to detect the case that the reflection\n"
3265 "       // gets blackened at edges due to leaving the area that contains actual\n"
3266 "       // content.\n"
3267 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3268 "       // 'appening.\n"
3269 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3270 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3271 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3272 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3273 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3274 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3275 "#endif\n"
3276 "\n"
3277 "       gl_FragColor = float4(color);\n"
3278 "}\n"
3279 "#endif // FRAGMENT_SHADER\n"
3280 "\n"
3281 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3282 "#endif // !MODE_DEFERREDGEOMETRY\n"
3283 "#endif // !MODE_WATER\n"
3284 "#endif // !MODE_REFRACTION\n"
3285 "#endif // !MODE_BLOOMBLUR\n"
3286 "#endif // !MODE_GENERIC\n"
3287 "#endif // !MODE_POSTPROCESS\n"
3288 "#endif // !MODE_SHOWDEPTH\n"
3289 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3290 ;
3291
3292 char *glslshaderstring = NULL;
3293 char *cgshaderstring = NULL;
3294 char *hlslshaderstring = NULL;
3295
3296 //=======================================================================================================================================================
3297
3298 typedef struct shaderpermutationinfo_s
3299 {
3300         const char *pretext;
3301         const char *name;
3302 }
3303 shaderpermutationinfo_t;
3304
3305 typedef struct shadermodeinfo_s
3306 {
3307         const char *vertexfilename;
3308         const char *geometryfilename;
3309         const char *fragmentfilename;
3310         const char *pretext;
3311         const char *name;
3312 }
3313 shadermodeinfo_t;
3314
3315 typedef enum shaderpermutation_e
3316 {
3317         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3318         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3319         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3320         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3321         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3322         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3323         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3324         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3325         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3326         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3327         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3328         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3329         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3330         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3331         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3332         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3333         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3334         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3335         SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3336         SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3337         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3338         SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3339         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3340         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3341         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3342         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3343         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3344         SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, // (water) counter-direction normalmaps scrolling
3345         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3346         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3347 }
3348 shaderpermutation_t;
3349
3350 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3351 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3352 {
3353         {"#define USEDIFFUSE\n", " diffuse"},
3354         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3355         {"#define USEVIEWTINT\n", " viewtint"},
3356         {"#define USECOLORMAPPING\n", " colormapping"},
3357         {"#define USESATURATION\n", " saturation"},
3358         {"#define USEFOGINSIDE\n", " foginside"},
3359         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3360         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3361         {"#define USEGAMMARAMPS\n", " gammaramps"},
3362         {"#define USECUBEFILTER\n", " cubefilter"},
3363         {"#define USEGLOW\n", " glow"},
3364         {"#define USEBLOOM\n", " bloom"},
3365         {"#define USESPECULAR\n", " specular"},
3366         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3367         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3368         {"#define USEREFLECTION\n", " reflection"},
3369         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3370         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3371         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3372         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3373         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3374         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3375         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3376         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3377         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3378         {"#define USEALPHAKILL\n", " alphakill"},
3379         {"#define USEREFLECTCUBE\n", " reflectcube"},
3380         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3381 };
3382
3383 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3384 typedef enum shadermode_e
3385 {
3386         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3387         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3388         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3389         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3390         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3391         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3392         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3393         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3394         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3395         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3396         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3397         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3398         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3399         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3400         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3401         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3402         SHADERMODE_COUNT
3403 }
3404 shadermode_t;
3405
3406 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3407 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3408 {
3409         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3410         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3411         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3412         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3413         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3414         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3415         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3416         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3417         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3418         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3419         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3420         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3421         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3422         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3423         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3424         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3425 };
3426
3427 #ifdef SUPPORTCG
3428 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3429 {
3430         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3431         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3432         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3433         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3436         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3437         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3442         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3443         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3446 };
3447 #endif
3448
3449 #ifdef SUPPORTD3D
3450 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3451 {
3452         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3453         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3454         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3458         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3463         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3464         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3467 };
3468 #endif
3469
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3472 {
3473         /// hash lookup data
3474         struct r_glsl_permutation_s *hashnext;
3475         unsigned int mode;
3476         unsigned int permutation;
3477
3478         /// indicates if we have tried compiling this permutation already
3479         qboolean compiled;
3480         /// 0 if compilation failed
3481         int program;
3482         /// locations of detected uniforms in program object, or -1 if not found
3483         int loc_Texture_First;
3484         int loc_Texture_Second;
3485         int loc_Texture_GammaRamps;
3486         int loc_Texture_Normal;
3487         int loc_Texture_Color;
3488         int loc_Texture_Gloss;
3489         int loc_Texture_Glow;
3490         int loc_Texture_SecondaryNormal;
3491         int loc_Texture_SecondaryColor;
3492         int loc_Texture_SecondaryGloss;
3493         int loc_Texture_SecondaryGlow;
3494         int loc_Texture_Pants;
3495         int loc_Texture_Shirt;
3496         int loc_Texture_FogHeightTexture;
3497         int loc_Texture_FogMask;
3498         int loc_Texture_Lightmap;
3499         int loc_Texture_Deluxemap;
3500         int loc_Texture_Attenuation;
3501         int loc_Texture_Cube;
3502         int loc_Texture_Refraction;
3503         int loc_Texture_Reflection;
3504         int loc_Texture_ShadowMap2D;
3505         int loc_Texture_CubeProjection;
3506         int loc_Texture_ScreenDepth;
3507         int loc_Texture_ScreenNormalMap;
3508         int loc_Texture_ScreenDiffuse;
3509         int loc_Texture_ScreenSpecular;
3510         int loc_Texture_ReflectMask;
3511         int loc_Texture_ReflectCube;
3512         int loc_Alpha;
3513         int loc_BloomBlur_Parameters;
3514         int loc_ClientTime;
3515         int loc_Color_Ambient;
3516         int loc_Color_Diffuse;
3517         int loc_Color_Specular;
3518         int loc_Color_Glow;
3519         int loc_Color_Pants;
3520         int loc_Color_Shirt;
3521         int loc_DeferredColor_Ambient;
3522         int loc_DeferredColor_Diffuse;
3523         int loc_DeferredColor_Specular;
3524         int loc_DeferredMod_Diffuse;
3525         int loc_DeferredMod_Specular;
3526         int loc_DistortScaleRefractReflect;
3527         int loc_EyePosition;
3528         int loc_FogColor;
3529         int loc_FogHeightFade;
3530         int loc_FogPlane;
3531         int loc_FogPlaneViewDist;
3532         int loc_FogRangeRecip;
3533         int loc_LightColor;
3534         int loc_LightDir;
3535         int loc_LightPosition;
3536         int loc_OffsetMapping_Scale;
3537         int loc_PixelSize;
3538         int loc_ReflectColor;
3539         int loc_ReflectFactor;
3540         int loc_ReflectOffset;
3541         int loc_RefractColor;
3542         int loc_Saturation;
3543         int loc_ScreenCenterRefractReflect;
3544         int loc_ScreenScaleRefractReflect;
3545         int loc_ScreenToDepth;
3546         int loc_ShadowMap_Parameters;
3547         int loc_ShadowMap_TextureScale;
3548         int loc_SpecularPower;
3549         int loc_UserVec1;
3550         int loc_UserVec2;
3551         int loc_UserVec3;
3552         int loc_UserVec4;
3553         int loc_ViewTintColor;
3554         int loc_ViewToLight;
3555         int loc_ModelToLight;
3556         int loc_TexMatrix;
3557         int loc_BackgroundTexMatrix;
3558         int loc_ModelViewProjectionMatrix;
3559         int loc_ModelViewMatrix;
3560         int loc_PixelToScreenTexCoord;
3561         int loc_ModelToReflectCube;
3562         int loc_ShadowMapMatrix;
3563         int loc_BloomColorSubtract;
3564         int loc_NormalmapScrollBlend;
3565 }
3566 r_glsl_permutation_t;
3567
3568 #define SHADERPERMUTATION_HASHSIZE 256
3569
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3576
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 {
3579         //unsigned int hashdepth = 0;
3580         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581         r_glsl_permutation_t *p;
3582         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583         {
3584                 if (p->mode == mode && p->permutation == permutation)
3585                 {
3586                         //if (hashdepth > 10)
3587                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3588                         return p;
3589                 }
3590                 //hashdepth++;
3591         }
3592         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593         p->mode = mode;
3594         p->permutation = permutation;
3595         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596         r_glsl_permutationhash[mode][hashindex] = p;
3597         //if (hashdepth > 10)
3598         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3599         return p;
3600 }
3601
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 {
3604         char *shaderstring;
3605         if (!filename || !filename[0])
3606                 return NULL;
3607         if (!strcmp(filename, "glsl/default.glsl"))
3608         {
3609                 if (!glslshaderstring)
3610                 {
3611                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612                         if (glslshaderstring)
3613                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614                         else
3615                                 glslshaderstring = (char *)builtinshaderstring;
3616                 }
3617                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619                 return shaderstring;
3620         }
3621         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622         if (shaderstring)
3623         {
3624                 if (printfromdisknotice)
3625                         Con_DPrintf("from disk %s... ", filename);
3626                 return shaderstring;
3627         }
3628         return shaderstring;
3629 }
3630
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 {
3633         int i;
3634         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635         int vertstrings_count = 0;
3636         int geomstrings_count = 0;
3637         int fragstrings_count = 0;
3638         char *vertexstring, *geometrystring, *fragmentstring;
3639         const char *vertstrings_list[32+3];
3640         const char *geomstrings_list[32+3];
3641         const char *fragstrings_list[32+3];
3642         char permutationname[256];
3643
3644         if (p->compiled)
3645                 return;
3646         p->compiled = true;
3647         p->program = 0;
3648
3649         permutationname[0] = 0;
3650         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653
3654         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655
3656         // the first pretext is which type of shader to compile as
3657         // (later these will all be bound together as a program object)
3658         vertstrings_count = 0;
3659         geomstrings_count = 0;
3660         fragstrings_count = 0;
3661         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3662         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3663         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3664
3665         // the second pretext is the mode (for example a light source)
3666         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3667         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3668         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3669         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3670
3671         // now add all the permutation pretexts
3672         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3673         {
3674                 if (permutation & (1<<i))
3675                 {
3676                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3677                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3678                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3679                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3680                 }
3681                 else
3682                 {
3683                         // keep line numbers correct
3684                         vertstrings_list[vertstrings_count++] = "\n";
3685                         geomstrings_list[geomstrings_count++] = "\n";
3686                         fragstrings_list[fragstrings_count++] = "\n";
3687                 }
3688         }
3689
3690         // now append the shader text itself
3691         vertstrings_list[vertstrings_count++] = vertexstring;
3692         geomstrings_list[geomstrings_count++] = geometrystring;
3693         fragstrings_list[fragstrings_count++] = fragmentstring;
3694
3695         // if any sources were NULL, clear the respective list
3696         if (!vertexstring)
3697                 vertstrings_count = 0;
3698         if (!geometrystring)
3699                 geomstrings_count = 0;
3700         if (!fragmentstring)
3701                 fragstrings_count = 0;
3702
3703         // compile the shader program
3704         if (vertstrings_count + geomstrings_count + fragstrings_count)
3705                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3706         if (p->program)
3707         {
3708                 CHECKGLERROR
3709                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3710                 // look up all the uniform variable names we care about, so we don't
3711                 // have to look them up every time we set them
3712
3713                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3714                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3715                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3716                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3717                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3718                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3719                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3720                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3721                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3722                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3723                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3724                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3725                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3726                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3727                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3728                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3729                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3730                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3731                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3732                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3733                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3734                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3735                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3736                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3737                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3738                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3739                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3740                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3741                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3742                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3743                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3744                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3745                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3746                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3747                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3748                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3749                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3750                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3751                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3752                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3753                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3754                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3755                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3756                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3757                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3758                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3759                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3760                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3761                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3762                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3763                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3764                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3765                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3766                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3767                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3768                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3769                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3770                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3771                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3772                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3773                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3774                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3775                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3776                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3777                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3778                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3779                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3780                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3781                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3782                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3783                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3784                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3785                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3786                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3787                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3788                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3789                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3790                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3791                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3792                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3793                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3794                 p->loc_NormalmapScrollBlend       = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3795                 // initialize the samplers to refer to the texture units we use
3796                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3797                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3798                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3799                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3800                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3801                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3802                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3803                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3804                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3805                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3806                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3807                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3808                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3809                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3810                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3811                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3812                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3813                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3814                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3815                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3816                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3817                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3818                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3819                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3820                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3821                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3822                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3823                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3824                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3825                 CHECKGLERROR
3826                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3827         }
3828         else
3829                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3830
3831         // free the strings
3832         if (vertexstring)
3833                 Mem_Free(vertexstring);
3834         if (geometrystring)
3835                 Mem_Free(geometrystring);
3836         if (fragmentstring)
3837                 Mem_Free(fragmentstring);
3838 }
3839
3840 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3841 {
3842         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3843         if (r_glsl_permutation != perm)
3844         {
3845                 r_glsl_permutation = perm;
3846                 if (!r_glsl_permutation->program)
3847                 {
3848                         if (!r_glsl_permutation->compiled)
3849                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3850                         if (!r_glsl_permutation->program)
3851                         {
3852                                 // remove features until we find a valid permutation
3853                                 int i;
3854                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3855                                 {
3856                                         // reduce i more quickly whenever it would not remove any bits
3857                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3858                                         if (!(permutation & j))
3859                                                 continue;
3860                                         permutation -= j;
3861                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3862                                         if (!r_glsl_permutation->compiled)
3863                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3864                                         if (r_glsl_permutation->program)
3865                                                 break;
3866                                 }
3867                                 if (i >= SHADERPERMUTATION_COUNT)
3868                                 {
3869                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3870                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3871                                         qglUseProgramObjectARB(0);CHECKGLERROR
3872                                         return; // no bit left to clear, entire mode is broken
3873                                 }
3874                         }
3875                 }
3876                 CHECKGLERROR
3877                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3878         }
3879         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3880         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3881         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3882 }
3883
3884 #ifdef SUPPORTCG
3885 #include <Cg/cgGL.h>
3886 struct r_cg_permutation_s;
3887 typedef struct r_cg_permutation_s
3888 {
3889         /// hash lookup data
3890         struct r_cg_permutation_s *hashnext;
3891         unsigned int mode;
3892         unsigned int permutation;
3893
3894         /// indicates if we have tried compiling this permutation already
3895         qboolean compiled;
3896         /// 0 if compilation failed
3897         CGprogram vprogram;
3898         CGprogram fprogram;
3899         /// locations of detected parameters in programs, or NULL if not found
3900         CGparameter vp_EyePosition;
3901         CGparameter vp_FogPlane;
3902         CGparameter vp_LightDir;
3903         CGparameter vp_LightPosition;
3904         CGparameter vp_ModelToLight;
3905         CGparameter vp_TexMatrix;
3906         CGparameter vp_BackgroundTexMatrix;
3907         CGparameter vp_ModelViewProjectionMatrix;
3908         CGparameter vp_ModelViewMatrix;
3909         CGparameter vp_ShadowMapMatrix;
3910
3911         CGparameter fp_Texture_First;
3912         CGparameter fp_Texture_Second;
3913         CGparameter fp_Texture_GammaRamps;
3914         CGparameter fp_Texture_Normal;
3915         CGparameter fp_Texture_Color;
3916         CGparameter fp_Texture_Gloss;
3917         CGparameter fp_Texture_Glow;
3918         CGparameter fp_Texture_SecondaryNormal;
3919         CGparameter fp_Texture_SecondaryColor;
3920         CGparameter fp_Texture_SecondaryGloss;
3921         CGparameter fp_Texture_SecondaryGlow;
3922         CGparameter fp_Texture_Pants;
3923         CGparameter fp_Texture_Shirt;
3924         CGparameter fp_Texture_FogHeightTexture;
3925         CGparameter fp_Texture_FogMask;
3926         CGparameter fp_Texture_Lightmap;
3927         CGparameter fp_Texture_Deluxemap;
3928         CGparameter fp_Texture_Attenuation;
3929         CGparameter fp_Texture_Cube;
3930         CGparameter fp_Texture_Refraction;
3931         CGparameter fp_Texture_Reflection;
3932         CGparameter fp_Texture_ShadowMap2D;
3933         CGparameter fp_Texture_CubeProjection;
3934         CGparameter fp_Texture_ScreenDepth;
3935         CGparameter fp_Texture_ScreenNormalMap;
3936         CGparameter fp_Texture_ScreenDiffuse;
3937         CGparameter fp_Texture_ScreenSpecular;
3938         CGparameter fp_Texture_ReflectMask;
3939         CGparameter fp_Texture_ReflectCube;
3940         CGparameter fp_Alpha;
3941         CGparameter fp_BloomBlur_Parameters;
3942         CGparameter fp_ClientTime;
3943         CGparameter fp_Color_Ambient;
3944         CGparameter fp_Color_Diffuse;
3945         CGparameter fp_Color_Specular;
3946         CGparameter fp_Color_Glow;
3947         CGparameter fp_Color_Pants;
3948         CGparameter fp_Color_Shirt;
3949         CGparameter fp_DeferredColor_Ambient;
3950         CGparameter fp_DeferredColor_Diffuse;
3951         CGparameter fp_DeferredColor_Specular;
3952         CGparameter fp_DeferredMod_Diffuse;
3953         CGparameter fp_DeferredMod_Specular;
3954         CGparameter fp_DistortScaleRefractReflect;
3955         CGparameter fp_EyePosition;
3956         CGparameter fp_FogColor;
3957         CGparameter fp_FogHeightFade;
3958         CGparameter fp_FogPlane;
3959         CGparameter fp_FogPlaneViewDist;
3960         CGparameter fp_FogRangeRecip;
3961         CGparameter fp_LightColor;
3962         CGparameter fp_LightDir;
3963         CGparameter fp_LightPosition;
3964         CGparameter fp_OffsetMapping_Scale;
3965         CGparameter fp_PixelSize;
3966         CGparameter fp_ReflectColor;
3967         CGparameter fp_ReflectFactor;
3968         CGparameter fp_ReflectOffset;
3969         CGparameter fp_RefractColor;
3970         CGparameter fp_Saturation;
3971         CGparameter fp_ScreenCenterRefractReflect;
3972         CGparameter fp_ScreenScaleRefractReflect;
3973         CGparameter fp_ScreenToDepth;
3974         CGparameter fp_ShadowMap_Parameters;
3975         CGparameter fp_ShadowMap_TextureScale;
3976         CGparameter fp_SpecularPower;
3977         CGparameter fp_UserVec1;
3978         CGparameter fp_UserVec2;
3979         CGparameter fp_UserVec3;
3980         CGparameter fp_UserVec4;
3981         CGparameter fp_ViewTintColor;
3982         CGparameter fp_ViewToLight;
3983         CGparameter fp_PixelToScreenTexCoord;
3984         CGparameter fp_ModelToReflectCube;
3985         CGparameter fp_BloomColorSubtract;
3986         CGparameter fp_NormalmapScrollBlend;
3987 }
3988 r_cg_permutation_t;
3989
3990 /// information about each possible shader permutation
3991 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3992 /// currently selected permutation
3993 r_cg_permutation_t *r_cg_permutation;
3994 /// storage for permutations linked in the hash table
3995 memexpandablearray_t r_cg_permutationarray;
3996
3997 #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));}}
3998
3999 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4000 {
4001         //unsigned int hashdepth = 0;
4002         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4003         r_cg_permutation_t *p;
4004         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4005         {
4006                 if (p->mode == mode && p->permutation == permutation)
4007                 {
4008                         //if (hashdepth > 10)
4009                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4010                         return p;
4011                 }
4012                 //hashdepth++;
4013         }
4014         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4015         p->mode = mode;
4016         p->permutation = permutation;
4017         p->hashnext = r_cg_permutationhash[mode][hashindex];
4018         r_cg_permutationhash[mode][hashindex] = p;
4019         //if (hashdepth > 10)
4020         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4021         return p;
4022 }
4023
4024 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4025 {
4026         char *shaderstring;
4027         if (!filename || !filename[0])
4028                 return NULL;
4029         if (!strcmp(filename, "cg/default.cg"))
4030         {
4031                 if (!cgshaderstring)
4032                 {
4033                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4034                         if (cgshaderstring)
4035                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4036                         else
4037                                 cgshaderstring = (char *)builtincgshaderstring;
4038                 }
4039                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4040                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4041                 return shaderstring;
4042         }
4043         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4044         if (shaderstring)
4045         {
4046                 if (printfromdisknotice)
4047                         Con_DPrintf("from disk %s... ", filename);
4048                 return shaderstring;
4049         }
4050         return shaderstring;
4051 }
4052
4053 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4054 {
4055         // TODO: load or create .fp and .vp shader files
4056 }
4057
4058 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4059 {
4060         int i;
4061         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4062         int vertstrings_count = 0, vertstring_length = 0;
4063         int geomstrings_count = 0, geomstring_length = 0;
4064         int fragstrings_count = 0, fragstring_length = 0;
4065         char *vertexstring, *geometrystring, *fragmentstring;
4066         const char *vertstrings_list[32+3];
4067         const char *geomstrings_list[32+3];
4068         const char *fragstrings_list[32+3];
4069         char *vertstring, *geomstring, *fragstring;
4070         char permutationname[256];
4071         char cachename[256];
4072         CGprofile vertexProfile;
4073         CGprofile fragmentProfile;
4074
4075         if (p->compiled)
4076                 return;
4077         p->compiled = true;
4078         p->vprogram = NULL;
4079         p->fprogram = NULL;
4080
4081         permutationname[0] = 0;
4082         cachename[0] = 0;
4083         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4084         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4086
4087         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088         strlcat(cachename, "cg/", sizeof(cachename));
4089
4090         // the first pretext is which type of shader to compile as
4091         // (later these will all be bound together as a program object)
4092         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4095
4096         // the second pretext is the mode (for example a light source)
4097         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101         strlcat(cachename, modeinfo->name, sizeof(cachename));
4102
4103         // now add all the permutation pretexts
4104         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105         {
4106                 if (permutation & (1<<i))
4107                 {
4108                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4113                 }
4114                 else
4115                 {
4116                         // keep line numbers correct
4117                         vertstrings_list[vertstrings_count++] = "\n";
4118                         geomstrings_list[geomstrings_count++] = "\n";
4119                         fragstrings_list[fragstrings_count++] = "\n";
4120                 }
4121         }
4122
4123         // add static parms
4124         R_CompileShader_AddStaticParms(mode, permutation);
4125
4126         // replace spaces in the cachename with _ characters
4127         for (i = 0;cachename[i];i++)
4128                 if (cachename[i] == ' ')
4129                         cachename[i] = '_';
4130
4131         // now append the shader text itself
4132         vertstrings_list[vertstrings_count++] = vertexstring;
4133         geomstrings_list[geomstrings_count++] = geometrystring;
4134         fragstrings_list[fragstrings_count++] = fragmentstring;
4135
4136         // if any sources were NULL, clear the respective list
4137         if (!vertexstring)
4138                 vertstrings_count = 0;
4139         if (!geometrystring)
4140                 geomstrings_count = 0;
4141         if (!fragmentstring)
4142                 fragstrings_count = 0;
4143
4144         vertstring_length = 0;
4145         for (i = 0;i < vertstrings_count;i++)
4146                 vertstring_length += strlen(vertstrings_list[i]);
4147         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4148         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4149                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4150
4151         geomstring_length = 0;
4152         for (i = 0;i < geomstrings_count;i++)
4153                 geomstring_length += strlen(geomstrings_list[i]);
4154         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4155         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4156                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4157
4158         fragstring_length = 0;
4159         for (i = 0;i < fragstrings_count;i++)
4160                 fragstring_length += strlen(fragstrings_list[i]);
4161         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4162         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4163                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4164
4165         CHECKGLERROR
4166         CHECKCGERROR
4167         //vertexProfile = CG_PROFILE_ARBVP1;
4168         //fragmentProfile = CG_PROFILE_ARBFP1;
4169         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4170         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4171         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4172         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4173         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4174         CHECKGLERROR
4175
4176         // try to load the cached shader, or generate one
4177         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4178
4179         // if caching failed, do a dynamic compile for now
4180         CHECKCGERROR
4181         if (vertstring[0] && !p->vprogram)
4182                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4183         CHECKCGERROR
4184         if (fragstring[0] && !p->fprogram)
4185                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4186         CHECKCGERROR
4187
4188         // look up all the uniform variable names we care about, so we don't
4189         // have to look them up every time we set them
4190         if (p->vprogram)
4191         {
4192                 CHECKCGERROR
4193                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4194                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4195                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4196                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4197                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4198                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4199                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4200                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4201                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4202                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4203                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4204                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4205                 CHECKCGERROR
4206         }
4207         if (p->fprogram)
4208         {
4209                 CHECKCGERROR
4210                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4211                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4212                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4213                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4214                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4215                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4216                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4217                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4218                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4219                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4220                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4221                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4222                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4223                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4224                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4225                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4226                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4227                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4228                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4229                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4230                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4231                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4232                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4233                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4234                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4235                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4236                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4237                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4238                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4239                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4240                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4241                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4242                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4243                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4244                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4245                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4246                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4247                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4248                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4249                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4250                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4251                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4252                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4253                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4254                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4255                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4256                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4257                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4258                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4259                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4260                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4261                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4262                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4263                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4264                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4265                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4266                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4267                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4268                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4269                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4270                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4271                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4272                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4273                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4274                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4275                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4276                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4277                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4278                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4279                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4280                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4281                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4282                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4283                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4284                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4285                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4286                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4287                 p->fp_NormalmapScrollBlend       = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4288                 CHECKCGERROR
4289         }
4290
4291         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4292                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4293         else
4294                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4295
4296         // free the strings
4297         if (vertstring)
4298                 Mem_Free(vertstring);
4299         if (geomstring)
4300                 Mem_Free(geomstring);
4301         if (fragstring)
4302                 Mem_Free(fragstring);
4303         if (vertexstring)
4304                 Mem_Free(vertexstring);
4305         if (geometrystring)
4306                 Mem_Free(geometrystring);
4307         if (fragmentstring)
4308                 Mem_Free(fragmentstring);
4309 }
4310
4311 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4312 {
4313         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4314         CHECKGLERROR
4315         CHECKCGERROR
4316         if (r_cg_permutation != perm)
4317         {
4318                 r_cg_permutation = perm;
4319                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4320                 {
4321                         if (!r_cg_permutation->compiled)
4322                                 R_CG_CompilePermutation(perm, mode, permutation);
4323                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4324                         {
4325                                 // remove features until we find a valid permutation
4326                                 int i;
4327                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4328                                 {
4329                                         // reduce i more quickly whenever it would not remove any bits
4330                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4331                                         if (!(permutation & j))
4332                                                 continue;
4333                                         permutation -= j;
4334                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4335                                         if (!r_cg_permutation->compiled)
4336                                                 R_CG_CompilePermutation(perm, mode, permutation);
4337                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4338                                                 break;
4339                                 }
4340                                 if (i >= SHADERPERMUTATION_COUNT)
4341                                 {
4342                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4343                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4344                                         return; // no bit left to clear, entire mode is broken
4345                                 }
4346                         }
4347                 }
4348                 CHECKGLERROR
4349                 CHECKCGERROR
4350                 if (r_cg_permutation->vprogram)
4351                 {
4352                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4353                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4354                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355                 }
4356                 else
4357                 {
4358                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4359                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4360                 }
4361                 if (r_cg_permutation->fprogram)
4362                 {
4363                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4364                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4365                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366                 }
4367                 else
4368                 {
4369                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4370                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4371                 }
4372         }
4373         CHECKCGERROR
4374         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4375         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4376         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4377 }
4378
4379 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4380 {
4381         cgGLSetTextureParameter(param, R_GetTexture(tex));
4382         cgGLEnableTextureParameter(param);
4383 }
4384 #endif
4385
4386 #ifdef SUPPORTD3D
4387
4388 #ifdef SUPPORTD3D
4389 #include <d3d9.h>
4390 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4391 extern D3DCAPS9 vid_d3d9caps;
4392 #endif
4393
4394 struct r_hlsl_permutation_s;
4395 typedef struct r_hlsl_permutation_s
4396 {
4397         /// hash lookup data
4398         struct r_hlsl_permutation_s *hashnext;
4399         unsigned int mode;
4400         unsigned int permutation;
4401
4402         /// indicates if we have tried compiling this permutation already
4403         qboolean compiled;
4404         /// NULL if compilation failed
4405         IDirect3DVertexShader9 *vertexshader;
4406         IDirect3DPixelShader9 *pixelshader;
4407 }
4408 r_hlsl_permutation_t;
4409
4410 typedef enum D3DVSREGISTER_e
4411 {
4412         D3DVSREGISTER_TexMatrix = 0, // float4x4
4413         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4414         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4415         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4416         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4417         D3DVSREGISTER_ModelToLight = 20, // float4x4
4418         D3DVSREGISTER_EyePosition = 24,
4419         D3DVSREGISTER_FogPlane = 25,
4420         D3DVSREGISTER_LightDir = 26,
4421         D3DVSREGISTER_LightPosition = 27,
4422 }
4423 D3DVSREGISTER_t;
4424
4425 typedef enum D3DPSREGISTER_e
4426 {
4427         D3DPSREGISTER_Alpha = 0,
4428         D3DPSREGISTER_BloomBlur_Parameters = 1,
4429         D3DPSREGISTER_ClientTime = 2,
4430         D3DPSREGISTER_Color_Ambient = 3,
4431         D3DPSREGISTER_Color_Diffuse = 4,
4432         D3DPSREGISTER_Color_Specular = 5,
4433         D3DPSREGISTER_Color_Glow = 6,
4434         D3DPSREGISTER_Color_Pants = 7,
4435         D3DPSREGISTER_Color_Shirt = 8,
4436         D3DPSREGISTER_DeferredColor_Ambient = 9,
4437         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4438         D3DPSREGISTER_DeferredColor_Specular = 11,
4439         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4440         D3DPSREGISTER_DeferredMod_Specular = 13,
4441         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4442         D3DPSREGISTER_EyePosition = 15, // unused
4443         D3DPSREGISTER_FogColor = 16,
4444         D3DPSREGISTER_FogHeightFade = 17,
4445         D3DPSREGISTER_FogPlane = 18,
4446         D3DPSREGISTER_FogPlaneViewDist = 19,
4447         D3DPSREGISTER_FogRangeRecip = 20,
4448         D3DPSREGISTER_LightColor = 21,
4449         D3DPSREGISTER_LightDir = 22, // unused
4450         D3DPSREGISTER_LightPosition = 23,
4451         D3DPSREGISTER_OffsetMapping_Scale = 24,
4452         D3DPSREGISTER_PixelSize = 25,
4453         D3DPSREGISTER_ReflectColor = 26,
4454         D3DPSREGISTER_ReflectFactor = 27,
4455         D3DPSREGISTER_ReflectOffset = 28,
4456         D3DPSREGISTER_RefractColor = 29,
4457         D3DPSREGISTER_Saturation = 30,
4458         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4459         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4460         D3DPSREGISTER_ScreenToDepth = 33,
4461         D3DPSREGISTER_ShadowMap_Parameters = 34,
4462         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4463         D3DPSREGISTER_SpecularPower = 36,
4464         D3DPSREGISTER_UserVec1 = 37,
4465         D3DPSREGISTER_UserVec2 = 38,
4466         D3DPSREGISTER_UserVec3 = 39,
4467         D3DPSREGISTER_UserVec4 = 40,
4468         D3DPSREGISTER_ViewTintColor = 41,
4469         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4470         D3DPSREGISTER_BloomColorSubtract = 43,
4471         D3DPSREGISTER_ViewToLight = 44, // float4x4
4472         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4473         D3DPSREGISTER_NormalmapScrollBlend = 52,
4474         // next at 53
4475 }
4476 D3DPSREGISTER_t;
4477
4478 /// information about each possible shader permutation
4479 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4480 /// currently selected permutation
4481 r_hlsl_permutation_t *r_hlsl_permutation;
4482 /// storage for permutations linked in the hash table
4483 memexpandablearray_t r_hlsl_permutationarray;
4484
4485 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4486 {
4487         //unsigned int hashdepth = 0;
4488         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4489         r_hlsl_permutation_t *p;
4490         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4491         {
4492                 if (p->mode == mode && p->permutation == permutation)
4493                 {
4494                         //if (hashdepth > 10)
4495                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4496                         return p;
4497                 }
4498                 //hashdepth++;
4499         }
4500         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4501         p->mode = mode;
4502         p->permutation = permutation;
4503         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4504         r_hlsl_permutationhash[mode][hashindex] = p;
4505         //if (hashdepth > 10)
4506         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4507         return p;
4508 }
4509
4510 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4511 {
4512         char *shaderstring;
4513         if (!filename || !filename[0])
4514                 return NULL;
4515         if (!strcmp(filename, "hlsl/default.hlsl"))
4516         {
4517                 if (!hlslshaderstring)
4518                 {
4519                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4520                         if (hlslshaderstring)
4521                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4522                         else
4523                                 hlslshaderstring = (char *)builtincgshaderstring;
4524                 }
4525                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4526                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4527                 return shaderstring;
4528         }
4529         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4530         if (shaderstring)
4531         {
4532                 if (printfromdisknotice)
4533                         Con_DPrintf("from disk %s... ", filename);
4534                 return shaderstring;
4535         }
4536         return shaderstring;
4537 }
4538
4539 #include <d3dx9.h>
4540 //#include <d3dx9shader.h>
4541 //#include <d3dx9mesh.h>
4542
4543 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4544 {
4545         DWORD *vsbin = NULL;
4546         DWORD *psbin = NULL;
4547         fs_offset_t vsbinsize;
4548         fs_offset_t psbinsize;
4549 //      IDirect3DVertexShader9 *vs = NULL;
4550 //      IDirect3DPixelShader9 *ps = NULL;
4551         ID3DXBuffer *vslog = NULL;
4552         ID3DXBuffer *vsbuffer = NULL;
4553         ID3DXConstantTable *vsconstanttable = NULL;
4554         ID3DXBuffer *pslog = NULL;
4555         ID3DXBuffer *psbuffer = NULL;
4556         ID3DXConstantTable *psconstanttable = NULL;
4557         int vsresult = 0;
4558         int psresult = 0;
4559         char temp[MAX_INPUTLINE];
4560         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4561         qboolean debugshader = gl_paranoid.integer != 0;
4562         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4563         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4564         if (!debugshader)
4565         {
4566                 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4567                 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4568         }
4569         if ((!vsbin && vertstring) || (!psbin && fragstring))
4570         {
4571                 const char* dllnames_d3dx9 [] =
4572                 {
4573                         "d3dx9_43.dll",
4574                         "d3dx9_42.dll",
4575                         "d3dx9_41.dll",
4576                         "d3dx9_40.dll",
4577                         "d3dx9_39.dll",
4578                         "d3dx9_38.dll",
4579                         "d3dx9_37.dll",
4580                         "d3dx9_36.dll",
4581                         "d3dx9_35.dll",
4582                         "d3dx9_34.dll",
4583                         "d3dx9_33.dll",
4584                         "d3dx9_32.dll",
4585                         "d3dx9_31.dll",
4586                         "d3dx9_30.dll",
4587                         "d3dx9_29.dll",
4588                         "d3dx9_28.dll",
4589                         "d3dx9_27.dll",
4590                         "d3dx9_26.dll",
4591                         "d3dx9_25.dll",
4592                         "d3dx9_24.dll",
4593                         NULL
4594                 };
4595                 dllhandle_t d3dx9_dll = NULL;
4596                 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4597                 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4598                 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4599                 dllfunction_t d3dx9_dllfuncs[] =
4600                 {
4601                         {"D3DXCompileShaderFromFileA",  (void **) &qD3DXCompileShaderFromFileA},
4602                         {"D3DXPreprocessShader",                (void **) &qD3DXPreprocessShader},
4603                         {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
4604                         {NULL, NULL}
4605                 };
4606                 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4607                 {
4608                         DWORD shaderflags = 0;
4609                         if (debugshader)
4610                                 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4611                         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4612                         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4613                         if (vertstring && vertstring[0])
4614                         {
4615                                 if (debugshader)
4616                                 {
4617 //                                      vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4618 //                                      FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4619                                         FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4620                                         vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4621                                 }
4622                                 else
4623                                         vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4624                                 if (vsbuffer)
4625                                 {
4626                                         vsbinsize = vsbuffer->GetBufferSize();
4627                                         vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4628                                         memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4629                                         vsbuffer->Release();
4630                                 }
4631                                 if (vslog)
4632                                 {
4633                                         strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4634                                         Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4635                                         vslog->Release();
4636                                 }
4637                         }
4638                         if (fragstring && fragstring[0])
4639                         {
4640                                 if (debugshader)
4641                                 {
4642 //                                      psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4643 //                                      FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4644                                         FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4645                                         psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4646                                 }
4647                                 else
4648                                         psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4649                                 if (psbuffer)
4650                                 {
4651                                         psbinsize = psbuffer->GetBufferSize();
4652                                         psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4653                                         memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4654                                         psbuffer->Release();
4655                                 }
4656                                 if (pslog)
4657                                 {
4658                                         strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4659                                         Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4660                                         pslog->Release();
4661                                 }
4662                         }
4663                         Sys_UnloadLibrary(&d3dx9_dll);
4664                 }
4665                 else
4666                         Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4667         }
4668         if (vsbin && psbin)
4669         {
4670                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4671                 if (FAILED(vsresult))
4672                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4673                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4674                 if (FAILED(psresult))
4675                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4676         }
4677         // free the shader data
4678         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4679         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4680 }
4681
4682 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4683 {
4684         int i;
4685         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4686         int vertstrings_count = 0, vertstring_length = 0;
4687         int geomstrings_count = 0, geomstring_length = 0;
4688         int fragstrings_count = 0, fragstring_length = 0;
4689         char *t;
4690         char *vertexstring, *geometrystring, *fragmentstring;
4691         const char *vertstrings_list[32+3];
4692         const char *geomstrings_list[32+3];
4693         const char *fragstrings_list[32+3];
4694         char *vertstring, *geomstring, *fragstring;
4695         char permutationname[256];
4696         char cachename[256];
4697
4698         if (p->compiled)
4699                 return;
4700         p->compiled = true;
4701         p->vertexshader = NULL;
4702         p->pixelshader = NULL;
4703
4704         permutationname[0] = 0;
4705         cachename[0] = 0;
4706         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4707         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4708         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4709
4710         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4711         strlcat(cachename, "hlsl/", sizeof(cachename));
4712
4713         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4714         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4715         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4716         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4717
4718         // the first pretext is which type of shader to compile as
4719         // (later these will all be bound together as a program object)
4720         vertstrings_count = 0;
4721         geomstrings_count = 0;
4722         fragstrings_count = 0;
4723         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4724         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4725         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4726
4727         // the second pretext is the mode (for example a light source)
4728         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4729         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4730         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4731         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4732         strlcat(cachename, modeinfo->name, sizeof(cachename));
4733
4734         // now add all the permutation pretexts
4735         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4736         {
4737                 if (permutation & (1<<i))
4738                 {
4739                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4740                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4741                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4742                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4743                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4744                 }
4745                 else
4746                 {
4747                         // keep line numbers correct
4748                         vertstrings_list[vertstrings_count++] = "\n";
4749                         geomstrings_list[geomstrings_count++] = "\n";
4750                         fragstrings_list[fragstrings_count++] = "\n";
4751                 }
4752         }
4753
4754         // replace spaces in the cachename with _ characters
4755         for (i = 0;cachename[i];i++)
4756                 if (cachename[i] == ' ')
4757                         cachename[i] = '_';
4758
4759         // now append the shader text itself
4760         vertstrings_list[vertstrings_count++] = vertexstring;
4761         geomstrings_list[geomstrings_count++] = geometrystring;
4762         fragstrings_list[fragstrings_count++] = fragmentstring;
4763
4764         // if any sources were NULL, clear the respective list
4765         if (!vertexstring)
4766                 vertstrings_count = 0;
4767         if (!geometrystring)
4768                 geomstrings_count = 0;
4769         if (!fragmentstring)
4770                 fragstrings_count = 0;
4771
4772         vertstring_length = 0;
4773         for (i = 0;i < vertstrings_count;i++)
4774                 vertstring_length += strlen(vertstrings_list[i]);
4775         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4776         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4777                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4778
4779         geomstring_length = 0;
4780         for (i = 0;i < geomstrings_count;i++)
4781                 geomstring_length += strlen(geomstrings_list[i]);
4782         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4783         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4784                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4785
4786         fragstring_length = 0;
4787         for (i = 0;i < fragstrings_count;i++)
4788                 fragstring_length += strlen(fragstrings_list[i]);
4789         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4790         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4791                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4792
4793         // try to load the cached shader, or generate one
4794         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4795
4796         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4797                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4798         else
4799                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4800
4801         // free the strings
4802         if (vertstring)
4803                 Mem_Free(vertstring);
4804         if (geomstring)
4805                 Mem_Free(geomstring);
4806         if (fragstring)
4807                 Mem_Free(fragstring);
4808         if (vertexstring)
4809                 Mem_Free(vertexstring);
4810         if (geometrystring)
4811                 Mem_Free(geometrystring);
4812         if (fragmentstring)
4813                 Mem_Free(fragmentstring);
4814 }
4815
4816 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4817 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4818 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);}
4819 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);}
4820 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);}
4821 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);}
4822
4823 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4824 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4825 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);}
4826 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);}
4827 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);}
4828 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);}
4829
4830 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4831 {
4832         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4833         if (r_hlsl_permutation != perm)
4834         {
4835                 r_hlsl_permutation = perm;
4836                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4837                 {
4838                         if (!r_hlsl_permutation->compiled)
4839                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4840                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4841                         {
4842                                 // remove features until we find a valid permutation
4843                                 int i;
4844                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4845                                 {
4846                                         // reduce i more quickly whenever it would not remove any bits
4847                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4848                                         if (!(permutation & j))
4849                                                 continue;
4850                                         permutation -= j;
4851                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4852                                         if (!r_hlsl_permutation->compiled)
4853                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4854                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4855                                                 break;
4856                                 }
4857                                 if (i >= SHADERPERMUTATION_COUNT)
4858                                 {
4859                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4860                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4861                                         return; // no bit left to clear, entire mode is broken
4862                                 }
4863                         }
4864                 }
4865                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4866                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4867         }
4868         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4869         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4870         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4871 }
4872 #endif
4873
4874 void R_GLSL_Restart_f(void)
4875 {
4876         unsigned int i, limit;
4877         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4878                 Mem_Free(glslshaderstring);
4879         glslshaderstring = NULL;
4880         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4881                 Mem_Free(cgshaderstring);
4882         cgshaderstring = NULL;
4883         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4884                 Mem_Free(hlslshaderstring);
4885         hlslshaderstring = NULL;
4886         switch(vid.renderpath)
4887         {
4888         case RENDERPATH_D3D9:
4889 #ifdef SUPPORTD3D
4890                 {
4891                         r_hlsl_permutation_t *p;
4892                         r_hlsl_permutation = NULL;
4893 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4894 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4895 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4896 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4897                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4898                         for (i = 0;i < limit;i++)
4899                         {
4900                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4901                                 {
4902                                         if (p->vertexshader)
4903                                                 IDirect3DVertexShader9_Release(p->vertexshader);
4904                                         if (p->pixelshader)
4905                                                 IDirect3DPixelShader9_Release(p->pixelshader);
4906                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4907                                 }
4908                         }
4909                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4910                 }
4911 #endif
4912                 break;
4913         case RENDERPATH_D3D10:
4914                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4915                 break;
4916         case RENDERPATH_D3D11:
4917                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4918                 break;
4919         case RENDERPATH_GL20:
4920                 {
4921                         r_glsl_permutation_t *p;
4922                         r_glsl_permutation = NULL;
4923                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4924                         for (i = 0;i < limit;i++)
4925                         {
4926                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4927                                 {
4928                                         GL_Backend_FreeProgram(p->program);
4929                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4930                                 }
4931                         }
4932                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4933                 }
4934                 break;
4935         case RENDERPATH_CGGL:
4936 #ifdef SUPPORTCG
4937                 {
4938                         r_cg_permutation_t *p;
4939                         r_cg_permutation = NULL;
4940                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4941                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4942                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4943                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4944                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4945                         for (i = 0;i < limit;i++)
4946                         {
4947                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4948                                 {
4949                                         if (p->vprogram)
4950                                                 cgDestroyProgram(p->vprogram);
4951                                         if (p->fprogram)
4952                                                 cgDestroyProgram(p->fprogram);
4953                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4954                                 }
4955                         }
4956                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4957                 }
4958 #endif
4959                 break;
4960         case RENDERPATH_GL13:
4961         case RENDERPATH_GL11:
4962                 break;
4963         }
4964 }
4965
4966 void R_GLSL_DumpShader_f(void)
4967 {
4968         int i;
4969         qfile_t *file;
4970
4971         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4972         if (file)
4973         {
4974                 FS_Print(file, "/* The engine may define the following macros:\n");
4975                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4976                 for (i = 0;i < SHADERMODE_COUNT;i++)
4977                         FS_Print(file, glslshadermodeinfo[i].pretext);
4978                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4979                         FS_Print(file, shaderpermutationinfo[i].pretext);
4980                 FS_Print(file, "*/\n");
4981                 FS_Print(file, builtinshaderstring);
4982                 FS_Close(file);
4983                 Con_Printf("glsl/default.glsl written\n");
4984         }
4985         else
4986                 Con_Printf("failed to write to glsl/default.glsl\n");
4987
4988 #ifdef SUPPORTCG
4989         file = FS_OpenRealFile("cg/default.cg", "w", false);
4990         if (file)
4991         {
4992                 FS_Print(file, "/* The engine may define the following macros:\n");
4993                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4994                 for (i = 0;i < SHADERMODE_COUNT;i++)
4995                         FS_Print(file, cgshadermodeinfo[i].pretext);
4996                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4997                         FS_Print(file, shaderpermutationinfo[i].pretext);
4998                 FS_Print(file, "*/\n");
4999                 FS_Print(file, builtincgshaderstring);
5000                 FS_Close(file);
5001                 Con_Printf("cg/default.cg written\n");
5002         }
5003         else
5004                 Con_Printf("failed to write to cg/default.cg\n");
5005 #endif
5006
5007 #ifdef SUPPORTD3D
5008         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5009         if (file)
5010         {
5011                 FS_Print(file, "/* The engine may define the following macros:\n");
5012                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5013                 for (i = 0;i < SHADERMODE_COUNT;i++)
5014                         FS_Print(file, hlslshadermodeinfo[i].pretext);
5015                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5016                         FS_Print(file, shaderpermutationinfo[i].pretext);
5017                 FS_Print(file, "*/\n");
5018                 FS_Print(file, builtincgshaderstring);
5019                 FS_Close(file);
5020                 Con_Printf("hlsl/default.hlsl written\n");
5021         }
5022         else
5023                 Con_Printf("failed to write to hlsl/default.hlsl\n");
5024 #endif
5025 }
5026
5027 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5028 {
5029         if (!second)
5030                 texturemode = GL_MODULATE;
5031         switch (vid.renderpath)
5032         {
5033         case RENDERPATH_D3D9:
5034 #ifdef SUPPORTD3D
5035                 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))));
5036                 R_Mesh_TexBind(GL20TU_FIRST , first );
5037                 R_Mesh_TexBind(GL20TU_SECOND, second);
5038 #endif
5039                 break;
5040         case RENDERPATH_D3D10:
5041                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5042                 break;
5043         case RENDERPATH_D3D11:
5044                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5045                 break;
5046         case RENDERPATH_GL20:
5047                 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))));
5048                 R_Mesh_TexBind(GL20TU_FIRST , first );
5049                 R_Mesh_TexBind(GL20TU_SECOND, second);
5050                 break;
5051         case RENDERPATH_CGGL:
5052 #ifdef SUPPORTCG
5053                 CHECKCGERROR
5054                 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))));
5055                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5056                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5057 #endif
5058                 break;
5059         case RENDERPATH_GL13:
5060                 R_Mesh_TexBind(0, first );
5061                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5062                 R_Mesh_TexBind(1, second);
5063                 if (second)
5064                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5065                 break;
5066         case RENDERPATH_GL11:
5067                 R_Mesh_TexBind(0, first );
5068                 break;
5069         }
5070 }
5071
5072 void R_SetupShader_DepthOrShadow(void)
5073 {
5074         switch (vid.renderpath)
5075         {
5076         case RENDERPATH_D3D9:
5077 #ifdef SUPPORTD3D
5078                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5079 #endif
5080                 break;
5081         case RENDERPATH_D3D10:
5082                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5083                 break;
5084         case RENDERPATH_D3D11:
5085                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5086                 break;
5087         case RENDERPATH_GL20:
5088                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5089                 break;
5090         case RENDERPATH_CGGL:
5091 #ifdef SUPPORTCG
5092                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5093 #endif
5094                 break;
5095         case RENDERPATH_GL13:
5096                 R_Mesh_TexBind(0, 0);
5097                 R_Mesh_TexBind(1, 0);
5098                 break;
5099         case RENDERPATH_GL11:
5100                 R_Mesh_TexBind(0, 0);
5101                 break;
5102         }
5103 }
5104
5105 void R_SetupShader_ShowDepth(void)
5106 {
5107         switch (vid.renderpath)
5108         {
5109         case RENDERPATH_D3D9:
5110 #ifdef SUPPORTHLSL
5111                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5112 #endif
5113                 break;
5114         case RENDERPATH_D3D10:
5115                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5116                 break;
5117         case RENDERPATH_D3D11:
5118                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5119                 break;
5120         case RENDERPATH_GL20:
5121                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5122                 break;
5123         case RENDERPATH_CGGL:
5124 #ifdef SUPPORTCG
5125                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5126 #endif
5127                 break;
5128         case RENDERPATH_GL13:
5129                 break;
5130         case RENDERPATH_GL11:
5131                 break;
5132         }
5133 }
5134
5135 extern qboolean r_shadow_usingdeferredprepass;
5136 extern cvar_t r_shadow_deferred_8bitrange;
5137 extern rtexture_t *r_shadow_attenuationgradienttexture;
5138 extern rtexture_t *r_shadow_attenuation2dtexture;
5139 extern rtexture_t *r_shadow_attenuation3dtexture;
5140 extern qboolean r_shadow_usingshadowmap2d;
5141 extern qboolean r_shadow_usingshadowmaportho;
5142 extern float r_shadow_shadowmap_texturescale[2];
5143 extern float r_shadow_shadowmap_parameters[4];
5144 extern qboolean r_shadow_shadowmapvsdct;
5145 extern qboolean r_shadow_shadowmapsampler;
5146 extern int r_shadow_shadowmappcf;
5147 extern rtexture_t *r_shadow_shadowmap2dtexture;
5148 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5149 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5150 extern matrix4x4_t r_shadow_shadowmapmatrix;
5151 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5152 extern int r_shadow_prepass_width;
5153 extern int r_shadow_prepass_height;
5154 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5155 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5156 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5157 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5158 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5159 extern cvar_t gl_mesh_separatearrays;
5160 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5161 {
5162         // a blendfunc allows colormod if:
5163         // a) it can never keep the destination pixel invariant, or
5164         // b) it can keep the destination pixel invariant, and still can do so if colormodded
5165         // this is to prevent unintended side effects from colormod
5166
5167         // in formulas:
5168         // IF there is a (s, sa) for which for all (d, da),
5169         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5170         // THEN, for this (s, sa) and all (colormod, d, da):
5171         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5172         // OBVIOUSLY, this means that
5173         //   s*colormod * src(s*colormod, d, sa, da) = 0
5174         //   dst(s*colormod, d, sa, da)              = 1
5175
5176         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5177
5178         // main condition to leave dst color invariant:
5179         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5180         //   src == GL_ZERO:
5181         //     s * 0 + d * dst(s, d, sa, da) == d
5182         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5183         //       => colormod is a problem for GL_SRC_COLOR only
5184         //   src == GL_ONE:
5185         //     s + d * dst(s, d, sa, da) == d
5186         //       => s == 0
5187         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5188         //       => colormod is never problematic for these
5189         //   src == GL_SRC_COLOR:
5190         //     s*s + d * dst(s, d, sa, da) == d
5191         //       => s == 0
5192         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5193         //       => colormod is never problematic for these
5194         //   src == GL_ONE_MINUS_SRC_COLOR:
5195         //     s*(1-s) + d * dst(s, d, sa, da) == d
5196         //       => s == 0 or s == 1
5197         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5198         //       => colormod is a problem for GL_SRC_COLOR only
5199         //   src == GL_DST_COLOR
5200         //     s*d + d * dst(s, d, sa, da) == d
5201         //       => s == 1
5202         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5203         //       => colormod is always a problem
5204         //     or
5205         //       => s == 0
5206         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5207         //       => colormod is never problematic for these
5208         //       => BUT, we do not know s! We must assume it is problematic
5209         //       then... except in GL_ONE case, where we know all invariant
5210         //       cases are fine
5211         //   src == GL_ONE_MINUS_DST_COLOR
5212         //     s*(1-d) + d * dst(s, d, sa, da) == d
5213         //       => s == 0 (1-d is impossible to handle for our desired result)
5214         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5215         //       => colormod is never problematic for these
5216         //   src == GL_SRC_ALPHA
5217         //     s*sa + d * dst(s, d, sa, da) == d
5218         //       => s == 0, or sa == 0
5219         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5220         //       => colormod breaks in the case GL_SRC_COLOR only
5221         //   src == GL_ONE_MINUS_SRC_ALPHA
5222         //     s*(1-sa) + d * dst(s, d, sa, da) == d
5223         //       => s == 0, or sa == 1
5224         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5225         //       => colormod breaks in the case GL_SRC_COLOR only
5226         //   src == GL_DST_ALPHA
5227         //     s*da + d * dst(s, d, sa, da) == d
5228         //       => s == 0
5229         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5230         //       => colormod is never problematic for these
5231
5232         switch(src)
5233         {
5234                 case GL_ZERO:
5235                 case GL_ONE_MINUS_SRC_COLOR:
5236                 case GL_SRC_ALPHA:
5237                 case GL_ONE_MINUS_SRC_ALPHA:
5238                         if(dst == GL_SRC_COLOR)
5239                                 return false;
5240                         return true;
5241                 case GL_ONE:
5242                 case GL_SRC_COLOR:
5243                 case GL_ONE_MINUS_DST_COLOR:
5244                 case GL_DST_ALPHA:
5245                 case GL_ONE_MINUS_DST_ALPHA:
5246                         return true;
5247                 case GL_DST_COLOR:
5248                         if(dst == GL_ONE)
5249                                 return true;
5250                         return false;
5251                 default:
5252                         return false;
5253         }
5254 }
5255 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)
5256 {
5257         // select a permutation of the lighting shader appropriate to this
5258         // combination of texture, entity, light source, and fogging, only use the
5259         // minimum features necessary to avoid wasting rendering time in the
5260         // fragment shader on features that are not being used
5261         unsigned int permutation = 0;
5262         unsigned int mode = 0;
5263         qboolean allow_colormod;
5264         static float dummy_colormod[3] = {1, 1, 1};
5265         float *colormod = rsurface.colormod;
5266         float m16f[16];
5267         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5268         if (rsurfacepass == RSURFPASS_BACKGROUND)
5269         {
5270                 // distorted background
5271                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5272                 {
5273                         mode = SHADERMODE_WATER;
5274                         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5275                                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5276                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5277                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5278                 }
5279                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5280                 {
5281                         mode = SHADERMODE_REFRACTION;
5282                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5283                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5284                 }
5285                 else
5286                 {
5287                         mode = SHADERMODE_GENERIC;
5288                         permutation |= SHADERPERMUTATION_DIFFUSE;
5289                         GL_BlendFunc(GL_ONE, GL_ZERO);
5290                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5291                 }
5292                 GL_AlphaTest(false);
5293         }
5294         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5295         {
5296                 if (r_glsl_offsetmapping.integer)
5297                 {
5298                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5299                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5300                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5301                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5302                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5303                         {
5304                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5305                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5306                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5307                         }
5308                 }
5309                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5310                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5311                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5312                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5313                 // normalmap (deferred prepass), may use alpha test on diffuse
5314                 mode = SHADERMODE_DEFERREDGEOMETRY;
5315                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5316                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5317                 GL_AlphaTest(false);
5318                 GL_BlendFunc(GL_ONE, GL_ZERO);
5319                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5320         }
5321         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5322         {
5323                 if (r_glsl_offsetmapping.integer)
5324                 {
5325                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5326                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5327                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5328                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5329                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5330                         {
5331                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5332                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5333                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5334                         }
5335                 }
5336                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5337                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5338                 // light source
5339                 mode = SHADERMODE_LIGHTSOURCE;
5340                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5341                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5342                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5343                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5344                 if (diffusescale > 0)
5345                         permutation |= SHADERPERMUTATION_DIFFUSE;
5346                 if (specularscale > 0)
5347                 {
5348                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5349                         if (r_shadow_glossexact.integer)
5350                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5351                 }
5352                 if (r_refdef.fogenabled)
5353                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5354                 if (rsurface.texture->colormapping)
5355                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5356                 if (r_shadow_usingshadowmap2d)
5357                 {
5358                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5359                         if(r_shadow_shadowmapvsdct)
5360                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5361
5362                         if (r_shadow_shadowmapsampler)
5363                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5364                         if (r_shadow_shadowmappcf > 1)
5365                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5366                         else if (r_shadow_shadowmappcf)
5367                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5368                 }
5369                 if (rsurface.texture->reflectmasktexture)
5370                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5371                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5372                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5373                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5374         }
5375         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5376         {
5377                 if (r_glsl_offsetmapping.integer)
5378                 {
5379                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5380                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5381                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5382                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5383                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5384                         {
5385                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5386                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5387                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5388                         }
5389                 }
5390                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5391                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5392                 // unshaded geometry (fullbright or ambient model lighting)
5393                 mode = SHADERMODE_FLATCOLOR;
5394                 ambientscale = diffusescale = specularscale = 0;
5395                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5396                         permutation |= SHADERPERMUTATION_GLOW;
5397                 if (r_refdef.fogenabled)
5398                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5399                 if (rsurface.texture->colormapping)
5400                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5401                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5402                 {
5403                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5404                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5405
5406                         if (r_shadow_shadowmapsampler)
5407                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5408                         if (r_shadow_shadowmappcf > 1)
5409                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5410                         else if (r_shadow_shadowmappcf)
5411                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5412                 }
5413                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5414                         permutation |= SHADERPERMUTATION_REFLECTION;
5415                 if (rsurface.texture->reflectmasktexture)
5416                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5417                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5418                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5419                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5420         }
5421         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5422         {
5423                 if (r_glsl_offsetmapping.integer)
5424                 {
5425                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5426                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5427                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5428                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5429                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5430                         {
5431                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5432                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5433                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5434                         }
5435                 }
5436                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5437                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5438                 // directional model lighting
5439                 mode = SHADERMODE_LIGHTDIRECTION;
5440                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5441                         permutation |= SHADERPERMUTATION_GLOW;
5442                 permutation |= SHADERPERMUTATION_DIFFUSE;
5443                 if (specularscale > 0)
5444                 {
5445                         permutation |= SHADERPERMUTATION_SPECULAR;
5446                         if (r_shadow_glossexact.integer)
5447                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5448                 }
5449                 if (r_refdef.fogenabled)
5450                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5451                 if (rsurface.texture->colormapping)
5452                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5453                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5454                 {
5455                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5456                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5457
5458                         if (r_shadow_shadowmapsampler)
5459                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5460                         if (r_shadow_shadowmappcf > 1)
5461                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5462                         else if (r_shadow_shadowmappcf)
5463                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5464                 }
5465                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5466                         permutation |= SHADERPERMUTATION_REFLECTION;
5467                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5468                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5469                 if (rsurface.texture->reflectmasktexture)
5470                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5471                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5472                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5473                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5474         }
5475         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5476         {
5477                 if (r_glsl_offsetmapping.integer)
5478                 {
5479                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5480                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5481                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5482                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5483                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5484                         {
5485                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5486                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5487                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5488                         }
5489                 }
5490                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5491                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5492                 // ambient model lighting
5493                 mode = SHADERMODE_LIGHTDIRECTION;
5494                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5495                         permutation |= SHADERPERMUTATION_GLOW;
5496                 if (r_refdef.fogenabled)
5497                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5498                 if (rsurface.texture->colormapping)
5499                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5500                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5501                 {
5502                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5503                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5504
5505                         if (r_shadow_shadowmapsampler)
5506                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5507                         if (r_shadow_shadowmappcf > 1)
5508                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5509                         else if (r_shadow_shadowmappcf)
5510                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5511                 }
5512                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5513                         permutation |= SHADERPERMUTATION_REFLECTION;
5514                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5515                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5516                 if (rsurface.texture->reflectmasktexture)
5517                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5518                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5519                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5520                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5521         }
5522         else
5523         {
5524                 if (r_glsl_offsetmapping.integer)
5525                 {
5526                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5527                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5528                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5529                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5530                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5531                         {
5532                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5533                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5534                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5535                         }
5536                 }
5537                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5538                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5539                 // lightmapped wall
5540                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5541                         permutation |= SHADERPERMUTATION_GLOW;
5542                 if (r_refdef.fogenabled)
5543                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5544                 if (rsurface.texture->colormapping)
5545                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5546                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5547                 {
5548                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5549                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5550
5551                         if (r_shadow_shadowmapsampler)
5552                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5553                         if (r_shadow_shadowmappcf > 1)
5554                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5555                         else if (r_shadow_shadowmappcf)
5556                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5557                 }
5558                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5559                         permutation |= SHADERPERMUTATION_REFLECTION;
5560                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5561                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5562                 if (rsurface.texture->reflectmasktexture)
5563                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5564                 if (FAKELIGHT_ENABLED)
5565                 {
5566                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
5567                         mode = SHADERMODE_FAKELIGHT;
5568                         permutation |= SHADERPERMUTATION_DIFFUSE;
5569                         if (specularscale > 0)
5570                         {
5571                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5572                                 if (r_shadow_glossexact.integer)
5573                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5574                         }
5575                 }
5576                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5577                 {
5578                         // deluxemapping (light direction texture)
5579                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5580                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5581                         else
5582                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5583                         permutation |= SHADERPERMUTATION_DIFFUSE;
5584                         if (specularscale > 0)
5585                         {
5586                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5587                                 if (r_shadow_glossexact.integer)
5588                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5589                         }
5590                 }
5591                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5592                 {
5593                         // fake deluxemapping (uniform light direction in tangentspace)
5594                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5595                         permutation |= SHADERPERMUTATION_DIFFUSE;
5596                         if (specularscale > 0)
5597                         {
5598                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5599                                 if (r_shadow_glossexact.integer)
5600                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5601                         }
5602                 }
5603                 else if (rsurface.uselightmaptexture)
5604                 {
5605                         // ordinary lightmapping (q1bsp, q3bsp)
5606                         mode = SHADERMODE_LIGHTMAP;
5607                 }
5608                 else
5609                 {
5610                         // ordinary vertex coloring (q3bsp)
5611                         mode = SHADERMODE_VERTEXCOLOR;
5612                 }
5613                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5614                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5615                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5616         }
5617         if(!allow_colormod)
5618                 colormod = dummy_colormod;
5619         switch(vid.renderpath)
5620         {
5621         case RENDERPATH_D3D9:
5622 #ifdef SUPPORTD3D
5623                 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);
5624                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5625                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5626                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5627                 if (mode == SHADERMODE_LIGHTSOURCE)
5628                 {
5629                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5630                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5631                 }
5632                 else
5633                 {
5634                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5635                         {
5636                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5637                         }
5638                 }
5639                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5640                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5641                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5642                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5643                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5644
5645                 if (mode == SHADERMODE_LIGHTSOURCE)
5646                 {
5647                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5648                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5649                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5650                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5651                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5652
5653                         // additive passes are only darkened by fog, not tinted
5654                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5655                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5656                 }
5657                 else
5658                 {
5659                         if (mode == SHADERMODE_FLATCOLOR)
5660                         {
5661                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5662                         }
5663                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5664                         {
5665                                 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]);
5666                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5667                                 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);
5668                                 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);
5669                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5670                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5671                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5672                         }
5673                         else
5674                         {
5675                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5676                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5677                                 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);
5678                                 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);
5679                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5680                         }
5681                         // additive passes are only darkened by fog, not tinted
5682                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5683                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5684                         else
5685                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5686                         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);
5687                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5688                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5689                         hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5690                         hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5691                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5692                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5693                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5694                         if (mode == SHADERMODE_WATER)
5695                                 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5696                 }
5697                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5698                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5699                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5700                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5701                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5702                 if (rsurface.texture->pantstexture)
5703                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5704                 else
5705                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5706                 if (rsurface.texture->shirttexture)
5707                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5708                 else
5709                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5710                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5711                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5712                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5713                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5714                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5715                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5716                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5717
5718                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5719                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5720                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5721                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5722                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5723                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5724                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5725                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5726                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5727                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5728                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5729                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5730                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5731                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5732                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5733                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5734                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5735                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5736                 {
5737                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5738                         if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5739                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5740                 }
5741                 else
5742                 {
5743                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5744                 }
5745 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5746 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5747                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5748                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5749                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5750                 {
5751                         R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5752                         if (rsurface.rtlight)
5753                         {
5754                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5755                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5756                         }
5757                 }
5758 #endif
5759                 break;
5760         case RENDERPATH_D3D10:
5761                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5762                 break;
5763         case RENDERPATH_D3D11:
5764                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5765                 break;
5766         case RENDERPATH_GL20:
5767                 if (gl_mesh_separatearrays.integer)
5768                 {
5769                         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);
5770                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5771                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5772                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5773                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5774                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5775                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5776                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5777                 }
5778                 else
5779                 {
5780                         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);
5781                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5782                 }
5783                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5784                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5785                 if (mode == SHADERMODE_LIGHTSOURCE)
5786                 {
5787                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5788                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5789                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5790                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5791                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5792                         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);
5793         
5794                         // additive passes are only darkened by fog, not tinted
5795                         if (r_glsl_permutation->loc_FogColor >= 0)
5796                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5797                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5798                 }
5799                 else
5800                 {
5801                         if (mode == SHADERMODE_FLATCOLOR)
5802                         {
5803                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5804                         }
5805                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5806                         {
5807                                 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]);
5808                                 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]);
5809                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5810                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5811                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5812                                 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]);
5813                                 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]);
5814                         }
5815                         else
5816                         {
5817                                 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]);
5818                                 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]);
5819                                 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);
5820                                 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);
5821                                 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);
5822                         }
5823                         // additive passes are only darkened by fog, not tinted
5824                         if (r_glsl_permutation->loc_FogColor >= 0)
5825                         {
5826                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5827                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5828                                 else
5829                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5830                         }
5831                         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);
5832                         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]);
5833                         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]);
5834                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5835                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5836                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5837                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5838                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5839                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5840                 }
5841                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5842                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5843                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5844                 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]);
5845                 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]);
5846
5847                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5848                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5849                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5850                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5851                 {
5852                         if (rsurface.texture->pantstexture)
5853                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5854                         else
5855                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5856                 }
5857                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5858                 {
5859                         if (rsurface.texture->shirttexture)
5860                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5861                         else
5862                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5863                 }
5864                 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]);
5865                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5866                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5867                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5868                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5869                 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]);
5870                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5871
5872         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5873         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5874         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5875                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5876                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5877                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5878                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5879                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5880                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5881                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5882                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5883                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5884                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5885                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5886                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5887                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5888                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5889                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5890                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5891                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5892                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5893                 {
5894                         if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5895                         else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5896                         if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5897                 }
5898                 else
5899                 {
5900                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5901                 }
5902 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5903 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5904                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5905                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5906                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5907                 {
5908                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5909                         if (rsurface.rtlight)
5910                         {
5911                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5912                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5913                         }
5914                 }
5915                 CHECKGLERROR
5916                 break;
5917         case RENDERPATH_CGGL:
5918 #ifdef SUPPORTCG
5919                 if (gl_mesh_separatearrays.integer)
5920                 {
5921                         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);
5922                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5923                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5924                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5925                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5926                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5927                         R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5928                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5929                 }
5930                 else
5931                 {
5932                         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);
5933                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5934                 }
5935                 R_SetupShader_SetPermutationCG(mode, permutation);
5936                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5937                 if (mode == SHADERMODE_LIGHTSOURCE)
5938                 {
5939                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5940                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5941                 }
5942                 else
5943                 {
5944                         if (mode == SHADERMODE_LIGHTDIRECTION)
5945                         {
5946                                 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
5947                         }
5948                 }
5949                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5950                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5951                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5952                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5953                 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
5954                 CHECKGLERROR
5955
5956                 if (mode == SHADERMODE_LIGHTSOURCE)
5957                 {
5958                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5959                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5960                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5961                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5962                         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
5963
5964                         // additive passes are only darkened by fog, not tinted
5965                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5966                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5967                 }
5968                 else
5969                 {
5970                         if (mode == SHADERMODE_FLATCOLOR)
5971                         {
5972                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5973                         }
5974                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5975                         {
5976                                 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
5977                                 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
5978                                 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
5979                                 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
5980                                 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
5981                                 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
5982                                 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
5983                         }
5984                         else
5985                         {
5986                                 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
5987                                 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
5988                                 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
5989                                 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
5990                                 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
5991                         }
5992                         // additive passes are only darkened by fog, not tinted
5993                         if (r_cg_permutation->fp_FogColor)
5994                         {
5995                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5996                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5997                                 else
5998                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5999                                 CHECKCGERROR
6000                         }
6001                         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
6002                         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
6003                         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
6004                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6005                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6006                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6007                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6008                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6009                         if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6010                 }
6011                 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
6012                 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
6013                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6014                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
6015                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6016                 if (r_cg_permutation->fp_Color_Pants)
6017                 {
6018                         if (rsurface.texture->pantstexture)
6019                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6020                         else
6021                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6022                         CHECKCGERROR
6023                 }
6024                 if (r_cg_permutation->fp_Color_Shirt)
6025                 {
6026                         if (rsurface.texture->shirttexture)
6027                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6028                         else
6029                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6030                         CHECKCGERROR
6031                 }
6032                 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
6033                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6034                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6035                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6036                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6037                 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
6038                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6039
6040         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
6041         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
6042         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
6043                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
6044                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
6045                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
6046                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
6047                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
6048                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
6049                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
6050                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
6051                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
6052                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
6053                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
6054                 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
6055                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
6056                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
6057                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6058                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6059                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6060                 if (rsurfacepass == RSURFPASS_BACKGROUND)
6061                 {
6062                         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
6063                         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
6064                         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
6065                 }
6066                 else
6067                 {
6068                         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
6069                 }
6070                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6071                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6072                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
6073                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
6074                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6075                 {
6076                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6077                         if (rsurface.rtlight)
6078                         {
6079                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6080                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6081                         }
6082                 }
6083
6084                 CHECKGLERROR
6085 #endif
6086                 break;
6087         case RENDERPATH_GL13:
6088         case RENDERPATH_GL11:
6089                 break;
6090         }
6091 }
6092
6093 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6094 {
6095         // select a permutation of the lighting shader appropriate to this
6096         // combination of texture, entity, light source, and fogging, only use the
6097         // minimum features necessary to avoid wasting rendering time in the
6098         // fragment shader on features that are not being used
6099         unsigned int permutation = 0;
6100         unsigned int mode = 0;
6101         const float *lightcolorbase = rtlight->currentcolor;
6102         float ambientscale = rtlight->ambientscale;
6103         float diffusescale = rtlight->diffusescale;
6104         float specularscale = rtlight->specularscale;
6105         // this is the location of the light in view space
6106         vec3_t viewlightorigin;
6107         // this transforms from view space (camera) to light space (cubemap)
6108         matrix4x4_t viewtolight;
6109         matrix4x4_t lighttoview;
6110         float viewtolight16f[16];
6111         float range = 1.0f / r_shadow_deferred_8bitrange.value;
6112         // light source
6113         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6114         if (rtlight->currentcubemap != r_texture_whitecube)
6115                 permutation |= SHADERPERMUTATION_CUBEFILTER;
6116         if (diffusescale > 0)
6117                 permutation |= SHADERPERMUTATION_DIFFUSE;
6118         if (specularscale > 0)
6119         {
6120                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6121                 if (r_shadow_glossexact.integer)
6122                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6123         }
6124         if (r_shadow_usingshadowmap2d)
6125         {
6126                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6127                 if (r_shadow_shadowmapvsdct)
6128                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6129
6130                 if (r_shadow_shadowmapsampler)
6131                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6132                 if (r_shadow_shadowmappcf > 1)
6133                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6134                 else if (r_shadow_shadowmappcf)
6135                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6136         }
6137         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6138         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6139         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6140         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6141         switch(vid.renderpath)
6142         {
6143         case RENDERPATH_D3D9:
6144 #ifdef SUPPORTD3D
6145                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6146                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6147                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6148                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6149                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6150                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6151                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6152                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6153                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6154                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6155                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6156
6157                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6158                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
6159                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6160                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6161                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
6162                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6163 #endif
6164                 break;
6165         case RENDERPATH_D3D10:
6166                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6167                 break;
6168         case RENDERPATH_D3D11:
6169                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6170                 break;
6171         case RENDERPATH_GL20:
6172                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6173                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6174                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6175                 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);
6176                 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);
6177                 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);
6178                 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]);
6179                 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]);
6180                 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));
6181                 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]);
6182                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6183
6184                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6185                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6186                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6187                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6188                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6189                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6190                 break;
6191         case RENDERPATH_CGGL:
6192 #ifdef SUPPORTCG
6193                 R_SetupShader_SetPermutationCG(mode, permutation);
6194                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6195                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6196                 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
6197                 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
6198                 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
6199                 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
6200                 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
6201                 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
6202                 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
6203                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6204
6205                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6206                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6207                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6208                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6209                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6210                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6211 #endif
6212                 break;
6213         case RENDERPATH_GL13:
6214         case RENDERPATH_GL11:
6215                 break;
6216         }
6217 }
6218
6219 #define SKINFRAME_HASH 1024
6220
6221 typedef struct
6222 {
6223         int loadsequence; // incremented each level change
6224         memexpandablearray_t array;
6225         skinframe_t *hash[SKINFRAME_HASH];
6226 }
6227 r_skinframe_t;
6228 r_skinframe_t r_skinframe;
6229
6230 void R_SkinFrame_PrepareForPurge(void)
6231 {
6232         r_skinframe.loadsequence++;
6233         // wrap it without hitting zero
6234         if (r_skinframe.loadsequence >= 200)
6235                 r_skinframe.loadsequence = 1;
6236 }
6237
6238 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6239 {
6240         if (!skinframe)
6241                 return;
6242         // mark the skinframe as used for the purging code
6243         skinframe->loadsequence = r_skinframe.loadsequence;
6244 }
6245
6246 void R_SkinFrame_Purge(void)
6247 {
6248         int i;
6249         skinframe_t *s;
6250         for (i = 0;i < SKINFRAME_HASH;i++)
6251         {
6252                 for (s = r_skinframe.hash[i];s;s = s->next)
6253                 {
6254                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6255                         {
6256                                 if (s->merged == s->base)
6257                                         s->merged = NULL;
6258                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6259                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6260                                 R_PurgeTexture(s->merged);s->merged = NULL;
6261                                 R_PurgeTexture(s->base  );s->base   = NULL;
6262                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6263                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6264                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6265                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6266                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6267                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6268                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6269                                 s->loadsequence = 0;
6270                         }
6271                 }
6272         }
6273 }
6274
6275 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6276         skinframe_t *item;
6277         char basename[MAX_QPATH];
6278
6279         Image_StripImageExtension(name, basename, sizeof(basename));
6280
6281         if( last == NULL ) {
6282                 int hashindex;
6283                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6284                 item = r_skinframe.hash[hashindex];
6285         } else {
6286                 item = last->next;
6287         }
6288
6289         // linearly search through the hash bucket
6290         for( ; item ; item = item->next ) {
6291                 if( !strcmp( item->basename, basename ) ) {
6292                         return item;
6293                 }
6294         }
6295         return NULL;
6296 }
6297
6298 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6299 {
6300         skinframe_t *item;
6301         int hashindex;
6302         char basename[MAX_QPATH];
6303
6304         Image_StripImageExtension(name, basename, sizeof(basename));
6305
6306         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6307         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6308                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6309                         break;
6310
6311         if (!item) {
6312                 rtexture_t *dyntexture;
6313                 // check whether its a dynamic texture
6314                 dyntexture = CL_GetDynTexture( basename );
6315                 if (!add && !dyntexture)
6316                         return NULL;
6317                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6318                 memset(item, 0, sizeof(*item));
6319                 strlcpy(item->basename, basename, sizeof(item->basename));
6320                 item->base = dyntexture; // either NULL or dyntexture handle
6321                 item->textureflags = textureflags;
6322                 item->comparewidth = comparewidth;
6323                 item->compareheight = compareheight;
6324                 item->comparecrc = comparecrc;
6325                 item->next = r_skinframe.hash[hashindex];
6326                 r_skinframe.hash[hashindex] = item;
6327         }
6328         else if( item->base == NULL )
6329         {
6330                 rtexture_t *dyntexture;
6331                 // check whether its a dynamic texture
6332                 // 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]
6333                 dyntexture = CL_GetDynTexture( basename );
6334                 item->base = dyntexture; // either NULL or dyntexture handle
6335         }
6336
6337         R_SkinFrame_MarkUsed(item);
6338         return item;
6339 }
6340
6341 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6342         { \
6343                 unsigned long long avgcolor[5], wsum; \
6344                 int pix, comp, w; \
6345                 avgcolor[0] = 0; \
6346                 avgcolor[1] = 0; \
6347                 avgcolor[2] = 0; \
6348                 avgcolor[3] = 0; \
6349                 avgcolor[4] = 0; \
6350                 wsum = 0; \
6351                 for(pix = 0; pix < cnt; ++pix) \
6352                 { \
6353                         w = 0; \
6354                         for(comp = 0; comp < 3; ++comp) \
6355                                 w += getpixel; \
6356                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6357                         { \
6358                                 ++wsum; \
6359                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6360                                 w = getpixel; \
6361                                 for(comp = 0; comp < 3; ++comp) \
6362                                         avgcolor[comp] += getpixel * w; \
6363                                 avgcolor[3] += w; \
6364                         } \
6365                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6366                         avgcolor[4] += getpixel; \
6367                 } \
6368                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6369                         avgcolor[3] = 1; \
6370                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6371                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6372                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6373                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6374         }
6375
6376 extern cvar_t gl_picmip;
6377 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6378 {
6379         int j;
6380         unsigned char *pixels;
6381         unsigned char *bumppixels;
6382         unsigned char *basepixels = NULL;
6383         int basepixels_width = 0;
6384         int basepixels_height = 0;
6385         skinframe_t *skinframe;
6386         rtexture_t *ddsbase = NULL;
6387         qboolean ddshasalpha = false;
6388         float ddsavgcolor[4];
6389         char basename[MAX_QPATH];
6390         int miplevel = R_PicmipForFlags(textureflags);
6391         int savemiplevel = miplevel;
6392         int mymiplevel;
6393
6394         if (cls.state == ca_dedicated)
6395                 return NULL;
6396
6397         // return an existing skinframe if already loaded
6398         // if loading of the first image fails, don't make a new skinframe as it
6399         // would cause all future lookups of this to be missing
6400         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6401         if (skinframe && skinframe->base)
6402                 return skinframe;
6403
6404         Image_StripImageExtension(name, basename, sizeof(basename));
6405
6406         // check for DDS texture file first
6407         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6408         {
6409                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6410                 if (basepixels == NULL)
6411                         return NULL;
6412         }
6413
6414         // FIXME handle miplevel
6415
6416         if (developer_loading.integer)
6417                 Con_Printf("loading skin \"%s\"\n", name);
6418
6419         // we've got some pixels to store, so really allocate this new texture now
6420         if (!skinframe)
6421                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6422         skinframe->stain = NULL;
6423         skinframe->merged = NULL;
6424         skinframe->base = NULL;
6425         skinframe->pants = NULL;
6426         skinframe->shirt = NULL;
6427         skinframe->nmap = NULL;
6428         skinframe->gloss = NULL;
6429         skinframe->glow = NULL;
6430         skinframe->fog = NULL;
6431         skinframe->reflect = NULL;
6432         skinframe->hasalpha = false;
6433
6434         if (ddsbase)
6435         {
6436                 skinframe->base = ddsbase;
6437                 skinframe->hasalpha = ddshasalpha;
6438                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6439                 if (r_loadfog && skinframe->hasalpha)
6440                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6441                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6442         }
6443         else
6444         {
6445                 basepixels_width = image_width;
6446                 basepixels_height = image_height;
6447                 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);
6448                 if (textureflags & TEXF_ALPHA)
6449                 {
6450                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6451                         {
6452                                 if (basepixels[j] < 255)
6453                                 {
6454                                         skinframe->hasalpha = true;
6455                                         break;
6456                                 }
6457                         }
6458                         if (r_loadfog && skinframe->hasalpha)
6459                         {
6460                                 // has transparent pixels
6461                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6462                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6463                                 {
6464                                         pixels[j+0] = 255;
6465                                         pixels[j+1] = 255;
6466                                         pixels[j+2] = 255;
6467                                         pixels[j+3] = basepixels[j+3];
6468                                 }
6469                                 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);
6470                                 Mem_Free(pixels);
6471                         }
6472                 }
6473                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6474                 //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]);
6475                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6476                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6477                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6478                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6479         }
6480
6481         if (r_loaddds)
6482         {
6483                 mymiplevel = savemiplevel;
6484                 if (r_loadnormalmap)
6485                         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);
6486                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6487                 if (r_loadgloss)
6488                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6489                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6490                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6491                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6492         }
6493
6494         // _norm is the name used by tenebrae and has been adopted as standard
6495         if (r_loadnormalmap && skinframe->nmap == NULL)
6496         {
6497                 mymiplevel = savemiplevel;
6498                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6499                 {
6500                         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);
6501                         Mem_Free(pixels);
6502                         pixels = NULL;
6503                 }
6504                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6505                 {
6506                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6507                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6508                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6509                         Mem_Free(pixels);
6510                         Mem_Free(bumppixels);
6511                 }
6512                 else if (r_shadow_bumpscale_basetexture.value > 0)
6513                 {
6514                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6515                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6516                         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);
6517                         Mem_Free(pixels);
6518                 }
6519                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6520                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6521         }
6522
6523         // _luma is supported only for tenebrae compatibility
6524         // _glow is the preferred name
6525         mymiplevel = savemiplevel;
6526         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))))
6527         {
6528                 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);
6529                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6530                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6531                 Mem_Free(pixels);pixels = NULL;
6532         }
6533
6534         mymiplevel = savemiplevel;
6535         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6536         {
6537                 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);
6538                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6539                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6540                 Mem_Free(pixels);
6541                 pixels = NULL;
6542         }
6543
6544         mymiplevel = savemiplevel;
6545         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6546         {
6547                 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);
6548                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6549                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6550                 Mem_Free(pixels);
6551                 pixels = NULL;
6552         }
6553
6554         mymiplevel = savemiplevel;
6555         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6556         {
6557                 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);
6558                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6559                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6560                 Mem_Free(pixels);
6561                 pixels = NULL;
6562         }
6563
6564         mymiplevel = savemiplevel;
6565         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6566         {
6567                 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);
6568                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6569                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6570                 Mem_Free(pixels);
6571                 pixels = NULL;
6572         }
6573
6574         if (basepixels)
6575                 Mem_Free(basepixels);
6576
6577         return skinframe;
6578 }
6579
6580 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6581 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6582 {
6583         int i;
6584         unsigned char *temp1, *temp2;
6585         skinframe_t *skinframe;
6586
6587         if (cls.state == ca_dedicated)
6588                 return NULL;
6589
6590         // if already loaded just return it, otherwise make a new skinframe
6591         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6592         if (skinframe && skinframe->base)
6593                 return skinframe;
6594
6595         skinframe->stain = NULL;
6596         skinframe->merged = NULL;
6597         skinframe->base = NULL;
6598         skinframe->pants = NULL;
6599         skinframe->shirt = NULL;
6600         skinframe->nmap = NULL;
6601         skinframe->gloss = NULL;
6602         skinframe->glow = NULL;
6603         skinframe->fog = NULL;
6604         skinframe->reflect = NULL;
6605         skinframe->hasalpha = false;
6606
6607         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6608         if (!skindata)
6609                 return NULL;
6610
6611         if (developer_loading.integer)
6612                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6613
6614         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6615         {
6616                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6617                 temp2 = temp1 + width * height * 4;
6618                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6619                 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);
6620                 Mem_Free(temp1);
6621         }
6622         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6623         if (textureflags & TEXF_ALPHA)
6624         {
6625                 for (i = 3;i < width * height * 4;i += 4)
6626                 {
6627                         if (skindata[i] < 255)
6628                         {
6629                                 skinframe->hasalpha = true;
6630                                 break;
6631                         }
6632                 }
6633                 if (r_loadfog && skinframe->hasalpha)
6634                 {
6635                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6636                         memcpy(fogpixels, skindata, width * height * 4);
6637                         for (i = 0;i < width * height * 4;i += 4)
6638                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6639                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6640                         Mem_Free(fogpixels);
6641                 }
6642         }
6643
6644         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6645         //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]);
6646
6647         return skinframe;
6648 }
6649
6650 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6651 {
6652         int i;
6653         int featuresmask;
6654         skinframe_t *skinframe;
6655
6656         if (cls.state == ca_dedicated)
6657                 return NULL;
6658
6659         // if already loaded just return it, otherwise make a new skinframe
6660         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6661         if (skinframe && skinframe->base)
6662                 return skinframe;
6663
6664         skinframe->stain = NULL;
6665         skinframe->merged = NULL;
6666         skinframe->base = NULL;
6667         skinframe->pants = NULL;
6668         skinframe->shirt = NULL;
6669         skinframe->nmap = NULL;
6670         skinframe->gloss = NULL;
6671         skinframe->glow = NULL;
6672         skinframe->fog = NULL;
6673         skinframe->reflect = NULL;
6674         skinframe->hasalpha = false;
6675
6676         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6677         if (!skindata)
6678                 return NULL;
6679
6680         if (developer_loading.integer)
6681                 Con_Printf("loading quake skin \"%s\"\n", name);
6682
6683         // 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)
6684         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6685         memcpy(skinframe->qpixels, skindata, width*height);
6686         skinframe->qwidth = width;
6687         skinframe->qheight = height;
6688
6689         featuresmask = 0;
6690         for (i = 0;i < width * height;i++)
6691                 featuresmask |= palette_featureflags[skindata[i]];
6692
6693         skinframe->hasalpha = false;
6694         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6695         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6696         skinframe->qgeneratemerged = true;
6697         skinframe->qgeneratebase = skinframe->qhascolormapping;
6698         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6699
6700         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6701         //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]);
6702
6703         return skinframe;
6704 }
6705
6706 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6707 {
6708         int width;
6709         int height;
6710         unsigned char *skindata;
6711
6712         if (!skinframe->qpixels)
6713                 return;
6714
6715         if (!skinframe->qhascolormapping)
6716                 colormapped = false;
6717
6718         if (colormapped)
6719         {
6720                 if (!skinframe->qgeneratebase)
6721                         return;
6722         }
6723         else
6724         {
6725                 if (!skinframe->qgeneratemerged)
6726                         return;
6727         }
6728
6729         width = skinframe->qwidth;
6730         height = skinframe->qheight;
6731         skindata = skinframe->qpixels;
6732
6733         if (skinframe->qgeneratenmap)
6734         {
6735                 unsigned char *temp1, *temp2;
6736                 skinframe->qgeneratenmap = false;
6737                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6738                 temp2 = temp1 + width * height * 4;
6739                 // use either a custom palette or the quake palette
6740                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6741                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6742                 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);
6743                 Mem_Free(temp1);
6744         }
6745
6746         if (skinframe->qgenerateglow)
6747         {
6748                 skinframe->qgenerateglow = false;
6749                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6750         }
6751
6752         if (colormapped)
6753         {
6754                 skinframe->qgeneratebase = false;
6755                 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);
6756                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6757                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6758         }
6759         else
6760         {
6761                 skinframe->qgeneratemerged = false;
6762                 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);
6763         }
6764
6765         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6766         {
6767                 Mem_Free(skinframe->qpixels);
6768                 skinframe->qpixels = NULL;
6769         }
6770 }
6771
6772 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)
6773 {
6774         int i;
6775         skinframe_t *skinframe;
6776
6777         if (cls.state == ca_dedicated)
6778                 return NULL;
6779
6780         // if already loaded just return it, otherwise make a new skinframe
6781         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6782         if (skinframe && skinframe->base)
6783                 return skinframe;
6784
6785         skinframe->stain = NULL;
6786         skinframe->merged = NULL;
6787         skinframe->base = NULL;
6788         skinframe->pants = NULL;
6789         skinframe->shirt = NULL;
6790         skinframe->nmap = NULL;
6791         skinframe->gloss = NULL;
6792         skinframe->glow = NULL;
6793         skinframe->fog = NULL;
6794         skinframe->reflect = NULL;
6795         skinframe->hasalpha = false;
6796
6797         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6798         if (!skindata)
6799                 return NULL;
6800
6801         if (developer_loading.integer)
6802                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6803
6804         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6805         if (textureflags & TEXF_ALPHA)
6806         {
6807                 for (i = 0;i < width * height;i++)
6808                 {
6809                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6810                         {
6811                                 skinframe->hasalpha = true;
6812                                 break;
6813                         }
6814                 }
6815                 if (r_loadfog && skinframe->hasalpha)
6816                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6817         }
6818
6819         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6820         //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]);
6821
6822         return skinframe;
6823 }
6824
6825 skinframe_t *R_SkinFrame_LoadMissing(void)
6826 {
6827         skinframe_t *skinframe;
6828
6829         if (cls.state == ca_dedicated)
6830                 return NULL;
6831
6832         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6833         skinframe->stain = NULL;
6834         skinframe->merged = NULL;
6835         skinframe->base = NULL;
6836         skinframe->pants = NULL;
6837         skinframe->shirt = NULL;
6838         skinframe->nmap = NULL;
6839         skinframe->gloss = NULL;
6840         skinframe->glow = NULL;
6841         skinframe->fog = NULL;
6842         skinframe->reflect = NULL;
6843         skinframe->hasalpha = false;
6844
6845         skinframe->avgcolor[0] = rand() / RAND_MAX;
6846         skinframe->avgcolor[1] = rand() / RAND_MAX;
6847         skinframe->avgcolor[2] = rand() / RAND_MAX;
6848         skinframe->avgcolor[3] = 1;
6849
6850         return skinframe;
6851 }
6852
6853 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6854 typedef struct suffixinfo_s
6855 {
6856         const char *suffix;
6857         qboolean flipx, flipy, flipdiagonal;
6858 }
6859 suffixinfo_t;
6860 static suffixinfo_t suffix[3][6] =
6861 {
6862         {
6863                 {"px",   false, false, false},
6864                 {"nx",   false, false, false},
6865                 {"py",   false, false, false},
6866                 {"ny",   false, false, false},
6867                 {"pz",   false, false, false},
6868                 {"nz",   false, false, false}
6869         },
6870         {
6871                 {"posx", false, false, false},
6872                 {"negx", false, false, false},
6873                 {"posy", false, false, false},
6874                 {"negy", false, false, false},
6875                 {"posz", false, false, false},
6876                 {"negz", false, false, false}
6877         },
6878         {
6879                 {"rt",    true, false,  true},
6880                 {"lf",   false,  true,  true},
6881                 {"ft",    true,  true, false},
6882                 {"bk",   false, false, false},
6883                 {"up",    true, false,  true},
6884                 {"dn",    true, false,  true}
6885         }
6886 };
6887
6888 static int componentorder[4] = {0, 1, 2, 3};
6889
6890 rtexture_t *R_LoadCubemap(const char *basename)
6891 {
6892         int i, j, cubemapsize;
6893         unsigned char *cubemappixels, *image_buffer;
6894         rtexture_t *cubemaptexture;
6895         char name[256];
6896         // must start 0 so the first loadimagepixels has no requested width/height
6897         cubemapsize = 0;
6898         cubemappixels = NULL;
6899         cubemaptexture = NULL;
6900         // keep trying different suffix groups (posx, px, rt) until one loads
6901         for (j = 0;j < 3 && !cubemappixels;j++)
6902         {
6903                 // load the 6 images in the suffix group
6904                 for (i = 0;i < 6;i++)
6905                 {
6906                         // generate an image name based on the base and and suffix
6907                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6908                         // load it
6909                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6910                         {
6911                                 // an image loaded, make sure width and height are equal
6912                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6913                                 {
6914                                         // if this is the first image to load successfully, allocate the cubemap memory
6915                                         if (!cubemappixels && image_width >= 1)
6916                                         {
6917                                                 cubemapsize = image_width;
6918                                                 // note this clears to black, so unavailable sides are black
6919                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6920                                         }
6921                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6922                                         if (cubemappixels)
6923                                                 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);
6924                                 }
6925                                 else
6926                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6927                                 // free the image
6928                                 Mem_Free(image_buffer);
6929                         }
6930                 }
6931         }
6932         // if a cubemap loaded, upload it
6933         if (cubemappixels)
6934         {
6935                 if (developer_loading.integer)
6936                         Con_Printf("loading cubemap \"%s\"\n", basename);
6937
6938                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6939                 Mem_Free(cubemappixels);
6940         }
6941         else
6942         {
6943                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6944                 if (developer_loading.integer)
6945                 {
6946                         Con_Printf("(tried tried images ");
6947                         for (j = 0;j < 3;j++)
6948                                 for (i = 0;i < 6;i++)
6949                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6950                         Con_Print(" and was unable to find any of them).\n");
6951                 }
6952         }
6953         return cubemaptexture;
6954 }
6955
6956 rtexture_t *R_GetCubemap(const char *basename)
6957 {
6958         int i;
6959         for (i = 0;i < r_texture_numcubemaps;i++)
6960                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6961                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6962         if (i >= MAX_CUBEMAPS)
6963                 return r_texture_whitecube;
6964         r_texture_numcubemaps++;
6965         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6966         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6967         return r_texture_cubemaps[i].texture;
6968 }
6969
6970 void R_FreeCubemaps(void)
6971 {
6972         int i;
6973         for (i = 0;i < r_texture_numcubemaps;i++)
6974         {
6975                 if (developer_loading.integer)
6976                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6977                 if (r_texture_cubemaps[i].texture)
6978                         R_FreeTexture(r_texture_cubemaps[i].texture);
6979         }
6980         r_texture_numcubemaps = 0;
6981 }
6982
6983 void R_Main_FreeViewCache(void)
6984 {
6985         if (r_refdef.viewcache.entityvisible)
6986                 Mem_Free(r_refdef.viewcache.entityvisible);
6987         if (r_refdef.viewcache.world_pvsbits)
6988                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6989         if (r_refdef.viewcache.world_leafvisible)
6990                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6991         if (r_refdef.viewcache.world_surfacevisible)
6992                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6993         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6994 }
6995
6996 void R_Main_ResizeViewCache(void)
6997 {
6998         int numentities = r_refdef.scene.numentities;
6999         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7000         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7001         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7002         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7003         if (r_refdef.viewcache.maxentities < numentities)
7004         {
7005                 r_refdef.viewcache.maxentities = numentities;
7006                 if (r_refdef.viewcache.entityvisible)
7007                         Mem_Free(r_refdef.viewcache.entityvisible);
7008                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7009         }
7010         if (r_refdef.viewcache.world_numclusters != numclusters)
7011         {
7012                 r_refdef.viewcache.world_numclusters = numclusters;
7013                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7014                 if (r_refdef.viewcache.world_pvsbits)
7015                         Mem_Free(r_refdef.viewcache.world_pvsbits);
7016                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7017         }
7018         if (r_refdef.viewcache.world_numleafs != numleafs)
7019         {
7020                 r_refdef.viewcache.world_numleafs = numleafs;
7021                 if (r_refdef.viewcache.world_leafvisible)
7022                         Mem_Free(r_refdef.viewcache.world_leafvisible);
7023                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7024         }
7025         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7026         {
7027                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7028                 if (r_refdef.viewcache.world_surfacevisible)
7029                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
7030                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7031         }
7032 }
7033
7034 extern rtexture_t *loadingscreentexture;
7035 void gl_main_start(void)
7036 {
7037         loadingscreentexture = NULL;
7038         r_texture_blanknormalmap = NULL;
7039         r_texture_white = NULL;
7040         r_texture_grey128 = NULL;
7041         r_texture_black = NULL;
7042         r_texture_whitecube = NULL;
7043         r_texture_normalizationcube = NULL;
7044         r_texture_fogattenuation = NULL;
7045         r_texture_fogheighttexture = NULL;
7046         r_texture_gammaramps = NULL;
7047         r_texture_numcubemaps = 0;
7048
7049         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7050         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7051
7052         switch(vid.renderpath)
7053         {
7054         case RENDERPATH_GL20:
7055         case RENDERPATH_CGGL:
7056         case RENDERPATH_D3D9:
7057         case RENDERPATH_D3D10:
7058         case RENDERPATH_D3D11:
7059                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7060                 Cvar_SetValueQuick(&gl_combine, 1);
7061                 Cvar_SetValueQuick(&r_glsl, 1);
7062                 r_loadnormalmap = true;
7063                 r_loadgloss = true;
7064                 r_loadfog = false;
7065                 break;
7066         case RENDERPATH_GL13:
7067                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7068                 Cvar_SetValueQuick(&gl_combine, 1);
7069                 Cvar_SetValueQuick(&r_glsl, 0);
7070                 r_loadnormalmap = false;
7071                 r_loadgloss = false;
7072                 r_loadfog = true;
7073                 break;
7074         case RENDERPATH_GL11:
7075                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7076                 Cvar_SetValueQuick(&gl_combine, 0);
7077                 Cvar_SetValueQuick(&r_glsl, 0);
7078                 r_loadnormalmap = false;
7079                 r_loadgloss = false;
7080                 r_loadfog = true;
7081                 break;
7082         }
7083
7084         R_AnimCache_Free();
7085         R_FrameData_Reset();
7086
7087         r_numqueries = 0;
7088         r_maxqueries = 0;
7089         memset(r_queries, 0, sizeof(r_queries));
7090
7091         r_qwskincache = NULL;
7092         r_qwskincache_size = 0;
7093
7094         // set up r_skinframe loading system for textures
7095         memset(&r_skinframe, 0, sizeof(r_skinframe));
7096         r_skinframe.loadsequence = 1;
7097         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7098
7099         r_main_texturepool = R_AllocTexturePool();
7100         R_BuildBlankTextures();
7101         R_BuildNoTexture();
7102         if (vid.support.arb_texture_cube_map)
7103         {
7104                 R_BuildWhiteCube();
7105                 R_BuildNormalizationCube();
7106         }
7107         r_texture_fogattenuation = NULL;
7108         r_texture_fogheighttexture = NULL;
7109         r_texture_gammaramps = NULL;
7110         //r_texture_fogintensity = NULL;
7111         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7112         memset(&r_waterstate, 0, sizeof(r_waterstate));
7113         r_glsl_permutation = NULL;
7114         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7115         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7116         glslshaderstring = NULL;
7117 #ifdef SUPPORTCG
7118         r_cg_permutation = NULL;
7119         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7120         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7121         cgshaderstring = NULL;
7122 #endif
7123 #ifdef SUPPORTD3D
7124         r_hlsl_permutation = NULL;
7125         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7126         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7127         hlslshaderstring = NULL;
7128 #endif
7129         memset(&r_svbsp, 0, sizeof (r_svbsp));
7130
7131         r_refdef.fogmasktable_density = 0;
7132 }
7133
7134 void gl_main_shutdown(void)
7135 {
7136         R_AnimCache_Free();
7137         R_FrameData_Reset();
7138
7139         R_Main_FreeViewCache();
7140
7141         switch(vid.renderpath)
7142         {
7143         case RENDERPATH_GL11:
7144         case RENDERPATH_GL13:
7145         case RENDERPATH_GL20:
7146         case RENDERPATH_CGGL:
7147                 if (r_maxqueries)
7148                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7149                 break;
7150         case RENDERPATH_D3D9:
7151                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7152                 break;
7153         case RENDERPATH_D3D10:
7154                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7155                 break;
7156         case RENDERPATH_D3D11:
7157                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7158                 break;
7159         }
7160
7161         r_numqueries = 0;
7162         r_maxqueries = 0;
7163         memset(r_queries, 0, sizeof(r_queries));
7164
7165         r_qwskincache = NULL;
7166         r_qwskincache_size = 0;
7167
7168         // clear out the r_skinframe state
7169         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7170         memset(&r_skinframe, 0, sizeof(r_skinframe));
7171
7172         if (r_svbsp.nodes)
7173                 Mem_Free(r_svbsp.nodes);
7174         memset(&r_svbsp, 0, sizeof (r_svbsp));
7175         R_FreeTexturePool(&r_main_texturepool);
7176         loadingscreentexture = NULL;
7177         r_texture_blanknormalmap = NULL;
7178         r_texture_white = NULL;
7179         r_texture_grey128 = NULL;
7180         r_texture_black = NULL;
7181         r_texture_whitecube = NULL;
7182         r_texture_normalizationcube = NULL;
7183         r_texture_fogattenuation = NULL;
7184         r_texture_fogheighttexture = NULL;
7185         r_texture_gammaramps = NULL;
7186         r_texture_numcubemaps = 0;
7187         //r_texture_fogintensity = NULL;
7188         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7189         memset(&r_waterstate, 0, sizeof(r_waterstate));
7190         R_GLSL_Restart_f();
7191 }
7192
7193 extern void CL_ParseEntityLump(char *entitystring);
7194 void gl_main_newmap(void)
7195 {
7196         // FIXME: move this code to client
7197         char *entities, entname[MAX_QPATH];
7198         if (r_qwskincache)
7199                 Mem_Free(r_qwskincache);
7200         r_qwskincache = NULL;
7201         r_qwskincache_size = 0;
7202         if (cl.worldmodel)
7203         {
7204                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7205                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7206                 {
7207                         CL_ParseEntityLump(entities);
7208                         Mem_Free(entities);
7209                         return;
7210                 }
7211                 if (cl.worldmodel->brush.entities)
7212                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7213         }
7214         R_Main_FreeViewCache();
7215
7216         R_FrameData_Reset();
7217 }
7218
7219 void GL_Main_Init(void)
7220 {
7221         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7222
7223         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7224         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7225         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7226         if (gamemode == GAME_NEHAHRA)
7227         {
7228                 Cvar_RegisterVariable (&gl_fogenable);
7229                 Cvar_RegisterVariable (&gl_fogdensity);
7230                 Cvar_RegisterVariable (&gl_fogred);
7231                 Cvar_RegisterVariable (&gl_foggreen);
7232                 Cvar_RegisterVariable (&gl_fogblue);
7233                 Cvar_RegisterVariable (&gl_fogstart);
7234                 Cvar_RegisterVariable (&gl_fogend);
7235                 Cvar_RegisterVariable (&gl_skyclip);
7236         }
7237         Cvar_RegisterVariable(&r_motionblur);
7238         Cvar_RegisterVariable(&r_motionblur_maxblur);
7239         Cvar_RegisterVariable(&r_motionblur_bmin);
7240         Cvar_RegisterVariable(&r_motionblur_vmin);
7241         Cvar_RegisterVariable(&r_motionblur_vmax);
7242         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7243         Cvar_RegisterVariable(&r_motionblur_randomize);
7244         Cvar_RegisterVariable(&r_damageblur);
7245         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7246         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7247         Cvar_RegisterVariable(&r_equalize_entities_by);
7248         Cvar_RegisterVariable(&r_equalize_entities_to);
7249         Cvar_RegisterVariable(&r_depthfirst);
7250         Cvar_RegisterVariable(&r_useinfinitefarclip);
7251         Cvar_RegisterVariable(&r_farclip_base);
7252         Cvar_RegisterVariable(&r_farclip_world);
7253         Cvar_RegisterVariable(&r_nearclip);
7254         Cvar_RegisterVariable(&r_showbboxes);
7255         Cvar_RegisterVariable(&r_showsurfaces);
7256         Cvar_RegisterVariable(&r_showtris);
7257         Cvar_RegisterVariable(&r_shownormals);
7258         Cvar_RegisterVariable(&r_showlighting);
7259         Cvar_RegisterVariable(&r_showshadowvolumes);
7260         Cvar_RegisterVariable(&r_showcollisionbrushes);
7261         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7262         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7263         Cvar_RegisterVariable(&r_showdisabledepthtest);
7264         Cvar_RegisterVariable(&r_drawportals);
7265         Cvar_RegisterVariable(&r_drawentities);
7266         Cvar_RegisterVariable(&r_draw2d);
7267         Cvar_RegisterVariable(&r_drawworld);
7268         Cvar_RegisterVariable(&r_cullentities_trace);
7269         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7270         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7271         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7272         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7273         Cvar_RegisterVariable(&r_drawviewmodel);
7274         Cvar_RegisterVariable(&r_drawexteriormodel);
7275         Cvar_RegisterVariable(&r_speeds);
7276         Cvar_RegisterVariable(&r_fullbrights);
7277         Cvar_RegisterVariable(&r_wateralpha);
7278         Cvar_RegisterVariable(&r_dynamic);
7279         Cvar_RegisterVariable(&r_fakelight);
7280         Cvar_RegisterVariable(&r_fakelight_intensity);
7281         Cvar_RegisterVariable(&r_fullbright);
7282         Cvar_RegisterVariable(&r_shadows);
7283         Cvar_RegisterVariable(&r_shadows_darken);
7284         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7285         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7286         Cvar_RegisterVariable(&r_shadows_throwdistance);
7287         Cvar_RegisterVariable(&r_shadows_throwdirection);
7288         Cvar_RegisterVariable(&r_shadows_focus);
7289         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7290         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7291         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7292         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7293         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7294         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7295         Cvar_RegisterVariable(&r_fog_exp2);
7296         Cvar_RegisterVariable(&r_drawfog);
7297         Cvar_RegisterVariable(&r_transparentdepthmasking);
7298         Cvar_RegisterVariable(&r_texture_dds_load);
7299         Cvar_RegisterVariable(&r_texture_dds_save);
7300         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7301         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7302         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7303         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7304         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7305         Cvar_RegisterVariable(&r_textureunits);
7306         Cvar_RegisterVariable(&gl_combine);
7307         Cvar_RegisterVariable(&r_glsl);
7308         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7309         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7310         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7311         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7312         Cvar_RegisterVariable(&r_glsl_postprocess);
7313         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7314         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7315         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7316         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7317         Cvar_RegisterVariable(&r_water);
7318         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7319         Cvar_RegisterVariable(&r_water_clippingplanebias);
7320         Cvar_RegisterVariable(&r_water_refractdistort);
7321         Cvar_RegisterVariable(&r_water_reflectdistort);
7322         Cvar_RegisterVariable(&r_water_scissormode);
7323         Cvar_RegisterVariable(&r_lerpsprites);
7324         Cvar_RegisterVariable(&r_lerpmodels);
7325         Cvar_RegisterVariable(&r_lerplightstyles);
7326         Cvar_RegisterVariable(&r_waterscroll);
7327         Cvar_RegisterVariable(&r_bloom);
7328         Cvar_RegisterVariable(&r_bloom_colorscale);
7329         Cvar_RegisterVariable(&r_bloom_brighten);
7330         Cvar_RegisterVariable(&r_bloom_blur);
7331         Cvar_RegisterVariable(&r_bloom_resolution);
7332         Cvar_RegisterVariable(&r_bloom_colorexponent);
7333         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7334         Cvar_RegisterVariable(&r_hdr);
7335         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7336         Cvar_RegisterVariable(&r_hdr_glowintensity);
7337         Cvar_RegisterVariable(&r_hdr_range);
7338         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7339         Cvar_RegisterVariable(&developer_texturelogging);
7340         Cvar_RegisterVariable(&gl_lightmaps);
7341         Cvar_RegisterVariable(&r_test);
7342         Cvar_RegisterVariable(&r_glsl_saturation);
7343         Cvar_RegisterVariable(&r_framedatasize);
7344         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7345                 Cvar_SetValue("r_fullbrights", 0);
7346         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7347
7348         Cvar_RegisterVariable(&r_track_sprites);
7349         Cvar_RegisterVariable(&r_track_sprites_flags);
7350         Cvar_RegisterVariable(&r_track_sprites_scalew);
7351         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7352         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7353         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7354 }
7355
7356 extern void R_Textures_Init(void);
7357 extern void GL_Draw_Init(void);
7358 extern void GL_Main_Init(void);
7359 extern void R_Shadow_Init(void);
7360 extern void R_Sky_Init(void);
7361 extern void GL_Surf_Init(void);
7362 extern void R_Particles_Init(void);
7363 extern void R_Explosion_Init(void);
7364 extern void gl_backend_init(void);
7365 extern void Sbar_Init(void);
7366 extern void R_LightningBeams_Init(void);
7367 extern void Mod_RenderInit(void);
7368 extern void Font_Init(void);
7369
7370 void Render_Init(void)
7371 {
7372         gl_backend_init();
7373         R_Textures_Init();
7374         GL_Main_Init();
7375         Font_Init();
7376         GL_Draw_Init();
7377         R_Shadow_Init();
7378         R_Sky_Init();
7379         GL_Surf_Init();
7380         Sbar_Init();
7381         R_Particles_Init();
7382         R_Explosion_Init();
7383         R_LightningBeams_Init();
7384         Mod_RenderInit();
7385 }
7386
7387 /*
7388 ===============
7389 GL_Init
7390 ===============
7391 */
7392 extern char *ENGINE_EXTENSIONS;
7393 void GL_Init (void)
7394 {
7395         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7396         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7397         gl_version = (const char *)qglGetString(GL_VERSION);
7398         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7399
7400         if (!gl_extensions)
7401                 gl_extensions = "";
7402         if (!gl_platformextensions)
7403                 gl_platformextensions = "";
7404
7405         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7406         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7407         Con_Printf("GL_VERSION: %s\n", gl_version);
7408         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7409         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7410
7411         VID_CheckExtensions();
7412
7413         // LordHavoc: report supported extensions
7414         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7415
7416         // clear to black (loading plaque will be seen over this)
7417         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7418 }
7419
7420 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7421 {
7422         int i;
7423         mplane_t *p;
7424         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7425         {
7426                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7427                 if (i == 4)
7428                         continue;
7429                 p = r_refdef.view.frustum + i;
7430                 switch(p->signbits)
7431                 {
7432                 default:
7433                 case 0:
7434                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7435                                 return true;
7436                         break;
7437                 case 1:
7438                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7439                                 return true;
7440                         break;
7441                 case 2:
7442                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7443                                 return true;
7444                         break;
7445                 case 3:
7446                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7447                                 return true;
7448                         break;
7449                 case 4:
7450                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7451                                 return true;
7452                         break;
7453                 case 5:
7454                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7455                                 return true;
7456                         break;
7457                 case 6:
7458                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7459                                 return true;
7460                         break;
7461                 case 7:
7462                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7463                                 return true;
7464                         break;
7465                 }
7466         }
7467         return false;
7468 }
7469
7470 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7471 {
7472         int i;
7473         const mplane_t *p;
7474         for (i = 0;i < numplanes;i++)
7475         {
7476                 p = planes + i;
7477                 switch(p->signbits)
7478                 {
7479                 default:
7480                 case 0:
7481                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7482                                 return true;
7483                         break;
7484                 case 1:
7485                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7486                                 return true;
7487                         break;
7488                 case 2:
7489                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7490                                 return true;
7491                         break;
7492                 case 3:
7493                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7494                                 return true;
7495                         break;
7496                 case 4:
7497                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7498                                 return true;
7499                         break;
7500                 case 5:
7501                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7502                                 return true;
7503                         break;
7504                 case 6:
7505                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7506                                 return true;
7507                         break;
7508                 case 7:
7509                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7510                                 return true;
7511                         break;
7512                 }
7513         }
7514         return false;
7515 }
7516
7517 //==================================================================================
7518
7519 // LordHavoc: this stores temporary data used within the same frame
7520
7521 qboolean r_framedata_failed;
7522 static size_t r_framedata_size;
7523 static size_t r_framedata_current;
7524 static void *r_framedata_base;
7525
7526 void R_FrameData_Reset(void)
7527 {
7528         if (r_framedata_base)
7529                 Mem_Free(r_framedata_base);
7530         r_framedata_base = NULL;
7531         r_framedata_size = 0;
7532         r_framedata_current = 0;
7533         r_framedata_failed = false;
7534 }
7535
7536 void R_FrameData_NewFrame(void)
7537 {
7538         size_t wantedsize;
7539         if (r_framedata_failed)
7540                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7541         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7542         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7543         if (r_framedata_size != wantedsize)
7544         {
7545                 r_framedata_size = wantedsize;
7546                 if (r_framedata_base)
7547                         Mem_Free(r_framedata_base);
7548                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7549         }
7550         r_framedata_current = 0;
7551         r_framedata_failed = false;
7552 }
7553
7554 void *R_FrameData_Alloc(size_t size)
7555 {
7556         void *data;
7557
7558         // align to 16 byte boundary
7559         size = (size + 15) & ~15;
7560         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7561         r_framedata_current += size;
7562
7563         // check overflow
7564         if (r_framedata_current > r_framedata_size)
7565                 r_framedata_failed = true;
7566
7567         // return NULL on everything after a failure
7568         if (r_framedata_failed)
7569                 return NULL;
7570
7571         return data;
7572 }
7573
7574 void *R_FrameData_Store(size_t size, void *data)
7575 {
7576         void *d = R_FrameData_Alloc(size);
7577         if (d)
7578                 memcpy(d, data, size);
7579         return d;
7580 }
7581
7582 //==================================================================================
7583
7584 // LordHavoc: animcache originally written by Echon, rewritten since then
7585
7586 /**
7587  * Animation cache prevents re-generating mesh data for an animated model
7588  * multiple times in one frame for lighting, shadowing, reflections, etc.
7589  */
7590
7591 void R_AnimCache_Free(void)
7592 {
7593 }
7594
7595 void R_AnimCache_ClearCache(void)
7596 {
7597         int i;
7598         entity_render_t *ent;
7599
7600         for (i = 0;i < r_refdef.scene.numentities;i++)
7601         {
7602                 ent = r_refdef.scene.entities[i];
7603                 ent->animcache_vertex3f = NULL;
7604                 ent->animcache_normal3f = NULL;
7605                 ent->animcache_svector3f = NULL;
7606                 ent->animcache_tvector3f = NULL;
7607                 ent->animcache_vertexposition = NULL;
7608                 ent->animcache_vertexmesh = NULL;
7609                 ent->animcache_vertexpositionbuffer = NULL;
7610                 ent->animcache_vertexmeshbuffer = NULL;
7611         }
7612 }
7613
7614 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7615 {
7616         int i;
7617
7618         // identical memory layout, so no need to allocate...
7619         // this also provides the vertexposition structure to everything, e.g.
7620         // depth masked rendering currently uses it even if having separate
7621         // arrays
7622         // NOTE: get rid of this optimization if changing it to e.g. 4f
7623         ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7624
7625         // TODO:
7626         // get rid of following uses of VERTEXPOSITION, change to the array:
7627         // R_DrawTextureSurfaceList_Sky if skyrendermasked
7628         // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7629         // R_DrawTextureSurfaceList_DepthOnly
7630         // R_Q1BSP_DrawShadowMap
7631
7632         switch(vid.renderpath)
7633         {
7634         case RENDERPATH_GL20:
7635         case RENDERPATH_CGGL:
7636                 // need the meshbuffers if !gl_mesh_separatearrays.integer
7637                 if (gl_mesh_separatearrays.integer)
7638                         return;
7639                 break;
7640         case RENDERPATH_D3D9:
7641         case RENDERPATH_D3D10:
7642         case RENDERPATH_D3D11:
7643                 // always need the meshbuffers
7644                 break;
7645         case RENDERPATH_GL13:
7646         case RENDERPATH_GL11:
7647                 // never need the meshbuffers
7648                 return;
7649         }
7650
7651         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7652                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7653         /*
7654         if (!ent->animcache_vertexposition)
7655                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7656         */
7657         if (ent->animcache_vertexposition)
7658         {
7659                 /*
7660                 for (i = 0;i < numvertices;i++)
7661                         memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7662                 */
7663                 // TODO: upload vertex buffer?
7664         }
7665         if (ent->animcache_vertexmesh)
7666         {
7667                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7668                 for (i = 0;i < numvertices;i++)
7669                         memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7670                 if (ent->animcache_svector3f)
7671                         for (i = 0;i < numvertices;i++)
7672                                 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7673                 if (ent->animcache_tvector3f)
7674                         for (i = 0;i < numvertices;i++)
7675                                 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7676                 if (ent->animcache_normal3f)
7677                         for (i = 0;i < numvertices;i++)
7678                                 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7679                 // TODO: upload vertex buffer?
7680         }
7681 }
7682
7683 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7684 {
7685         dp_model_t *model = ent->model;
7686         int numvertices;
7687         // see if it's already cached this frame
7688         if (ent->animcache_vertex3f)
7689         {
7690                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7691                 if (wantnormals || wanttangents)
7692                 {
7693                         if (ent->animcache_normal3f)
7694                                 wantnormals = false;
7695                         if (ent->animcache_svector3f)
7696                                 wanttangents = false;
7697                         if (wantnormals || wanttangents)
7698                         {
7699                                 numvertices = model->surfmesh.num_vertices;
7700                                 if (wantnormals)
7701                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7702                                 if (wanttangents)
7703                                 {
7704                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7705                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7706                                 }
7707                                 if (!r_framedata_failed)
7708                                 {
7709                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7710                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7711                                 }
7712                         }
7713                 }
7714         }
7715         else
7716         {
7717                 // see if this ent is worth caching
7718                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7719                         return false;
7720                 // get some memory for this entity and generate mesh data
7721                 numvertices = model->surfmesh.num_vertices;
7722                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7723                 if (wantnormals)
7724                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7725                 if (wanttangents)
7726                 {
7727                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7728                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7729                 }
7730                 if (!r_framedata_failed)
7731                 {
7732                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7733                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7734                 }
7735         }
7736         return !r_framedata_failed;
7737 }
7738
7739 void R_AnimCache_CacheVisibleEntities(void)
7740 {
7741         int i;
7742         qboolean wantnormals = true;
7743         qboolean wanttangents = !r_showsurfaces.integer;
7744
7745         switch(vid.renderpath)
7746         {
7747         case RENDERPATH_GL20:
7748         case RENDERPATH_CGGL:
7749         case RENDERPATH_D3D9:
7750         case RENDERPATH_D3D10:
7751         case RENDERPATH_D3D11:
7752                 break;
7753         case RENDERPATH_GL13:
7754         case RENDERPATH_GL11:
7755                 wanttangents = false;
7756                 break;
7757         }
7758
7759         if (r_shownormals.integer)
7760                 wanttangents = wantnormals = true;
7761
7762         // TODO: thread this
7763         // NOTE: R_PrepareRTLights() also caches entities
7764
7765         for (i = 0;i < r_refdef.scene.numentities;i++)
7766                 if (r_refdef.viewcache.entityvisible[i])
7767                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7768 }
7769
7770 //==================================================================================
7771
7772 static void R_View_UpdateEntityLighting (void)
7773 {
7774         int i;
7775         entity_render_t *ent;
7776         vec3_t tempdiffusenormal, avg;
7777         vec_t f, fa, fd, fdd;
7778         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7779
7780         for (i = 0;i < r_refdef.scene.numentities;i++)
7781         {
7782                 ent = r_refdef.scene.entities[i];
7783
7784                 // skip unseen models
7785                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7786                         continue;
7787
7788                 // skip bsp models
7789                 if (ent->model && ent->model->brush.num_leafs)
7790                 {
7791                         // TODO: use modellight for r_ambient settings on world?
7792                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7793                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7794                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7795                         continue;
7796                 }
7797
7798                 // fetch the lighting from the worldmodel data
7799                 VectorClear(ent->modellight_ambient);
7800                 VectorClear(ent->modellight_diffuse);
7801                 VectorClear(tempdiffusenormal);
7802                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7803                 {
7804                         vec3_t org;
7805                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7806                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7807                         if(ent->flags & RENDER_EQUALIZE)
7808                         {
7809                                 // first fix up ambient lighting...
7810                                 if(r_equalize_entities_minambient.value > 0)
7811                                 {
7812                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7813                                         if(fd > 0)
7814                                         {
7815                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7816                                                 if(fa < r_equalize_entities_minambient.value * fd)
7817                                                 {
7818                                                         // solve:
7819                                                         //   fa'/fd' = minambient
7820                                                         //   fa'+0.25*fd' = fa+0.25*fd
7821                                                         //   ...
7822                                                         //   fa' = fd' * minambient
7823                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7824                                                         //   ...
7825                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7826                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7827                                                         //   ...
7828                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7829                                                         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
7830                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7831                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7832                                                 }
7833                                         }
7834                                 }
7835
7836                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7837                                 {
7838                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7839                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7840                                         if(f > 0)
7841                                         {
7842                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7843                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7844                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7845                                         }
7846                                 }
7847                         }
7848                 }
7849                 else // highly rare
7850                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7851
7852                 // move the light direction into modelspace coordinates for lighting code
7853                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7854                 if(VectorLength2(ent->modellight_lightdir) == 0)
7855                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7856                 VectorNormalize(ent->modellight_lightdir);
7857         }
7858 }
7859
7860 #define MAX_LINEOFSIGHTTRACES 64
7861
7862 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7863 {
7864         int i;
7865         vec3_t boxmins, boxmaxs;
7866         vec3_t start;
7867         vec3_t end;
7868         dp_model_t *model = r_refdef.scene.worldmodel;
7869
7870         if (!model || !model->brush.TraceLineOfSight)
7871                 return true;
7872
7873         // expand the box a little
7874         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7875         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7876         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7877         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7878         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7879         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7880
7881         // return true if eye is inside enlarged box
7882         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7883                 return true;
7884
7885         // try center
7886         VectorCopy(eye, start);
7887         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7888         if (model->brush.TraceLineOfSight(model, start, end))
7889                 return true;
7890
7891         // try various random positions
7892         for (i = 0;i < numsamples;i++)
7893         {
7894                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7895                 if (model->brush.TraceLineOfSight(model, start, end))
7896                         return true;
7897         }
7898
7899         return false;
7900 }
7901
7902
7903 static void R_View_UpdateEntityVisible (void)
7904 {
7905         int i;
7906         int renderimask;
7907         int samples;
7908         entity_render_t *ent;
7909
7910         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7911                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7912                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7913                 :                                                          RENDER_EXTERIORMODEL;
7914         if (!r_drawviewmodel.integer)
7915                 renderimask |= RENDER_VIEWMODEL;
7916         if (!r_drawexteriormodel.integer)
7917                 renderimask |= RENDER_EXTERIORMODEL;
7918         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7919         {
7920                 // worldmodel can check visibility
7921                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7922                 for (i = 0;i < r_refdef.scene.numentities;i++)
7923                 {
7924                         ent = r_refdef.scene.entities[i];
7925                         if (!(ent->flags & renderimask))
7926                         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)))
7927                         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))
7928                                 r_refdef.viewcache.entityvisible[i] = true;
7929                 }
7930                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7931                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7932                 {
7933                         for (i = 0;i < r_refdef.scene.numentities;i++)
7934                         {
7935                                 ent = r_refdef.scene.entities[i];
7936                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7937                                 {
7938                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7939                                         if (samples < 0)
7940                                                 continue; // temp entities do pvs only
7941                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7942                                                 ent->last_trace_visibility = realtime;
7943                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7944                                                 r_refdef.viewcache.entityvisible[i] = 0;
7945                                 }
7946                         }
7947                 }
7948         }
7949         else
7950         {
7951                 // no worldmodel or it can't check visibility
7952                 for (i = 0;i < r_refdef.scene.numentities;i++)
7953                 {
7954                         ent = r_refdef.scene.entities[i];
7955                         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));
7956                 }
7957         }
7958 }
7959
7960 /// only used if skyrendermasked, and normally returns false
7961 int R_DrawBrushModelsSky (void)
7962 {
7963         int i, sky;
7964         entity_render_t *ent;
7965
7966         sky = false;
7967         for (i = 0;i < r_refdef.scene.numentities;i++)
7968         {
7969                 if (!r_refdef.viewcache.entityvisible[i])
7970                         continue;
7971                 ent = r_refdef.scene.entities[i];
7972                 if (!ent->model || !ent->model->DrawSky)
7973                         continue;
7974                 ent->model->DrawSky(ent);
7975                 sky = true;
7976         }
7977         return sky;
7978 }
7979
7980 static void R_DrawNoModel(entity_render_t *ent);
7981 static void R_DrawModels(void)
7982 {
7983         int i;
7984         entity_render_t *ent;
7985
7986         for (i = 0;i < r_refdef.scene.numentities;i++)
7987         {
7988                 if (!r_refdef.viewcache.entityvisible[i])
7989                         continue;
7990                 ent = r_refdef.scene.entities[i];
7991                 r_refdef.stats.entities++;
7992                 if (ent->model && ent->model->Draw != NULL)
7993                         ent->model->Draw(ent);
7994                 else
7995                         R_DrawNoModel(ent);
7996         }
7997 }
7998
7999 static void R_DrawModelsDepth(void)
8000 {
8001         int i;
8002         entity_render_t *ent;
8003
8004         for (i = 0;i < r_refdef.scene.numentities;i++)
8005         {
8006                 if (!r_refdef.viewcache.entityvisible[i])
8007                         continue;
8008                 ent = r_refdef.scene.entities[i];
8009                 if (ent->model && ent->model->DrawDepth != NULL)
8010                         ent->model->DrawDepth(ent);
8011         }
8012 }
8013
8014 static void R_DrawModelsDebug(void)
8015 {
8016         int i;
8017         entity_render_t *ent;
8018
8019         for (i = 0;i < r_refdef.scene.numentities;i++)
8020         {
8021                 if (!r_refdef.viewcache.entityvisible[i])
8022                         continue;
8023                 ent = r_refdef.scene.entities[i];
8024                 if (ent->model && ent->model->DrawDebug != NULL)
8025                         ent->model->DrawDebug(ent);
8026         }
8027 }
8028
8029 static void R_DrawModelsAddWaterPlanes(void)
8030 {
8031         int i;
8032         entity_render_t *ent;
8033
8034         for (i = 0;i < r_refdef.scene.numentities;i++)
8035         {
8036                 if (!r_refdef.viewcache.entityvisible[i])
8037                         continue;
8038                 ent = r_refdef.scene.entities[i];
8039                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8040                         ent->model->DrawAddWaterPlanes(ent);
8041         }
8042 }
8043
8044 static void R_View_SetFrustum(const int *scissor)
8045 {
8046         int i;
8047         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8048         vec3_t forward, left, up, origin, v;
8049
8050         if(scissor)
8051         {
8052                 // flipped x coordinates (because x points left here)
8053                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8054                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8055
8056                 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8057                 switch(vid.renderpath)
8058                 {
8059                         case RENDERPATH_D3D9:
8060                         case RENDERPATH_D3D10:
8061                         case RENDERPATH_D3D11:
8062                                 // non-flipped y coordinates
8063                                 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8064                                 fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8065                                 break;
8066                         case RENDERPATH_GL11:
8067                         case RENDERPATH_GL13:
8068                         case RENDERPATH_GL20:
8069                         case RENDERPATH_CGGL:
8070                                 // non-flipped y coordinates
8071                                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8072                                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8073                                 break;
8074                 }
8075         }
8076
8077         // we can't trust r_refdef.view.forward and friends in reflected scenes
8078         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8079
8080 #if 0
8081         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8082         r_refdef.view.frustum[0].normal[1] = 0 - 0;
8083         r_refdef.view.frustum[0].normal[2] = -1 - 0;
8084         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8085         r_refdef.view.frustum[1].normal[1] = 0 + 0;
8086         r_refdef.view.frustum[1].normal[2] = -1 + 0;
8087         r_refdef.view.frustum[2].normal[0] = 0 - 0;
8088         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8089         r_refdef.view.frustum[2].normal[2] = -1 - 0;
8090         r_refdef.view.frustum[3].normal[0] = 0 + 0;
8091         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8092         r_refdef.view.frustum[3].normal[2] = -1 + 0;
8093 #endif
8094
8095 #if 0
8096         zNear = r_refdef.nearclip;
8097         nudge = 1.0 - 1.0 / (1<<23);
8098         r_refdef.view.frustum[4].normal[0] = 0 - 0;
8099         r_refdef.view.frustum[4].normal[1] = 0 - 0;
8100         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8101         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8102         r_refdef.view.frustum[5].normal[0] = 0 + 0;
8103         r_refdef.view.frustum[5].normal[1] = 0 + 0;
8104         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8105         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8106 #endif
8107
8108
8109
8110 #if 0
8111         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8112         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8113         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8114         r_refdef.view.frustum[0].dist = m[15] - m[12];
8115
8116         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8117         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8118         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8119         r_refdef.view.frustum[1].dist = m[15] + m[12];
8120
8121         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8122         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8123         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8124         r_refdef.view.frustum[2].dist = m[15] - m[13];
8125
8126         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8127         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8128         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8129         r_refdef.view.frustum[3].dist = m[15] + m[13];
8130
8131         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8132         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8133         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8134         r_refdef.view.frustum[4].dist = m[15] - m[14];
8135
8136         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8137         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8138         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8139         r_refdef.view.frustum[5].dist = m[15] + m[14];
8140 #endif
8141
8142         if (r_refdef.view.useperspective)
8143         {
8144                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8145                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8146                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8147                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8148                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8149
8150                 // then the normals from the corners relative to origin
8151                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8152                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8153                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8154                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8155
8156                 // in a NORMAL view, forward cross left == up
8157                 // in a REFLECTED view, forward cross left == down
8158                 // so our cross products above need to be adjusted for a left handed coordinate system
8159                 CrossProduct(forward, left, v);
8160                 if(DotProduct(v, up) < 0)
8161                 {
8162                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8163                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8164                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8165                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8166                 }
8167
8168                 // Leaving those out was a mistake, those were in the old code, and they
8169                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8170                 // I couldn't reproduce it after adding those normalizations. --blub
8171                 VectorNormalize(r_refdef.view.frustum[0].normal);
8172                 VectorNormalize(r_refdef.view.frustum[1].normal);
8173                 VectorNormalize(r_refdef.view.frustum[2].normal);
8174                 VectorNormalize(r_refdef.view.frustum[3].normal);
8175
8176                 // make the corners absolute
8177                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8178                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8179                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8180                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8181
8182                 // one more normal
8183                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8184
8185                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8186                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8187                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8188                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8189                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8190         }
8191         else
8192         {
8193                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8194                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8195                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8196                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8197                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8198                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8199                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8200                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8201                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8202                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8203         }
8204         r_refdef.view.numfrustumplanes = 5;
8205
8206         if (r_refdef.view.useclipplane)
8207         {
8208                 r_refdef.view.numfrustumplanes = 6;
8209                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8210         }
8211
8212         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8213                 PlaneClassify(r_refdef.view.frustum + i);
8214
8215         // LordHavoc: note to all quake engine coders, Quake had a special case
8216         // for 90 degrees which assumed a square view (wrong), so I removed it,
8217         // Quake2 has it disabled as well.
8218
8219         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8220         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8221         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8222         //PlaneClassify(&frustum[0]);
8223
8224         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8225         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8226         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8227         //PlaneClassify(&frustum[1]);
8228
8229         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8230         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8231         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8232         //PlaneClassify(&frustum[2]);
8233
8234         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8235         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8236         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8237         //PlaneClassify(&frustum[3]);
8238
8239         // nearclip plane
8240         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8241         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8242         //PlaneClassify(&frustum[4]);
8243 }
8244
8245 void R_View_UpdateWithScissor(const int *myscissor)
8246 {
8247         R_Main_ResizeViewCache();
8248         R_View_SetFrustum(myscissor);
8249         R_View_WorldVisibility(r_refdef.view.useclipplane);
8250         R_View_UpdateEntityVisible();
8251         R_View_UpdateEntityLighting();
8252 }
8253
8254 void R_View_Update(void)
8255 {
8256         R_Main_ResizeViewCache();
8257         R_View_SetFrustum(NULL);
8258         R_View_WorldVisibility(r_refdef.view.useclipplane);
8259         R_View_UpdateEntityVisible();
8260         R_View_UpdateEntityLighting();
8261 }
8262
8263 void R_SetupView(qboolean allowwaterclippingplane)
8264 {
8265         const float *customclipplane = NULL;
8266         float plane[4];
8267         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8268         {
8269                 // LordHavoc: couldn't figure out how to make this approach the
8270                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8271                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8272                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8273                         dist = r_refdef.view.clipplane.dist;
8274                 plane[0] = r_refdef.view.clipplane.normal[0];
8275                 plane[1] = r_refdef.view.clipplane.normal[1];
8276                 plane[2] = r_refdef.view.clipplane.normal[2];
8277                 plane[3] = dist;
8278                 customclipplane = plane;
8279         }
8280
8281         if (!r_refdef.view.useperspective)
8282                 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);
8283         else if (vid.stencil && r_useinfinitefarclip.integer)
8284                 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);
8285         else
8286                 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);
8287         R_SetViewport(&r_refdef.view.viewport);
8288 }
8289
8290 void R_EntityMatrix(const matrix4x4_t *matrix)
8291 {
8292         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8293         {
8294                 gl_modelmatrixchanged = false;
8295                 gl_modelmatrix = *matrix;
8296                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8297                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8298                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8299                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8300                 CHECKGLERROR
8301                 switch(vid.renderpath)
8302                 {
8303                 case RENDERPATH_D3D9:
8304 #ifdef SUPPORTD3D
8305                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8306                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8307 #endif
8308                         break;
8309                 case RENDERPATH_D3D10:
8310                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8311                         break;
8312                 case RENDERPATH_D3D11:
8313                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8314                         break;
8315                 case RENDERPATH_GL20:
8316                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8317                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8318                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8319                         break;
8320                 case RENDERPATH_CGGL:
8321 #ifdef SUPPORTCG
8322                         CHECKCGERROR
8323                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8324                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8325                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8326 #endif
8327                         break;
8328                 case RENDERPATH_GL13:
8329                 case RENDERPATH_GL11:
8330                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8331                         break;
8332                 }
8333         }
8334 }
8335
8336 void R_ResetViewRendering2D(void)
8337 {
8338         r_viewport_t viewport;
8339         DrawQ_Finish();
8340
8341         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8342         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);
8343         R_SetViewport(&viewport);
8344         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8345         GL_Color(1, 1, 1, 1);
8346         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8347         GL_BlendFunc(GL_ONE, GL_ZERO);
8348         GL_AlphaTest(false);
8349         GL_ScissorTest(false);
8350         GL_DepthMask(false);
8351         GL_DepthRange(0, 1);
8352         GL_DepthTest(false);
8353         GL_DepthFunc(GL_LEQUAL);
8354         R_EntityMatrix(&identitymatrix);
8355         R_Mesh_ResetTextureState();
8356         GL_PolygonOffset(0, 0);
8357         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8358         switch(vid.renderpath)
8359         {
8360         case RENDERPATH_GL11:
8361         case RENDERPATH_GL13:
8362         case RENDERPATH_GL20:
8363         case RENDERPATH_CGGL:
8364                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8365                 break;
8366         case RENDERPATH_D3D9:
8367         case RENDERPATH_D3D10:
8368         case RENDERPATH_D3D11:
8369                 break;
8370         }
8371         GL_CullFace(GL_NONE);
8372 }
8373
8374 void R_ResetViewRendering3D(void)
8375 {
8376         DrawQ_Finish();
8377
8378         R_SetupView(true);
8379         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8380         GL_Color(1, 1, 1, 1);
8381         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8382         GL_BlendFunc(GL_ONE, GL_ZERO);
8383         GL_AlphaTest(false);
8384         GL_ScissorTest(true);
8385         GL_DepthMask(true);
8386         GL_DepthRange(0, 1);
8387         GL_DepthTest(true);
8388         GL_DepthFunc(GL_LEQUAL);
8389         R_EntityMatrix(&identitymatrix);
8390         R_Mesh_ResetTextureState();
8391         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8392         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8393         switch(vid.renderpath)
8394         {
8395         case RENDERPATH_GL11:
8396         case RENDERPATH_GL13:
8397         case RENDERPATH_GL20:
8398         case RENDERPATH_CGGL:
8399                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8400                 break;
8401         case RENDERPATH_D3D9:
8402         case RENDERPATH_D3D10:
8403         case RENDERPATH_D3D11:
8404                 break;
8405         }
8406         GL_CullFace(r_refdef.view.cullface_back);
8407 }
8408
8409 /*
8410 ================
8411 R_RenderView_UpdateViewVectors
8412 ================
8413 */
8414 static void R_RenderView_UpdateViewVectors(void)
8415 {
8416         // break apart the view matrix into vectors for various purposes
8417         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8418         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8419         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8420         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8421         // make an inverted copy of the view matrix for tracking sprites
8422         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8423 }
8424
8425 void R_RenderScene(void);
8426 void R_RenderWaterPlanes(void);
8427
8428 static void R_Water_StartFrame(void)
8429 {
8430         int i;
8431         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8432         r_waterstate_waterplane_t *p;
8433
8434         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8435                 return;
8436
8437         switch(vid.renderpath)
8438         {
8439         case RENDERPATH_GL20:
8440         case RENDERPATH_CGGL:
8441         case RENDERPATH_D3D9:
8442         case RENDERPATH_D3D10:
8443         case RENDERPATH_D3D11:
8444                 break;
8445         case RENDERPATH_GL13:
8446         case RENDERPATH_GL11:
8447                 return;
8448         }
8449
8450         // set waterwidth and waterheight to the water resolution that will be
8451         // used (often less than the screen resolution for faster rendering)
8452         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8453         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8454
8455         // calculate desired texture sizes
8456         // can't use water if the card does not support the texture size
8457         if (!r_water.integer || r_showsurfaces.integer)
8458                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8459         else if (vid.support.arb_texture_non_power_of_two)
8460         {
8461                 texturewidth = waterwidth;
8462                 textureheight = waterheight;
8463                 camerawidth = waterwidth;
8464                 cameraheight = waterheight;
8465         }
8466         else
8467         {
8468                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8469                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8470                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8471                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8472         }
8473
8474         // allocate textures as needed
8475         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8476         {
8477                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8478                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8479                 {
8480                         if (p->texture_refraction)
8481                                 R_FreeTexture(p->texture_refraction);
8482                         p->texture_refraction = NULL;
8483                         if (p->texture_reflection)
8484                                 R_FreeTexture(p->texture_reflection);
8485                         p->texture_reflection = NULL;
8486                         if (p->texture_camera)
8487                                 R_FreeTexture(p->texture_camera);
8488                         p->texture_camera = NULL;
8489                 }
8490                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8491                 r_waterstate.texturewidth = texturewidth;
8492                 r_waterstate.textureheight = textureheight;
8493                 r_waterstate.camerawidth = camerawidth;
8494                 r_waterstate.cameraheight = cameraheight;
8495         }
8496
8497         if (r_waterstate.texturewidth)
8498         {
8499                 r_waterstate.enabled = true;
8500
8501                 // when doing a reduced render (HDR) we want to use a smaller area
8502                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8503                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8504
8505                 // set up variables that will be used in shader setup
8506                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8507                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8508                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8509                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8510         }
8511
8512         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8513         r_waterstate.numwaterplanes = 0;
8514 }
8515
8516 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8517 {
8518         int triangleindex, planeindex;
8519         const int *e;
8520         vec3_t vert[3];
8521         vec3_t normal;
8522         vec3_t center;
8523         mplane_t plane;
8524         r_waterstate_waterplane_t *p;
8525         texture_t *t = R_GetCurrentTexture(surface->texture);
8526
8527         // just use the first triangle with a valid normal for any decisions
8528         VectorClear(normal);
8529         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8530         {
8531                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8532                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8533                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8534                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8535                 if (VectorLength2(normal) >= 0.001)
8536                         break;
8537         }
8538
8539         VectorCopy(normal, plane.normal);
8540         VectorNormalize(plane.normal);
8541         plane.dist = DotProduct(vert[0], plane.normal);
8542         PlaneClassify(&plane);
8543         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8544         {
8545                 // skip backfaces (except if nocullface is set)
8546                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8547                         return;
8548                 VectorNegate(plane.normal, plane.normal);
8549                 plane.dist *= -1;
8550                 PlaneClassify(&plane);
8551         }
8552
8553
8554         // find a matching plane if there is one
8555         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8556                 if(p->camera_entity == t->camera_entity)
8557                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8558                                 break;
8559         if (planeindex >= r_waterstate.maxwaterplanes)
8560                 return; // nothing we can do, out of planes
8561
8562         // if this triangle does not fit any known plane rendered this frame, add one
8563         if (planeindex >= r_waterstate.numwaterplanes)
8564         {
8565                 // store the new plane
8566                 r_waterstate.numwaterplanes++;
8567                 p->plane = plane;
8568                 // clear materialflags and pvs
8569                 p->materialflags = 0;
8570                 p->pvsvalid = false;
8571                 p->camera_entity = t->camera_entity;
8572                 VectorCopy(surface->mins, p->mins);
8573                 VectorCopy(surface->maxs, p->maxs);
8574         }
8575         else
8576         {
8577                 // merge mins/maxs
8578                 p->mins[0] = min(p->mins[0], surface->mins[0]);
8579                 p->mins[1] = min(p->mins[1], surface->mins[1]);
8580                 p->mins[2] = min(p->mins[2], surface->mins[2]);
8581                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8582                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8583                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8584         }
8585         // merge this surface's materialflags into the waterplane
8586         p->materialflags |= t->currentmaterialflags;
8587         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8588         {
8589                 // merge this surface's PVS into the waterplane
8590                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8591                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8592                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8593                 {
8594                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8595                         p->pvsvalid = true;
8596                 }
8597         }
8598 }
8599
8600 static void R_Water_ProcessPlanes(void)
8601 {
8602         int myscissor[4];
8603         r_refdef_view_t originalview;
8604         r_refdef_view_t myview;
8605         int planeindex;
8606         r_waterstate_waterplane_t *p;
8607         vec3_t visorigin;
8608
8609         originalview = r_refdef.view;
8610
8611         // make sure enough textures are allocated
8612         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8613         {
8614                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8615                 {
8616                         if (!p->texture_refraction)
8617                                 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);
8618                         if (!p->texture_refraction)
8619                                 goto error;
8620                 }
8621                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8622                 {
8623                         if (!p->texture_camera)
8624                                 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);
8625                         if (!p->texture_camera)
8626                                 goto error;
8627                 }
8628
8629                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8630                 {
8631                         if (!p->texture_reflection)
8632                                 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);
8633                         if (!p->texture_reflection)
8634                                 goto error;
8635                 }
8636         }
8637
8638         // render views
8639         r_refdef.view = originalview;
8640         r_refdef.view.showdebug = false;
8641         r_refdef.view.width = r_waterstate.waterwidth;
8642         r_refdef.view.height = r_waterstate.waterheight;
8643         r_refdef.view.useclipplane = true;
8644         myview = r_refdef.view;
8645         r_waterstate.renderingscene = true;
8646         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8647         {
8648                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8649                 {
8650                         r_refdef.view = myview;
8651                         if(r_water_scissormode.integer)
8652                         {
8653                                 R_SetupView(true);
8654                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8655                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8656                         }
8657
8658                         // render reflected scene and copy into texture
8659                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8660                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8661                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8662                         r_refdef.view.clipplane = p->plane;
8663
8664                         // reverse the cullface settings for this render
8665                         r_refdef.view.cullface_front = GL_FRONT;
8666                         r_refdef.view.cullface_back = GL_BACK;
8667                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8668                         {
8669                                 r_refdef.view.usecustompvs = true;
8670                                 if (p->pvsvalid)
8671                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8672                                 else
8673                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8674                         }
8675
8676                         R_ResetViewRendering3D();
8677                         R_ClearScreen(r_refdef.fogenabled);
8678                         if(r_water_scissormode.integer & 2)
8679                                 R_View_UpdateWithScissor(myscissor);
8680                         else
8681                                 R_View_Update();
8682                         if(r_water_scissormode.integer & 1)
8683                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8684                         R_RenderScene();
8685
8686                         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);
8687                 }
8688
8689                 // render the normal view scene and copy into texture
8690                 // (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)
8691                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8692                 {
8693                         r_refdef.view = myview;
8694                         if(r_water_scissormode.integer)
8695                         {
8696                                 R_SetupView(true);
8697                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8698                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8699                         }
8700
8701                         r_waterstate.renderingrefraction = true;
8702
8703                         r_refdef.view.clipplane = p->plane;
8704                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8705                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8706
8707                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8708                         {
8709                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8710                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8711                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8712                                 R_RenderView_UpdateViewVectors();
8713                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8714                                 {
8715                                         r_refdef.view.usecustompvs = true;
8716                                         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);
8717                                 }
8718                         }
8719
8720                         PlaneClassify(&r_refdef.view.clipplane);
8721
8722                         R_ResetViewRendering3D();
8723                         R_ClearScreen(r_refdef.fogenabled);
8724                         if(r_water_scissormode.integer & 2)
8725                                 R_View_UpdateWithScissor(myscissor);
8726                         else
8727                                 R_View_Update();
8728                         if(r_water_scissormode.integer & 1)
8729                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8730                         R_RenderScene();
8731
8732                         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);
8733                         r_waterstate.renderingrefraction = false;
8734                 }
8735                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8736                 {
8737                         r_refdef.view = myview;
8738
8739                         r_refdef.view.clipplane = p->plane;
8740                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8741                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8742
8743                         r_refdef.view.width = r_waterstate.camerawidth;
8744                         r_refdef.view.height = r_waterstate.cameraheight;
8745                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8746                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8747
8748                         if(p->camera_entity)
8749                         {
8750                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8751                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8752                         }
8753
8754                         // note: all of the view is used for displaying... so
8755                         // there is no use in scissoring
8756
8757                         // reverse the cullface settings for this render
8758                         r_refdef.view.cullface_front = GL_FRONT;
8759                         r_refdef.view.cullface_back = GL_BACK;
8760                         // also reverse the view matrix
8761                         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
8762                         R_RenderView_UpdateViewVectors();
8763                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8764                         {
8765                                 r_refdef.view.usecustompvs = true;
8766                                 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);
8767                         }
8768                         
8769                         // camera needs no clipplane
8770                         r_refdef.view.useclipplane = false;
8771
8772                         PlaneClassify(&r_refdef.view.clipplane);
8773
8774                         R_ResetViewRendering3D();
8775                         R_ClearScreen(r_refdef.fogenabled);
8776                         R_View_Update();
8777                         R_RenderScene();
8778
8779                         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);
8780                         r_waterstate.renderingrefraction = false;
8781                 }
8782
8783         }
8784         r_waterstate.renderingscene = false;
8785         r_refdef.view = originalview;
8786         R_ResetViewRendering3D();
8787         R_ClearScreen(r_refdef.fogenabled);
8788         R_View_Update();
8789         return;
8790 error:
8791         r_refdef.view = originalview;
8792         r_waterstate.renderingscene = false;
8793         Cvar_SetValueQuick(&r_water, 0);
8794         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8795         return;
8796 }
8797
8798 void R_Bloom_StartFrame(void)
8799 {
8800         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8801
8802         switch(vid.renderpath)
8803         {
8804         case RENDERPATH_GL20:
8805         case RENDERPATH_CGGL:
8806         case RENDERPATH_D3D9:
8807         case RENDERPATH_D3D10:
8808         case RENDERPATH_D3D11:
8809                 break;
8810         case RENDERPATH_GL13:
8811         case RENDERPATH_GL11:
8812                 return;
8813         }
8814
8815         // set bloomwidth and bloomheight to the bloom resolution that will be
8816         // used (often less than the screen resolution for faster rendering)
8817         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8818         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8819         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8820         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8821         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8822
8823         // calculate desired texture sizes
8824         if (vid.support.arb_texture_non_power_of_two)
8825         {
8826                 screentexturewidth = r_refdef.view.width;
8827                 screentextureheight = r_refdef.view.height;
8828                 bloomtexturewidth = r_bloomstate.bloomwidth;
8829                 bloomtextureheight = r_bloomstate.bloomheight;
8830         }
8831         else
8832         {
8833                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8834                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8835                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8836                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8837         }
8838
8839         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))
8840         {
8841                 Cvar_SetValueQuick(&r_hdr, 0);
8842                 Cvar_SetValueQuick(&r_bloom, 0);
8843                 Cvar_SetValueQuick(&r_motionblur, 0);
8844                 Cvar_SetValueQuick(&r_damageblur, 0);
8845         }
8846
8847         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)))
8848                 screentexturewidth = screentextureheight = 0;
8849         if (!r_hdr.integer && !r_bloom.integer)
8850                 bloomtexturewidth = bloomtextureheight = 0;
8851
8852         // allocate textures as needed
8853         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8854         {
8855                 if (r_bloomstate.texture_screen)
8856                         R_FreeTexture(r_bloomstate.texture_screen);
8857                 r_bloomstate.texture_screen = NULL;
8858                 r_bloomstate.screentexturewidth = screentexturewidth;
8859                 r_bloomstate.screentextureheight = screentextureheight;
8860                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8861                         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);
8862         }
8863         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8864         {
8865                 if (r_bloomstate.texture_bloom)
8866                         R_FreeTexture(r_bloomstate.texture_bloom);
8867                 r_bloomstate.texture_bloom = NULL;
8868                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8869                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8870                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8871                         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);
8872         }
8873
8874         // when doing a reduced render (HDR) we want to use a smaller area
8875         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8876         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8877         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8878         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8879         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8880
8881         // set up a texcoord array for the full resolution screen image
8882         // (we have to keep this around to copy back during final render)
8883         r_bloomstate.screentexcoord2f[0] = 0;
8884         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8885         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8886         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8887         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8888         r_bloomstate.screentexcoord2f[5] = 0;
8889         r_bloomstate.screentexcoord2f[6] = 0;
8890         r_bloomstate.screentexcoord2f[7] = 0;
8891
8892         // set up a texcoord array for the reduced resolution bloom image
8893         // (which will be additive blended over the screen image)
8894         r_bloomstate.bloomtexcoord2f[0] = 0;
8895         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8896         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8897         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8898         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8899         r_bloomstate.bloomtexcoord2f[5] = 0;
8900         r_bloomstate.bloomtexcoord2f[6] = 0;
8901         r_bloomstate.bloomtexcoord2f[7] = 0;
8902
8903         switch(vid.renderpath)
8904         {
8905         case RENDERPATH_GL11:
8906         case RENDERPATH_GL13:
8907         case RENDERPATH_GL20:
8908         case RENDERPATH_CGGL:
8909                 break;
8910         case RENDERPATH_D3D9:
8911         case RENDERPATH_D3D10:
8912         case RENDERPATH_D3D11:
8913                 {
8914                         int i;
8915                         for (i = 0;i < 4;i++)
8916                         {
8917                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8918                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8919                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8920                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8921                         }
8922                 }
8923                 break;
8924         }
8925
8926         if (r_hdr.integer || r_bloom.integer)
8927         {
8928                 r_bloomstate.enabled = true;
8929                 r_bloomstate.hdr = r_hdr.integer != 0;
8930         }
8931
8932         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);
8933 }
8934
8935 void R_Bloom_CopyBloomTexture(float colorscale)
8936 {
8937         r_refdef.stats.bloom++;
8938
8939         // scale down screen texture to the bloom texture size
8940         CHECKGLERROR
8941         R_SetViewport(&r_bloomstate.viewport);
8942         GL_BlendFunc(GL_ONE, GL_ZERO);
8943         GL_Color(colorscale, colorscale, colorscale, 1);
8944         // 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...
8945         switch(vid.renderpath)
8946         {
8947         case RENDERPATH_GL11:
8948         case RENDERPATH_GL13:
8949         case RENDERPATH_GL20:
8950         case RENDERPATH_CGGL:
8951                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8952                 break;
8953         case RENDERPATH_D3D9:
8954         case RENDERPATH_D3D10:
8955         case RENDERPATH_D3D11:
8956                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8957                 break;
8958         }
8959         // TODO: do boxfilter scale-down in shader?
8960         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8961         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8962         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8963
8964         // we now have a bloom image in the framebuffer
8965         // copy it into the bloom image texture for later processing
8966         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);
8967         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8968 }
8969
8970 void R_Bloom_CopyHDRTexture(void)
8971 {
8972         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);
8973         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8974 }
8975
8976 void R_Bloom_MakeTexture(void)
8977 {
8978         int x, range, dir;
8979         float xoffset, yoffset, r, brighten;
8980
8981         r_refdef.stats.bloom++;
8982
8983         R_ResetViewRendering2D();
8984
8985         // we have a bloom image in the framebuffer
8986         CHECKGLERROR
8987         R_SetViewport(&r_bloomstate.viewport);
8988
8989         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8990         {
8991                 x *= 2;
8992                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8993                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8994                 GL_Color(r,r,r,1);
8995                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8996                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8997                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8998                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8999
9000                 // copy the vertically blurred bloom view to a texture
9001                 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);
9002                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9003         }
9004
9005         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9006         brighten = r_bloom_brighten.value;
9007         if (r_hdr.integer)
9008                 brighten *= r_hdr_range.value;
9009         brighten = sqrt(brighten);
9010         if(range >= 1)
9011                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9012         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9013
9014         for (dir = 0;dir < 2;dir++)
9015         {
9016                 // blend on at multiple vertical offsets to achieve a vertical blur
9017                 // TODO: do offset blends using GLSL
9018                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9019                 GL_BlendFunc(GL_ONE, GL_ZERO);
9020                 for (x = -range;x <= range;x++)
9021                 {
9022                         if (!dir){xoffset = 0;yoffset = x;}
9023                         else {xoffset = x;yoffset = 0;}
9024                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
9025                         yoffset /= (float)r_bloomstate.bloomtextureheight;
9026                         // compute a texcoord array with the specified x and y offset
9027                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9028                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9029                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9030                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9031                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9032                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9033                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9034                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9035                         // this r value looks like a 'dot' particle, fading sharply to
9036                         // black at the edges
9037                         // (probably not realistic but looks good enough)
9038                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9039                         //r = brighten/(range*2+1);
9040                         r = brighten / (range * 2 + 1);
9041                         if(range >= 1)
9042                                 r *= (1 - x*x/(float)(range*range));
9043                         GL_Color(r, r, r, 1);
9044                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9045                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9046                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9047                         GL_BlendFunc(GL_ONE, GL_ONE);
9048                 }
9049
9050                 // copy the vertically blurred bloom view to a texture
9051                 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);
9052                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9053         }
9054 }
9055
9056 void R_HDR_RenderBloomTexture(void)
9057 {
9058         int oldwidth, oldheight;
9059         float oldcolorscale;
9060
9061         oldcolorscale = r_refdef.view.colorscale;
9062         oldwidth = r_refdef.view.width;
9063         oldheight = r_refdef.view.height;
9064         r_refdef.view.width = r_bloomstate.bloomwidth;
9065         r_refdef.view.height = r_bloomstate.bloomheight;
9066
9067         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
9068         // TODO: add exposure compensation features
9069         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9070
9071         r_refdef.view.showdebug = false;
9072         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9073
9074         R_ResetViewRendering3D();
9075
9076         R_ClearScreen(r_refdef.fogenabled);
9077         if (r_timereport_active)
9078                 R_TimeReport("HDRclear");
9079
9080         R_View_Update();
9081         if (r_timereport_active)
9082                 R_TimeReport("visibility");
9083
9084         // only do secondary renders with HDR if r_hdr is 2 or higher
9085         r_waterstate.numwaterplanes = 0;
9086         if (r_waterstate.enabled && r_hdr.integer >= 2)
9087                 R_RenderWaterPlanes();
9088
9089         r_refdef.view.showdebug = true;
9090         R_RenderScene();
9091         r_waterstate.numwaterplanes = 0;
9092
9093         R_ResetViewRendering2D();
9094
9095         R_Bloom_CopyHDRTexture();
9096         R_Bloom_MakeTexture();
9097
9098         // restore the view settings
9099         r_refdef.view.width = oldwidth;
9100         r_refdef.view.height = oldheight;
9101         r_refdef.view.colorscale = oldcolorscale;
9102
9103         R_ResetViewRendering3D();
9104
9105         R_ClearScreen(r_refdef.fogenabled);
9106         if (r_timereport_active)
9107                 R_TimeReport("viewclear");
9108 }
9109
9110 static void R_BlendView(void)
9111 {
9112         unsigned int permutation;
9113         float uservecs[4][4];
9114
9115         switch (vid.renderpath)
9116         {
9117         case RENDERPATH_GL20:
9118         case RENDERPATH_CGGL:
9119         case RENDERPATH_D3D9:
9120         case RENDERPATH_D3D10:
9121         case RENDERPATH_D3D11:
9122                 permutation =
9123                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9124                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9125                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9126                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9127                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9128
9129                 if (r_bloomstate.texture_screen)
9130                 {
9131                         // make sure the buffer is available
9132                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9133
9134                         R_ResetViewRendering2D();
9135
9136                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9137                         {
9138                                 // declare variables
9139                                 float speed;
9140                                 static float avgspeed;
9141
9142                                 speed = VectorLength(cl.movement_velocity);
9143
9144                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9145                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9146
9147                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9148                                 speed = bound(0, speed, 1);
9149                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9150
9151                                 // calculate values into a standard alpha
9152                                 cl.motionbluralpha = 1 - exp(-
9153                                                 (
9154                                                  (r_motionblur.value * speed / 80)
9155                                                  +
9156                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9157                                                 )
9158                                                 /
9159                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
9160                                            );
9161
9162                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9163                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9164                                 // apply the blur
9165                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9166                                 {
9167                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9168                                         GL_Color(1, 1, 1, cl.motionbluralpha);
9169                                         switch(vid.renderpath)
9170                                         {
9171                                         case RENDERPATH_GL11:
9172                                         case RENDERPATH_GL13:
9173                                         case RENDERPATH_GL20:
9174                                         case RENDERPATH_CGGL:
9175                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9176                                                 break;
9177                                         case RENDERPATH_D3D9:
9178                                         case RENDERPATH_D3D10:
9179                                         case RENDERPATH_D3D11:
9180                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9181                                                 break;
9182                                         }
9183                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9184                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9185                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9186                                 }
9187                         }
9188
9189                         // copy view into the screen texture
9190                         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);
9191                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9192                 }
9193                 else if (!r_bloomstate.texture_bloom)
9194                 {
9195                         // we may still have to do view tint...
9196                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9197                         {
9198                                 // apply a color tint to the whole view
9199                                 R_ResetViewRendering2D();
9200                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9201                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9202                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9203                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9204                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9205                         }
9206                         break; // no screen processing, no bloom, skip it
9207                 }
9208
9209                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9210                 {
9211                         // render simple bloom effect
9212                         // copy the screen and shrink it and darken it for the bloom process
9213                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9214                         // make the bloom texture
9215                         R_Bloom_MakeTexture();
9216                 }
9217
9218 #if _MSC_VER >= 1400
9219 #define sscanf sscanf_s
9220 #endif
9221                 memset(uservecs, 0, sizeof(uservecs));
9222                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9223                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9224                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9225                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9226
9227                 R_ResetViewRendering2D();
9228                 GL_Color(1, 1, 1, 1);
9229                 GL_BlendFunc(GL_ONE, GL_ZERO);
9230
9231                 switch(vid.renderpath)
9232                 {
9233                 case RENDERPATH_GL20:
9234                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9235                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9236                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9237                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9238                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9239                         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]);
9240                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9241                         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]);
9242                         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]);
9243                         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]);
9244                         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]);
9245                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
9246                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9247                         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);
9248                         break;
9249                 case RENDERPATH_CGGL:
9250 #ifdef SUPPORTCG
9251                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9252                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9253                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
9254                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
9255                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
9256                         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
9257                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9258                         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
9259                         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
9260                         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
9261                         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
9262                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
9263                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9264                         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);
9265 #endif
9266                         break;
9267                 case RENDERPATH_D3D9:
9268 #ifdef SUPPORTD3D
9269                         // 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...
9270                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9271                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9272                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9273                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9274                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9275                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9276                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9277                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9278                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9279                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9280                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9281                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9282                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9283                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9284 #endif
9285                         break;
9286                 case RENDERPATH_D3D10:
9287                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9288                         break;
9289                 case RENDERPATH_D3D11:
9290                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9291                         break;
9292                 default:
9293                         break;
9294                 }
9295                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9296                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9297                 break;
9298         case RENDERPATH_GL13:
9299         case RENDERPATH_GL11:
9300                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9301                 {
9302                         // apply a color tint to the whole view
9303                         R_ResetViewRendering2D();
9304                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9305                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9306                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9307                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9308                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9309                 }
9310                 break;
9311         }
9312 }
9313
9314 matrix4x4_t r_waterscrollmatrix;
9315
9316 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9317 {
9318         if (r_refdef.fog_density)
9319         {
9320                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9321                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9322                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9323
9324                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9325                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9326                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9327                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9328
9329                 {
9330                         vec3_t fogvec;
9331                         VectorCopy(r_refdef.fogcolor, fogvec);
9332                         //   color.rgb *= ContrastBoost * SceneBrightness;
9333                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9334                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9335                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9336                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9337                 }
9338         }
9339 }
9340
9341 void R_UpdateVariables(void)
9342 {
9343         R_Textures_Frame();
9344
9345         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9346
9347         r_refdef.farclip = r_farclip_base.value;
9348         if (r_refdef.scene.worldmodel)
9349                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9350         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9351
9352         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9353                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9354         r_refdef.polygonfactor = 0;
9355         r_refdef.polygonoffset = 0;
9356         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9357         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9358
9359         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9360         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9361         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9362         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9363         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9364         if (FAKELIGHT_ENABLED)
9365         {
9366                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9367         }
9368         if (r_showsurfaces.integer)
9369         {
9370                 r_refdef.scene.rtworld = false;
9371                 r_refdef.scene.rtworldshadows = false;
9372                 r_refdef.scene.rtdlight = false;
9373                 r_refdef.scene.rtdlightshadows = false;
9374                 r_refdef.lightmapintensity = 0;
9375         }
9376
9377         if (gamemode == GAME_NEHAHRA)
9378         {
9379                 if (gl_fogenable.integer)
9380                 {
9381                         r_refdef.oldgl_fogenable = true;
9382                         r_refdef.fog_density = gl_fogdensity.value;
9383                         r_refdef.fog_red = gl_fogred.value;
9384                         r_refdef.fog_green = gl_foggreen.value;
9385                         r_refdef.fog_blue = gl_fogblue.value;
9386                         r_refdef.fog_alpha = 1;
9387                         r_refdef.fog_start = 0;
9388                         r_refdef.fog_end = gl_skyclip.value;
9389                         r_refdef.fog_height = 1<<30;
9390                         r_refdef.fog_fadedepth = 128;
9391                 }
9392                 else if (r_refdef.oldgl_fogenable)
9393                 {
9394                         r_refdef.oldgl_fogenable = false;
9395                         r_refdef.fog_density = 0;
9396                         r_refdef.fog_red = 0;
9397                         r_refdef.fog_green = 0;
9398                         r_refdef.fog_blue = 0;
9399                         r_refdef.fog_alpha = 0;
9400                         r_refdef.fog_start = 0;
9401                         r_refdef.fog_end = 0;
9402                         r_refdef.fog_height = 1<<30;
9403                         r_refdef.fog_fadedepth = 128;
9404                 }
9405         }
9406
9407         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9408         r_refdef.fog_start = max(0, r_refdef.fog_start);
9409         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9410
9411         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9412
9413         if (r_refdef.fog_density && r_drawfog.integer)
9414         {
9415                 r_refdef.fogenabled = true;
9416                 // this is the point where the fog reaches 0.9986 alpha, which we
9417                 // consider a good enough cutoff point for the texture
9418                 // (0.9986 * 256 == 255.6)
9419                 if (r_fog_exp2.integer)
9420                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9421                 else
9422                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9423                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9424                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9425                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9426                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9427                         R_BuildFogHeightTexture();
9428                 // fog color was already set
9429                 // update the fog texture
9430                 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)
9431                         R_BuildFogTexture();
9432                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9433                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9434         }
9435         else
9436                 r_refdef.fogenabled = false;
9437
9438         switch(vid.renderpath)
9439         {
9440         case RENDERPATH_GL20:
9441         case RENDERPATH_CGGL:
9442         case RENDERPATH_D3D9:
9443         case RENDERPATH_D3D10:
9444         case RENDERPATH_D3D11:
9445                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9446                 {
9447                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9448                         {
9449                                 // build GLSL gamma texture
9450 #define RAMPWIDTH 256
9451                                 unsigned short ramp[RAMPWIDTH * 3];
9452                                 unsigned char rampbgr[RAMPWIDTH][4];
9453                                 int i;
9454
9455                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9456
9457                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9458                                 for(i = 0; i < RAMPWIDTH; ++i)
9459                                 {
9460                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9461                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9462                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9463                                         rampbgr[i][3] = 0;
9464                                 }
9465                                 if (r_texture_gammaramps)
9466                                 {
9467                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9468                                 }
9469                                 else
9470                                 {
9471                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9472                                 }
9473                         }
9474                 }
9475                 else
9476                 {
9477                         // remove GLSL gamma texture
9478                 }
9479                 break;
9480         case RENDERPATH_GL13:
9481         case RENDERPATH_GL11:
9482                 break;
9483         }
9484 }
9485
9486 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9487 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9488 /*
9489 ================
9490 R_SelectScene
9491 ================
9492 */
9493 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9494         if( scenetype != r_currentscenetype ) {
9495                 // store the old scenetype
9496                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9497                 r_currentscenetype = scenetype;
9498                 // move in the new scene
9499                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9500         }
9501 }
9502
9503 /*
9504 ================
9505 R_GetScenePointer
9506 ================
9507 */
9508 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9509 {
9510         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9511         if( scenetype == r_currentscenetype ) {
9512                 return &r_refdef.scene;
9513         } else {
9514                 return &r_scenes_store[ scenetype ];
9515         }
9516 }
9517
9518 /*
9519 ================
9520 R_RenderView
9521 ================
9522 */
9523 void R_RenderView(void)
9524 {
9525         if (r_timereport_active)
9526                 R_TimeReport("start");
9527         r_textureframe++; // used only by R_GetCurrentTexture
9528         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9529
9530         if (!r_drawentities.integer)
9531                 r_refdef.scene.numentities = 0;
9532
9533         R_AnimCache_ClearCache();
9534         R_FrameData_NewFrame();
9535
9536         if (r_refdef.view.isoverlay)
9537         {
9538                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9539                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9540                 R_TimeReport("depthclear");
9541
9542                 r_refdef.view.showdebug = false;
9543
9544                 r_waterstate.enabled = false;
9545                 r_waterstate.numwaterplanes = 0;
9546
9547                 R_RenderScene();
9548
9549                 CHECKGLERROR
9550                 return;
9551         }
9552
9553         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9554                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9555
9556         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9557
9558         R_RenderView_UpdateViewVectors();
9559
9560         R_Shadow_UpdateWorldLightSelection();
9561
9562         R_Bloom_StartFrame();
9563         R_Water_StartFrame();
9564
9565         CHECKGLERROR
9566         if (r_timereport_active)
9567                 R_TimeReport("viewsetup");
9568
9569         R_ResetViewRendering3D();
9570
9571         if (r_refdef.view.clear || r_refdef.fogenabled)
9572         {
9573                 R_ClearScreen(r_refdef.fogenabled);
9574                 if (r_timereport_active)
9575                         R_TimeReport("viewclear");
9576         }
9577         r_refdef.view.clear = true;
9578
9579         // this produces a bloom texture to be used in R_BlendView() later
9580         if (r_hdr.integer && r_bloomstate.bloomwidth)
9581         {
9582                 R_HDR_RenderBloomTexture();
9583                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9584                 r_textureframe++; // used only by R_GetCurrentTexture
9585         }
9586
9587         r_refdef.view.showdebug = true;
9588
9589         R_View_Update();
9590         if (r_timereport_active)
9591                 R_TimeReport("visibility");
9592
9593         r_waterstate.numwaterplanes = 0;
9594         if (r_waterstate.enabled)
9595                 R_RenderWaterPlanes();
9596
9597         R_RenderScene();
9598         r_waterstate.numwaterplanes = 0;
9599
9600         R_BlendView();
9601         if (r_timereport_active)
9602                 R_TimeReport("blendview");
9603
9604         GL_Scissor(0, 0, vid.width, vid.height);
9605         GL_ScissorTest(false);
9606
9607         CHECKGLERROR
9608 }
9609
9610 void R_RenderWaterPlanes(void)
9611 {
9612         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9613         {
9614                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9615                 if (r_timereport_active)
9616                         R_TimeReport("waterworld");
9617         }
9618
9619         // don't let sound skip if going slow
9620         if (r_refdef.scene.extraupdate)
9621                 S_ExtraUpdate ();
9622
9623         R_DrawModelsAddWaterPlanes();
9624         if (r_timereport_active)
9625                 R_TimeReport("watermodels");
9626
9627         if (r_waterstate.numwaterplanes)
9628         {
9629                 R_Water_ProcessPlanes();
9630                 if (r_timereport_active)
9631                         R_TimeReport("waterscenes");
9632         }
9633 }
9634
9635 extern void R_DrawLightningBeams (void);
9636 extern void VM_CL_AddPolygonsToMeshQueue (void);
9637 extern void R_DrawPortals (void);
9638 extern cvar_t cl_locs_show;
9639 static void R_DrawLocs(void);
9640 static void R_DrawEntityBBoxes(void);
9641 static void R_DrawModelDecals(void);
9642 extern void R_DrawModelShadows(void);
9643 extern void R_DrawModelShadowMaps(void);
9644 extern cvar_t cl_decals_newsystem;
9645 extern qboolean r_shadow_usingdeferredprepass;
9646 void R_RenderScene(void)
9647 {
9648         qboolean shadowmapping = false;
9649
9650         if (r_timereport_active)
9651                 R_TimeReport("beginscene");
9652
9653         r_refdef.stats.renders++;
9654
9655         R_UpdateFogColor();
9656
9657         // don't let sound skip if going slow
9658         if (r_refdef.scene.extraupdate)
9659                 S_ExtraUpdate ();
9660
9661         R_MeshQueue_BeginScene();
9662
9663         R_SkyStartFrame();
9664
9665         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);
9666
9667         if (r_timereport_active)
9668                 R_TimeReport("skystartframe");
9669
9670         if (cl.csqc_vidvars.drawworld)
9671         {
9672                 // don't let sound skip if going slow
9673                 if (r_refdef.scene.extraupdate)
9674                         S_ExtraUpdate ();
9675
9676                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9677                 {
9678                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9679                         if (r_timereport_active)
9680                                 R_TimeReport("worldsky");
9681                 }
9682
9683                 if (R_DrawBrushModelsSky() && r_timereport_active)
9684                         R_TimeReport("bmodelsky");
9685
9686                 if (skyrendermasked && skyrenderlater)
9687                 {
9688                         // we have to force off the water clipping plane while rendering sky
9689                         R_SetupView(false);
9690                         R_Sky();
9691                         R_SetupView(true);
9692                         if (r_timereport_active)
9693                                 R_TimeReport("sky");
9694                 }
9695         }
9696
9697         R_AnimCache_CacheVisibleEntities();
9698         if (r_timereport_active)
9699                 R_TimeReport("animation");
9700
9701         R_Shadow_PrepareLights();
9702         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9703                 R_Shadow_PrepareModelShadows();
9704         if (r_timereport_active)
9705                 R_TimeReport("preparelights");
9706
9707         if (R_Shadow_ShadowMappingEnabled())
9708                 shadowmapping = true;
9709
9710         if (r_shadow_usingdeferredprepass)
9711                 R_Shadow_DrawPrepass();
9712
9713         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9714         {
9715                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9716                 if (r_timereport_active)
9717                         R_TimeReport("worlddepth");
9718         }
9719         if (r_depthfirst.integer >= 2)
9720         {
9721                 R_DrawModelsDepth();
9722                 if (r_timereport_active)
9723                         R_TimeReport("modeldepth");
9724         }
9725
9726         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9727         {
9728                 R_DrawModelShadowMaps();
9729                 R_ResetViewRendering3D();
9730                 // don't let sound skip if going slow
9731                 if (r_refdef.scene.extraupdate)
9732                         S_ExtraUpdate ();
9733         }
9734
9735         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9736         {
9737                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9738                 if (r_timereport_active)
9739                         R_TimeReport("world");
9740         }
9741
9742         // don't let sound skip if going slow
9743         if (r_refdef.scene.extraupdate)
9744                 S_ExtraUpdate ();
9745
9746         R_DrawModels();
9747         if (r_timereport_active)
9748                 R_TimeReport("models");
9749
9750         // don't let sound skip if going slow
9751         if (r_refdef.scene.extraupdate)
9752                 S_ExtraUpdate ();
9753
9754         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9755         {
9756                 R_DrawModelShadows();
9757                 R_ResetViewRendering3D();
9758                 // don't let sound skip if going slow
9759                 if (r_refdef.scene.extraupdate)
9760                         S_ExtraUpdate ();
9761         }
9762
9763         if (!r_shadow_usingdeferredprepass)
9764         {
9765                 R_Shadow_DrawLights();
9766                 if (r_timereport_active)
9767                         R_TimeReport("rtlights");
9768         }
9769
9770         // don't let sound skip if going slow
9771         if (r_refdef.scene.extraupdate)
9772                 S_ExtraUpdate ();
9773
9774         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9775         {
9776                 R_DrawModelShadows();
9777                 R_ResetViewRendering3D();
9778                 // don't let sound skip if going slow
9779                 if (r_refdef.scene.extraupdate)
9780                         S_ExtraUpdate ();
9781         }
9782
9783         if (cl.csqc_vidvars.drawworld)
9784         {
9785                 if (cl_decals_newsystem.integer)
9786                 {
9787                         R_DrawModelDecals();
9788                         if (r_timereport_active)
9789                                 R_TimeReport("modeldecals");
9790                 }
9791                 else
9792                 {
9793                         R_DrawDecals();
9794                         if (r_timereport_active)
9795                                 R_TimeReport("decals");
9796                 }
9797
9798                 R_DrawParticles();
9799                 if (r_timereport_active)
9800                         R_TimeReport("particles");
9801
9802                 R_DrawExplosions();
9803                 if (r_timereport_active)
9804                         R_TimeReport("explosions");
9805
9806                 R_DrawLightningBeams();
9807                 if (r_timereport_active)
9808                         R_TimeReport("lightning");
9809         }
9810
9811         VM_CL_AddPolygonsToMeshQueue();
9812
9813         if (r_refdef.view.showdebug)
9814         {
9815                 if (cl_locs_show.integer)
9816                 {
9817                         R_DrawLocs();
9818                         if (r_timereport_active)
9819                                 R_TimeReport("showlocs");
9820                 }
9821
9822                 if (r_drawportals.integer)
9823                 {
9824                         R_DrawPortals();
9825                         if (r_timereport_active)
9826                                 R_TimeReport("portals");
9827                 }
9828
9829                 if (r_showbboxes.value > 0)
9830                 {
9831                         R_DrawEntityBBoxes();
9832                         if (r_timereport_active)
9833                                 R_TimeReport("bboxes");
9834                 }
9835         }
9836
9837         R_MeshQueue_RenderTransparent();
9838         if (r_timereport_active)
9839                 R_TimeReport("drawtrans");
9840
9841         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))
9842         {
9843                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9844                 if (r_timereport_active)
9845                         R_TimeReport("worlddebug");
9846                 R_DrawModelsDebug();
9847                 if (r_timereport_active)
9848                         R_TimeReport("modeldebug");
9849         }
9850
9851         if (cl.csqc_vidvars.drawworld)
9852         {
9853                 R_Shadow_DrawCoronas();
9854                 if (r_timereport_active)
9855                         R_TimeReport("coronas");
9856         }
9857
9858 #if 0
9859         {
9860                 GL_DepthTest(false);
9861                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9862                 GL_Color(1, 1, 1, 1);
9863                 qglBegin(GL_POLYGON);
9864                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9865                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9866                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9867                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9868                 qglEnd();
9869                 qglBegin(GL_POLYGON);
9870                 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9871                 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9872                 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9873                 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9874                 qglEnd();
9875                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9876         }
9877 #endif
9878
9879         // don't let sound skip if going slow
9880         if (r_refdef.scene.extraupdate)
9881                 S_ExtraUpdate ();
9882
9883         R_ResetViewRendering2D();
9884 }
9885
9886 static const unsigned short bboxelements[36] =
9887 {
9888         5, 1, 3, 5, 3, 7,
9889         6, 2, 0, 6, 0, 4,
9890         7, 3, 2, 7, 2, 6,
9891         4, 0, 1, 4, 1, 5,
9892         4, 5, 7, 4, 7, 6,
9893         1, 0, 2, 1, 2, 3,
9894 };
9895
9896 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9897 {
9898         int i;
9899         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9900
9901         RSurf_ActiveWorldEntity();
9902
9903         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9904         GL_DepthMask(false);
9905         GL_DepthRange(0, 1);
9906         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9907         R_Mesh_ResetTextureState();
9908
9909         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9910         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9911         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9912         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9913         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9914         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9915         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9916         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9917         R_FillColors(color4f, 8, cr, cg, cb, ca);
9918         if (r_refdef.fogenabled)
9919         {
9920                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9921                 {
9922                         f1 = RSurf_FogVertex(v);
9923                         f2 = 1 - f1;
9924                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9925                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9926                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9927                 }
9928         }
9929         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9930         R_Mesh_ResetTextureState();
9931         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9932         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9933 }
9934
9935 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9936 {
9937         int i;
9938         float color[4];
9939         prvm_edict_t *edict;
9940         prvm_prog_t *prog_save = prog;
9941
9942         // this function draws bounding boxes of server entities
9943         if (!sv.active)
9944                 return;
9945
9946         GL_CullFace(GL_NONE);
9947         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9948
9949         prog = 0;
9950         SV_VM_Begin();
9951         for (i = 0;i < numsurfaces;i++)
9952         {
9953                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9954                 switch ((int)edict->fields.server->solid)
9955                 {
9956                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9957                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9958                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9959                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9960                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9961                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9962                 }
9963                 color[3] *= r_showbboxes.value;
9964                 color[3] = bound(0, color[3], 1);
9965                 GL_DepthTest(!r_showdisabledepthtest.integer);
9966                 GL_CullFace(r_refdef.view.cullface_front);
9967                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9968         }
9969         SV_VM_End();
9970         prog = prog_save;
9971 }
9972
9973 static void R_DrawEntityBBoxes(void)
9974 {
9975         int i;
9976         prvm_edict_t *edict;
9977         vec3_t center;
9978         prvm_prog_t *prog_save = prog;
9979
9980         // this function draws bounding boxes of server entities
9981         if (!sv.active)
9982                 return;
9983
9984         prog = 0;
9985         SV_VM_Begin();
9986         for (i = 0;i < prog->num_edicts;i++)
9987         {
9988                 edict = PRVM_EDICT_NUM(i);
9989                 if (edict->priv.server->free)
9990                         continue;
9991                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9992                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9993                         continue;
9994                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9995                         continue;
9996                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9997                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9998         }
9999         SV_VM_End();
10000         prog = prog_save;
10001 }
10002
10003 static const int nomodelelement3i[24] =
10004 {
10005         5, 2, 0,
10006         5, 1, 2,
10007         5, 0, 3,
10008         5, 3, 1,
10009         0, 2, 4,
10010         2, 1, 4,
10011         3, 0, 4,
10012         1, 3, 4
10013 };
10014
10015 static const unsigned short nomodelelement3s[24] =
10016 {
10017         5, 2, 0,
10018         5, 1, 2,
10019         5, 0, 3,
10020         5, 3, 1,
10021         0, 2, 4,
10022         2, 1, 4,
10023         3, 0, 4,
10024         1, 3, 4
10025 };
10026
10027 static const float nomodelvertex3f[6*3] =
10028 {
10029         -16,   0,   0,
10030          16,   0,   0,
10031           0, -16,   0,
10032           0,  16,   0,
10033           0,   0, -16,
10034           0,   0,  16
10035 };
10036
10037 static const float nomodelcolor4f[6*4] =
10038 {
10039         0.0f, 0.0f, 0.5f, 1.0f,
10040         0.0f, 0.0f, 0.5f, 1.0f,
10041         0.0f, 0.5f, 0.0f, 1.0f,
10042         0.0f, 0.5f, 0.0f, 1.0f,
10043         0.5f, 0.0f, 0.0f, 1.0f,
10044         0.5f, 0.0f, 0.0f, 1.0f
10045 };
10046
10047 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10048 {
10049         int i;
10050         float f1, f2, *c;
10051         float color4f[6*4];
10052
10053         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);
10054
10055         // this is only called once per entity so numsurfaces is always 1, and
10056         // surfacelist is always {0}, so this code does not handle batches
10057
10058         if (rsurface.ent_flags & RENDER_ADDITIVE)
10059         {
10060                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10061                 GL_DepthMask(false);
10062         }
10063         else if (rsurface.colormod[3] < 1)
10064         {
10065                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10066                 GL_DepthMask(false);
10067         }
10068         else
10069         {
10070                 GL_BlendFunc(GL_ONE, GL_ZERO);
10071                 GL_DepthMask(true);
10072         }
10073         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10074         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10075         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10076         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10077         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10078         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10079         for (i = 0, c = color4f;i < 6;i++, c += 4)
10080         {
10081                 c[0] *= rsurface.colormod[0];
10082                 c[1] *= rsurface.colormod[1];
10083                 c[2] *= rsurface.colormod[2];
10084                 c[3] *= rsurface.colormod[3];
10085         }
10086         if (r_refdef.fogenabled)
10087         {
10088                 for (i = 0, c = color4f;i < 6;i++, c += 4)
10089                 {
10090                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10091                         f2 = 1 - f1;
10092                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10093                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10094                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10095                 }
10096         }
10097         R_Mesh_ResetTextureState();
10098         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10099         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10100 }
10101
10102 void R_DrawNoModel(entity_render_t *ent)
10103 {
10104         vec3_t org;
10105         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10106         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10107                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10108         else
10109                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10110 }
10111
10112 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10113 {
10114         vec3_t right1, right2, diff, normal;
10115
10116         VectorSubtract (org2, org1, normal);
10117
10118         // calculate 'right' vector for start
10119         VectorSubtract (r_refdef.view.origin, org1, diff);
10120         CrossProduct (normal, diff, right1);
10121         VectorNormalize (right1);
10122
10123         // calculate 'right' vector for end
10124         VectorSubtract (r_refdef.view.origin, org2, diff);
10125         CrossProduct (normal, diff, right2);
10126         VectorNormalize (right2);
10127
10128         vert[ 0] = org1[0] + width * right1[0];
10129         vert[ 1] = org1[1] + width * right1[1];
10130         vert[ 2] = org1[2] + width * right1[2];
10131         vert[ 3] = org1[0] - width * right1[0];
10132         vert[ 4] = org1[1] - width * right1[1];
10133         vert[ 5] = org1[2] - width * right1[2];
10134         vert[ 6] = org2[0] - width * right2[0];
10135         vert[ 7] = org2[1] - width * right2[1];
10136         vert[ 8] = org2[2] - width * right2[2];
10137         vert[ 9] = org2[0] + width * right2[0];
10138         vert[10] = org2[1] + width * right2[1];
10139         vert[11] = org2[2] + width * right2[2];
10140 }
10141
10142 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)
10143 {
10144         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10145         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10146         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10147         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10148         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10149         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10150         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10151         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10152         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10153         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10154         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10155         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10156 }
10157
10158 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10159 {
10160         int i;
10161         float *vertex3f;
10162         float v[3];
10163         VectorSet(v, x, y, z);
10164         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10165                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10166                         break;
10167         if (i == mesh->numvertices)
10168         {
10169                 if (mesh->numvertices < mesh->maxvertices)
10170                 {
10171                         VectorCopy(v, vertex3f);
10172                         mesh->numvertices++;
10173                 }
10174                 return mesh->numvertices;
10175         }
10176         else
10177                 return i;
10178 }
10179
10180 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10181 {
10182         int i;
10183         int *e, element[3];
10184         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10185         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10186         e = mesh->element3i + mesh->numtriangles * 3;
10187         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10188         {
10189                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10190                 if (mesh->numtriangles < mesh->maxtriangles)
10191                 {
10192                         *e++ = element[0];
10193                         *e++ = element[1];
10194                         *e++ = element[2];
10195                         mesh->numtriangles++;
10196                 }
10197                 element[1] = element[2];
10198         }
10199 }
10200
10201 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10202 {
10203         int i;
10204         int *e, element[3];
10205         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10206         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10207         e = mesh->element3i + mesh->numtriangles * 3;
10208         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10209         {
10210                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10211                 if (mesh->numtriangles < mesh->maxtriangles)
10212                 {
10213                         *e++ = element[0];
10214                         *e++ = element[1];
10215                         *e++ = element[2];
10216                         mesh->numtriangles++;
10217                 }
10218                 element[1] = element[2];
10219         }
10220 }
10221
10222 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10223 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10224 {
10225         int planenum, planenum2;
10226         int w;
10227         int tempnumpoints;
10228         mplane_t *plane, *plane2;
10229         double maxdist;
10230         double temppoints[2][256*3];
10231         // figure out how large a bounding box we need to properly compute this brush
10232         maxdist = 0;
10233         for (w = 0;w < numplanes;w++)
10234                 maxdist = max(maxdist, fabs(planes[w].dist));
10235         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10236         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10237         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10238         {
10239                 w = 0;
10240                 tempnumpoints = 4;
10241                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10242                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10243                 {
10244                         if (planenum2 == planenum)
10245                                 continue;
10246                         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);
10247                         w = !w;
10248                 }
10249                 if (tempnumpoints < 3)
10250                         continue;
10251                 // generate elements forming a triangle fan for this polygon
10252                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10253         }
10254 }
10255
10256 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)
10257 {
10258         texturelayer_t *layer;
10259         layer = t->currentlayers + t->currentnumlayers++;
10260         layer->type = type;
10261         layer->depthmask = depthmask;
10262         layer->blendfunc1 = blendfunc1;
10263         layer->blendfunc2 = blendfunc2;
10264         layer->texture = texture;
10265         layer->texmatrix = *matrix;
10266         layer->color[0] = r;
10267         layer->color[1] = g;
10268         layer->color[2] = b;
10269         layer->color[3] = a;
10270 }
10271
10272 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10273 {
10274         if(parms[0] == 0 && parms[1] == 0)
10275                 return false;
10276         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10277                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10278                         return false;
10279         return true;
10280 }
10281
10282 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10283 {
10284         double index, f;
10285         index = parms[2] + r_refdef.scene.time * parms[3];
10286         index -= floor(index);
10287         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10288         {
10289         default:
10290         case Q3WAVEFUNC_NONE:
10291         case Q3WAVEFUNC_NOISE:
10292         case Q3WAVEFUNC_COUNT:
10293                 f = 0;
10294                 break;
10295         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10296         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10297         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10298         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10299         case Q3WAVEFUNC_TRIANGLE:
10300                 index *= 4;
10301                 f = index - floor(index);
10302                 if (index < 1)
10303                         f = f;
10304                 else if (index < 2)
10305                         f = 1 - f;
10306                 else if (index < 3)
10307                         f = -f;
10308                 else
10309                         f = -(1 - f);
10310                 break;
10311         }
10312         f = parms[0] + parms[1] * f;
10313         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10314                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10315         return (float) f;
10316 }
10317
10318 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10319 {
10320         int w, h, idx;
10321         float f;
10322         float tcmat[12];
10323         matrix4x4_t matrix, temp;
10324         switch(tcmod->tcmod)
10325         {
10326                 case Q3TCMOD_COUNT:
10327                 case Q3TCMOD_NONE:
10328                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10329                                 matrix = r_waterscrollmatrix;
10330                         else
10331                                 matrix = identitymatrix;
10332                         break;
10333                 case Q3TCMOD_ENTITYTRANSLATE:
10334                         // this is used in Q3 to allow the gamecode to control texcoord
10335                         // scrolling on the entity, which is not supported in darkplaces yet.
10336                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10337                         break;
10338                 case Q3TCMOD_ROTATE:
10339                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10340                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10341                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10342                         break;
10343                 case Q3TCMOD_SCALE:
10344                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10345                         break;
10346                 case Q3TCMOD_SCROLL:
10347                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10348                         break;
10349                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10350                         w = (int) tcmod->parms[0];
10351                         h = (int) tcmod->parms[1];
10352                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10353                         f = f - floor(f);
10354                         idx = (int) floor(f * w * h);
10355                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10356                         break;
10357                 case Q3TCMOD_STRETCH:
10358                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10359                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10360                         break;
10361                 case Q3TCMOD_TRANSFORM:
10362                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10363                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10364                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10365                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10366                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10367                         break;
10368                 case Q3TCMOD_TURBULENT:
10369                         // this is handled in the RSurf_PrepareVertices function
10370                         matrix = identitymatrix;
10371                         break;
10372         }
10373         temp = *texmatrix;
10374         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10375 }
10376
10377 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10378 {
10379         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10380         char name[MAX_QPATH];
10381         skinframe_t *skinframe;
10382         unsigned char pixels[296*194];
10383         strlcpy(cache->name, skinname, sizeof(cache->name));
10384         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10385         if (developer_loading.integer)
10386                 Con_Printf("loading %s\n", name);
10387         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10388         if (!skinframe || !skinframe->base)
10389         {
10390                 unsigned char *f;
10391                 fs_offset_t filesize;
10392                 skinframe = NULL;
10393                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10394                 if (f)
10395                 {
10396                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10397                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10398                         Mem_Free(f);
10399                 }
10400         }
10401         cache->skinframe = skinframe;
10402 }
10403
10404 texture_t *R_GetCurrentTexture(texture_t *t)
10405 {
10406         int i;
10407         const entity_render_t *ent = rsurface.entity;
10408         dp_model_t *model = ent->model;
10409         q3shaderinfo_layer_tcmod_t *tcmod;
10410
10411         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10412                 return t->currentframe;
10413         t->update_lastrenderframe = r_textureframe;
10414         t->update_lastrenderentity = (void *)ent;
10415
10416         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10417                 t->camera_entity = ent->entitynumber;
10418         else
10419                 t->camera_entity = 0;
10420
10421         // switch to an alternate material if this is a q1bsp animated material
10422         {
10423                 texture_t *texture = t;
10424                 int s = rsurface.ent_skinnum;
10425                 if ((unsigned int)s >= (unsigned int)model->numskins)
10426                         s = 0;
10427                 if (model->skinscenes)
10428                 {
10429                         if (model->skinscenes[s].framecount > 1)
10430                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10431                         else
10432                                 s = model->skinscenes[s].firstframe;
10433                 }
10434                 if (s > 0)
10435                         t = t + s * model->num_surfaces;
10436                 if (t->animated)
10437                 {
10438                         // use an alternate animation if the entity's frame is not 0,
10439                         // and only if the texture has an alternate animation
10440                         if (rsurface.ent_alttextures && t->anim_total[1])
10441                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10442                         else
10443                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10444                 }
10445                 texture->currentframe = t;
10446         }
10447
10448         // update currentskinframe to be a qw skin or animation frame
10449         if (rsurface.ent_qwskin >= 0)
10450         {
10451                 i = rsurface.ent_qwskin;
10452                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10453                 {
10454                         r_qwskincache_size = cl.maxclients;
10455                         if (r_qwskincache)
10456                                 Mem_Free(r_qwskincache);
10457                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10458                 }
10459                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10460                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10461                 t->currentskinframe = r_qwskincache[i].skinframe;
10462                 if (t->currentskinframe == NULL)
10463                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10464         }
10465         else if (t->numskinframes >= 2)
10466                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10467         if (t->backgroundnumskinframes >= 2)
10468                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10469
10470         t->currentmaterialflags = t->basematerialflags;
10471         t->currentalpha = rsurface.colormod[3];
10472         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10473                 t->currentalpha *= r_wateralpha.value;
10474         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10475                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10476         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10477                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10478         if (!(rsurface.ent_flags & RENDER_LIGHT))
10479                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10480         else if (FAKELIGHT_ENABLED)
10481         {
10482                         // no modellight if using fakelight for the map
10483         }
10484         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10485         {
10486                 // pick a model lighting mode
10487                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10488                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10489                 else
10490                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10491         }
10492         if (rsurface.ent_flags & RENDER_ADDITIVE)
10493                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10494         else if (t->currentalpha < 1)
10495                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10496         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10497                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10498         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10499                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10500         if (t->backgroundnumskinframes)
10501                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10502         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10503         {
10504                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10505                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10506         }
10507         else
10508                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10509         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10510                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10511
10512         // there is no tcmod
10513         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10514         {
10515                 t->currenttexmatrix = r_waterscrollmatrix;
10516                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10517         }
10518         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10519         {
10520                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10521                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10522         }
10523
10524         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10525                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10526         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10527                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10528
10529         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10530         if (t->currentskinframe->qpixels)
10531                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10532         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10533         if (!t->basetexture)
10534                 t->basetexture = r_texture_notexture;
10535         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10536         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10537         t->nmaptexture = t->currentskinframe->nmap;
10538         if (!t->nmaptexture)
10539                 t->nmaptexture = r_texture_blanknormalmap;
10540         t->glosstexture = r_texture_black;
10541         t->glowtexture = t->currentskinframe->glow;
10542         t->fogtexture = t->currentskinframe->fog;
10543         t->reflectmasktexture = t->currentskinframe->reflect;
10544         if (t->backgroundnumskinframes)
10545         {
10546                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10547                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10548                 t->backgroundglosstexture = r_texture_black;
10549                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10550                 if (!t->backgroundnmaptexture)
10551                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10552         }
10553         else
10554         {
10555                 t->backgroundbasetexture = r_texture_white;
10556                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10557                 t->backgroundglosstexture = r_texture_black;
10558                 t->backgroundglowtexture = NULL;
10559         }
10560         t->specularpower = r_shadow_glossexponent.value;
10561         // TODO: store reference values for these in the texture?
10562         t->specularscale = 0;
10563         if (r_shadow_gloss.integer > 0)
10564         {
10565                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10566                 {
10567                         if (r_shadow_glossintensity.value > 0)
10568                         {
10569                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10570                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10571                                 t->specularscale = r_shadow_glossintensity.value;
10572                         }
10573                 }
10574                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10575                 {
10576                         t->glosstexture = r_texture_white;
10577                         t->backgroundglosstexture = r_texture_white;
10578                         t->specularscale = r_shadow_gloss2intensity.value;
10579                         t->specularpower = r_shadow_gloss2exponent.value;
10580                 }
10581         }
10582         t->specularscale *= t->specularscalemod;
10583         t->specularpower *= t->specularpowermod;
10584
10585         // lightmaps mode looks bad with dlights using actual texturing, so turn
10586         // off the colormap and glossmap, but leave the normalmap on as it still
10587         // accurately represents the shading involved
10588         if (gl_lightmaps.integer)
10589         {
10590                 t->basetexture = r_texture_grey128;
10591                 t->pantstexture = r_texture_black;
10592                 t->shirttexture = r_texture_black;
10593                 t->nmaptexture = r_texture_blanknormalmap;
10594                 t->glosstexture = r_texture_black;
10595                 t->glowtexture = NULL;
10596                 t->fogtexture = NULL;
10597                 t->reflectmasktexture = NULL;
10598                 t->backgroundbasetexture = NULL;
10599                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10600                 t->backgroundglosstexture = r_texture_black;
10601                 t->backgroundglowtexture = NULL;
10602                 t->specularscale = 0;
10603                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10604         }
10605
10606         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10607         VectorClear(t->dlightcolor);
10608         t->currentnumlayers = 0;
10609         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10610         {
10611                 int blendfunc1, blendfunc2;
10612                 qboolean depthmask;
10613                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10614                 {
10615                         blendfunc1 = GL_SRC_ALPHA;
10616                         blendfunc2 = GL_ONE;
10617                 }
10618                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10619                 {
10620                         blendfunc1 = GL_SRC_ALPHA;
10621                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10622                 }
10623                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10624                 {
10625                         blendfunc1 = t->customblendfunc[0];
10626                         blendfunc2 = t->customblendfunc[1];
10627                 }
10628                 else
10629                 {
10630                         blendfunc1 = GL_ONE;
10631                         blendfunc2 = GL_ZERO;
10632                 }
10633                 // don't colormod evilblend textures
10634                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10635                         VectorSet(t->lightmapcolor, 1, 1, 1);
10636                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10637                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10638                 {
10639                         // fullbright is not affected by r_refdef.lightmapintensity
10640                         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]);
10641                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10642                                 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]);
10643                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10644                                 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]);
10645                 }
10646                 else
10647                 {
10648                         vec3_t ambientcolor;
10649                         float colorscale;
10650                         // set the color tint used for lights affecting this surface
10651                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10652                         colorscale = 2;
10653                         // q3bsp has no lightmap updates, so the lightstylevalue that
10654                         // would normally be baked into the lightmap must be
10655                         // applied to the color
10656                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10657                         if (model->type == mod_brushq3)
10658                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10659                         colorscale *= r_refdef.lightmapintensity;
10660                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10661                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10662                         // basic lit geometry
10663                         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]);
10664                         // add pants/shirt if needed
10665                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10666                                 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]);
10667                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10668                                 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]);
10669                         // now add ambient passes if needed
10670                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10671                         {
10672                                 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]);
10673                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10674                                         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]);
10675                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10676                                         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]);
10677                         }
10678                 }
10679                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10680                         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]);
10681                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10682                 {
10683                         // if this is opaque use alpha blend which will darken the earlier
10684                         // passes cheaply.
10685                         //
10686                         // if this is an alpha blended material, all the earlier passes
10687                         // were darkened by fog already, so we only need to add the fog
10688                         // color ontop through the fog mask texture
10689                         //
10690                         // if this is an additive blended material, all the earlier passes
10691                         // were darkened by fog already, and we should not add fog color
10692                         // (because the background was not darkened, there is no fog color
10693                         // that was lost behind it).
10694                         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]);
10695                 }
10696         }
10697
10698         return t->currentframe;
10699 }
10700
10701 rsurfacestate_t rsurface;
10702
10703 void R_Mesh_ResizeArrays(int newvertices)
10704 {
10705         unsigned char *base;
10706         size_t size;
10707         if (rsurface.array_size >= newvertices)
10708                 return;
10709         if (rsurface.array_base)
10710                 Mem_Free(rsurface.array_base);
10711         rsurface.array_size = (newvertices + 1023) & ~1023;
10712         size = 0;
10713         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10714         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10715         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10716         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10717         size += rsurface.array_size * sizeof(float[3]);
10718         size += rsurface.array_size * sizeof(float[3]);
10719         size += rsurface.array_size * sizeof(float[3]);
10720         size += rsurface.array_size * sizeof(float[3]);
10721         size += rsurface.array_size * sizeof(float[3]);
10722         size += rsurface.array_size * sizeof(float[3]);
10723         size += rsurface.array_size * sizeof(float[3]);
10724         size += rsurface.array_size * sizeof(float[3]);
10725         size += rsurface.array_size * sizeof(float[4]);
10726         size += rsurface.array_size * sizeof(float[2]);
10727         size += rsurface.array_size * sizeof(float[2]);
10728         size += rsurface.array_size * sizeof(float[4]);
10729         size += rsurface.array_size * sizeof(int[3]);
10730         size += rsurface.array_size * sizeof(unsigned short[3]);
10731         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10732         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10733         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10734         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10735         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10736         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10737         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10738         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10739         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10740         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10741         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10742         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10743         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10744         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10745         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10746         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10747         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10748         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10749         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10750 }
10751
10752 void RSurf_ActiveWorldEntity(void)
10753 {
10754         dp_model_t *model = r_refdef.scene.worldmodel;
10755         //if (rsurface.entity == r_refdef.scene.worldentity)
10756         //      return;
10757         rsurface.entity = r_refdef.scene.worldentity;
10758         rsurface.skeleton = NULL;
10759         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10760         rsurface.ent_skinnum = 0;
10761         rsurface.ent_qwskin = -1;
10762         rsurface.ent_shadertime = 0;
10763         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10764         if (rsurface.array_size < model->surfmesh.num_vertices)
10765                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10766         rsurface.matrix = identitymatrix;
10767         rsurface.inversematrix = identitymatrix;
10768         rsurface.matrixscale = 1;
10769         rsurface.inversematrixscale = 1;
10770         R_EntityMatrix(&identitymatrix);
10771         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10772         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10773         rsurface.fograngerecip = r_refdef.fograngerecip;
10774         rsurface.fogheightfade = r_refdef.fogheightfade;
10775         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10776         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10777         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10778         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10779         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10780         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10781         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10782         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10783         rsurface.colormod[3] = 1;
10784         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);
10785         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10786         rsurface.frameblend[0].lerp = 1;
10787         rsurface.ent_alttextures = false;
10788         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10789         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10790         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10791         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10792         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10793         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10794         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10795         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10796         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10797         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10798         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10799         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10800         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10801         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10802         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10803         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10804         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10805         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10806         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10807         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10808         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10809         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10810         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10811         rsurface.modelelement3i = model->surfmesh.data_element3i;
10812         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10813         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10814         rsurface.modelelement3s = model->surfmesh.data_element3s;
10815         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10816         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10817         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10818         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10819         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10820         rsurface.modelsurfaces = model->data_surfaces;
10821         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10822         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10823         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10824         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10825         rsurface.modelgeneratedvertex = false;
10826         rsurface.batchgeneratedvertex = false;
10827         rsurface.batchfirstvertex = 0;
10828         rsurface.batchnumvertices = 0;
10829         rsurface.batchfirsttriangle = 0;
10830         rsurface.batchnumtriangles = 0;
10831         rsurface.batchvertex3f  = NULL;
10832         rsurface.batchvertex3f_vertexbuffer = NULL;
10833         rsurface.batchvertex3f_bufferoffset = 0;
10834         rsurface.batchsvector3f = NULL;
10835         rsurface.batchsvector3f_vertexbuffer = NULL;
10836         rsurface.batchsvector3f_bufferoffset = 0;
10837         rsurface.batchtvector3f = NULL;
10838         rsurface.batchtvector3f_vertexbuffer = NULL;
10839         rsurface.batchtvector3f_bufferoffset = 0;
10840         rsurface.batchnormal3f  = NULL;
10841         rsurface.batchnormal3f_vertexbuffer = NULL;
10842         rsurface.batchnormal3f_bufferoffset = 0;
10843         rsurface.batchlightmapcolor4f = NULL;
10844         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10845         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10846         rsurface.batchtexcoordtexture2f = NULL;
10847         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10848         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10849         rsurface.batchtexcoordlightmap2f = NULL;
10850         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10851         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10852         rsurface.batchvertexmesh = NULL;
10853         rsurface.batchvertexmeshbuffer = NULL;
10854         rsurface.batchvertexposition = NULL;
10855         rsurface.batchvertexpositionbuffer = NULL;
10856         rsurface.batchelement3i = NULL;
10857         rsurface.batchelement3i_indexbuffer = NULL;
10858         rsurface.batchelement3i_bufferoffset = 0;
10859         rsurface.batchelement3s = NULL;
10860         rsurface.batchelement3s_indexbuffer = NULL;
10861         rsurface.batchelement3s_bufferoffset = 0;
10862         rsurface.passcolor4f = NULL;
10863         rsurface.passcolor4f_vertexbuffer = NULL;
10864         rsurface.passcolor4f_bufferoffset = 0;
10865 }
10866
10867 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10868 {
10869         dp_model_t *model = ent->model;
10870         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10871         //      return;
10872         rsurface.entity = (entity_render_t *)ent;
10873         rsurface.skeleton = ent->skeleton;
10874         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10875         rsurface.ent_skinnum = ent->skinnum;
10876         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;
10877         rsurface.ent_shadertime = ent->shadertime;
10878         rsurface.ent_flags = ent->flags;
10879         if (rsurface.array_size < model->surfmesh.num_vertices)
10880                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10881         rsurface.matrix = ent->matrix;
10882         rsurface.inversematrix = ent->inversematrix;
10883         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10884         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10885         R_EntityMatrix(&rsurface.matrix);
10886         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10887         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10888         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10889         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10890         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10891         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10892         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10893         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10894         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10895         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10896         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10897         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10898         rsurface.colormod[3] = ent->alpha;
10899         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10900         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10901         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10902         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10903         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10904         if (ent->model->brush.submodel && !prepass)
10905         {
10906                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10907                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10908         }
10909         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10910         {
10911                 if (ent->animcache_vertex3f && !r_framedata_failed)
10912                 {
10913                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10914                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10915                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10916                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10917                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10918                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10919                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10920                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10921                 }
10922                 else if (wanttangents)
10923                 {
10924                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10925                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10926                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10927                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10928                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10929                         rsurface.modelvertexmesh = NULL;
10930                         rsurface.modelvertexmeshbuffer = NULL;
10931                         rsurface.modelvertexposition = NULL;
10932                         rsurface.modelvertexpositionbuffer = NULL;
10933                 }
10934                 else if (wantnormals)
10935                 {
10936                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10937                         rsurface.modelsvector3f = NULL;
10938                         rsurface.modeltvector3f = NULL;
10939                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10940                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10941                         rsurface.modelvertexmesh = NULL;
10942                         rsurface.modelvertexmeshbuffer = NULL;
10943                         rsurface.modelvertexposition = NULL;
10944                         rsurface.modelvertexpositionbuffer = NULL;
10945                 }
10946                 else
10947                 {
10948                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10949                         rsurface.modelsvector3f = NULL;
10950                         rsurface.modeltvector3f = NULL;
10951                         rsurface.modelnormal3f = NULL;
10952                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10953                         rsurface.modelvertexmesh = NULL;
10954                         rsurface.modelvertexmeshbuffer = NULL;
10955                         rsurface.modelvertexposition = NULL;
10956                         rsurface.modelvertexpositionbuffer = NULL;
10957                 }
10958                 rsurface.modelvertex3f_vertexbuffer = 0;
10959                 rsurface.modelvertex3f_bufferoffset = 0;
10960                 rsurface.modelsvector3f_vertexbuffer = 0;
10961                 rsurface.modelsvector3f_bufferoffset = 0;
10962                 rsurface.modeltvector3f_vertexbuffer = 0;
10963                 rsurface.modeltvector3f_bufferoffset = 0;
10964                 rsurface.modelnormal3f_vertexbuffer = 0;
10965                 rsurface.modelnormal3f_bufferoffset = 0;
10966                 rsurface.modelgeneratedvertex = true;
10967         }
10968         else
10969         {
10970                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10971                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10972                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10973                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10974                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10975                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10976                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10977                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10978                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10979                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10980                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10981                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10982                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10983                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10984                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10985                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10986                 rsurface.modelgeneratedvertex = false;
10987         }
10988         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10989         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10990         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10991         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10992         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10993         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10994         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10995         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10996         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10997         rsurface.modelelement3i = model->surfmesh.data_element3i;
10998         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10999         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11000         rsurface.modelelement3s = model->surfmesh.data_element3s;
11001         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11002         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11003         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11004         rsurface.modelnumvertices = model->surfmesh.num_vertices;
11005         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11006         rsurface.modelsurfaces = model->data_surfaces;
11007         rsurface.batchgeneratedvertex = false;
11008         rsurface.batchfirstvertex = 0;
11009         rsurface.batchnumvertices = 0;
11010         rsurface.batchfirsttriangle = 0;
11011         rsurface.batchnumtriangles = 0;
11012         rsurface.batchvertex3f  = NULL;
11013         rsurface.batchvertex3f_vertexbuffer = NULL;
11014         rsurface.batchvertex3f_bufferoffset = 0;
11015         rsurface.batchsvector3f = NULL;
11016         rsurface.batchsvector3f_vertexbuffer = NULL;
11017         rsurface.batchsvector3f_bufferoffset = 0;
11018         rsurface.batchtvector3f = NULL;
11019         rsurface.batchtvector3f_vertexbuffer = NULL;
11020         rsurface.batchtvector3f_bufferoffset = 0;
11021         rsurface.batchnormal3f  = NULL;
11022         rsurface.batchnormal3f_vertexbuffer = NULL;
11023         rsurface.batchnormal3f_bufferoffset = 0;
11024         rsurface.batchlightmapcolor4f = NULL;
11025         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11026         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11027         rsurface.batchtexcoordtexture2f = NULL;
11028         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11029         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11030         rsurface.batchtexcoordlightmap2f = NULL;
11031         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11032         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11033         rsurface.batchvertexmesh = NULL;
11034         rsurface.batchvertexmeshbuffer = NULL;
11035         rsurface.batchvertexposition = NULL;
11036         rsurface.batchvertexpositionbuffer = NULL;
11037         rsurface.batchelement3i = NULL;
11038         rsurface.batchelement3i_indexbuffer = NULL;
11039         rsurface.batchelement3i_bufferoffset = 0;
11040         rsurface.batchelement3s = NULL;
11041         rsurface.batchelement3s_indexbuffer = NULL;
11042         rsurface.batchelement3s_bufferoffset = 0;
11043         rsurface.passcolor4f = NULL;
11044         rsurface.passcolor4f_vertexbuffer = NULL;
11045         rsurface.passcolor4f_bufferoffset = 0;
11046 }
11047
11048 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)
11049 {
11050         int i;
11051
11052         rsurface.entity = r_refdef.scene.worldentity;
11053         rsurface.skeleton = NULL;
11054         rsurface.ent_skinnum = 0;
11055         rsurface.ent_qwskin = -1;
11056         rsurface.ent_shadertime = shadertime;
11057         rsurface.ent_flags = entflags;
11058         rsurface.modelnumvertices = numvertices;
11059         rsurface.modelnumtriangles = numtriangles;
11060         if (rsurface.array_size < rsurface.modelnumvertices)
11061                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11062         rsurface.matrix = *matrix;
11063         rsurface.inversematrix = *inversematrix;
11064         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11065         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11066         R_EntityMatrix(&rsurface.matrix);
11067         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11068         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11069         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11070         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11071         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11072         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11073         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11074         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11075         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11076         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11077         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11078         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11079         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);
11080         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11081         rsurface.frameblend[0].lerp = 1;
11082         rsurface.ent_alttextures = false;
11083         rsurface.basepolygonfactor = r_refdef.polygonfactor;
11084         rsurface.basepolygonoffset = r_refdef.polygonoffset;
11085         if (wanttangents)
11086         {
11087                 rsurface.modelvertex3f = vertex3f;
11088                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11089                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11090                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11091         }
11092         else if (wantnormals)
11093         {
11094                 rsurface.modelvertex3f = vertex3f;
11095                 rsurface.modelsvector3f = NULL;
11096                 rsurface.modeltvector3f = NULL;
11097                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11098         }
11099         else
11100         {
11101                 rsurface.modelvertex3f = vertex3f;
11102                 rsurface.modelsvector3f = NULL;
11103                 rsurface.modeltvector3f = NULL;
11104                 rsurface.modelnormal3f = NULL;
11105         }
11106         rsurface.modelvertexmesh = NULL;
11107         rsurface.modelvertexmeshbuffer = NULL;
11108         rsurface.modelvertexposition = NULL;
11109         rsurface.modelvertexpositionbuffer = NULL;
11110         rsurface.modelvertex3f_vertexbuffer = 0;
11111         rsurface.modelvertex3f_bufferoffset = 0;
11112         rsurface.modelsvector3f_vertexbuffer = 0;
11113         rsurface.modelsvector3f_bufferoffset = 0;
11114         rsurface.modeltvector3f_vertexbuffer = 0;
11115         rsurface.modeltvector3f_bufferoffset = 0;
11116         rsurface.modelnormal3f_vertexbuffer = 0;
11117         rsurface.modelnormal3f_bufferoffset = 0;
11118         rsurface.modelgeneratedvertex = true;
11119         rsurface.modellightmapcolor4f  = color4f;
11120         rsurface.modellightmapcolor4f_vertexbuffer = 0;
11121         rsurface.modellightmapcolor4f_bufferoffset = 0;
11122         rsurface.modeltexcoordtexture2f  = texcoord2f;
11123         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11124         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11125         rsurface.modeltexcoordlightmap2f  = NULL;
11126         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11127         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11128         rsurface.modelelement3i = element3i;
11129         rsurface.modelelement3i_indexbuffer = NULL;
11130         rsurface.modelelement3i_bufferoffset = 0;
11131         rsurface.modelelement3s = element3s;
11132         rsurface.modelelement3s_indexbuffer = NULL;
11133         rsurface.modelelement3s_bufferoffset = 0;
11134         rsurface.modellightmapoffsets = NULL;
11135         rsurface.modelsurfaces = NULL;
11136         rsurface.batchgeneratedvertex = false;
11137         rsurface.batchfirstvertex = 0;
11138         rsurface.batchnumvertices = 0;
11139         rsurface.batchfirsttriangle = 0;
11140         rsurface.batchnumtriangles = 0;
11141         rsurface.batchvertex3f  = NULL;
11142         rsurface.batchvertex3f_vertexbuffer = NULL;
11143         rsurface.batchvertex3f_bufferoffset = 0;
11144         rsurface.batchsvector3f = NULL;
11145         rsurface.batchsvector3f_vertexbuffer = NULL;
11146         rsurface.batchsvector3f_bufferoffset = 0;
11147         rsurface.batchtvector3f = NULL;
11148         rsurface.batchtvector3f_vertexbuffer = NULL;
11149         rsurface.batchtvector3f_bufferoffset = 0;
11150         rsurface.batchnormal3f  = NULL;
11151         rsurface.batchnormal3f_vertexbuffer = NULL;
11152         rsurface.batchnormal3f_bufferoffset = 0;
11153         rsurface.batchlightmapcolor4f = NULL;
11154         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11155         rsurface.batchlightmapcolor4f_bufferoffset = 0;
11156         rsurface.batchtexcoordtexture2f = NULL;
11157         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11158         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11159         rsurface.batchtexcoordlightmap2f = NULL;
11160         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11161         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11162         rsurface.batchvertexmesh = NULL;
11163         rsurface.batchvertexmeshbuffer = NULL;
11164         rsurface.batchvertexposition = NULL;
11165         rsurface.batchvertexpositionbuffer = NULL;
11166         rsurface.batchelement3i = NULL;
11167         rsurface.batchelement3i_indexbuffer = NULL;
11168         rsurface.batchelement3i_bufferoffset = 0;
11169         rsurface.batchelement3s = NULL;
11170         rsurface.batchelement3s_indexbuffer = NULL;
11171         rsurface.batchelement3s_bufferoffset = 0;
11172         rsurface.passcolor4f = NULL;
11173         rsurface.passcolor4f_vertexbuffer = NULL;
11174         rsurface.passcolor4f_bufferoffset = 0;
11175
11176         if (rsurface.modelnumvertices && rsurface.modelelement3i)
11177         {
11178                 if ((wantnormals || wanttangents) && !normal3f)
11179                 {
11180                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11181                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11182                 }
11183                 if (wanttangents && !svector3f)
11184                 {
11185                         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);
11186                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11187                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11188                 }
11189         }
11190
11191         // now convert arrays into vertexmesh structs
11192         for (i = 0;i < numvertices;i++)
11193         {
11194                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11195                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11196                 if (rsurface.modelsvector3f)
11197                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11198                 if (rsurface.modeltvector3f)
11199                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11200                 if (rsurface.modelnormal3f)
11201                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11202                 if (rsurface.modellightmapcolor4f)
11203                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11204                 if (rsurface.modeltexcoordtexture2f)
11205                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11206                 if (rsurface.modeltexcoordlightmap2f)
11207                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11208         }
11209 }
11210
11211 float RSurf_FogPoint(const float *v)
11212 {
11213         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11214         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11215         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11216         float FogHeightFade = r_refdef.fogheightfade;
11217         float fogfrac;
11218         unsigned int fogmasktableindex;
11219         if (r_refdef.fogplaneviewabove)
11220                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11221         else
11222                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11223         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11224         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11225 }
11226
11227 float RSurf_FogVertex(const float *v)
11228 {
11229         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11230         float FogPlaneViewDist = rsurface.fogplaneviewdist;
11231         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11232         float FogHeightFade = rsurface.fogheightfade;
11233         float fogfrac;
11234         unsigned int fogmasktableindex;
11235         if (r_refdef.fogplaneviewabove)
11236                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11237         else
11238                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11239         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11240         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11241 }
11242
11243 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11244 {
11245         int i;
11246         for (i = 0;i < numelements;i++)
11247                 outelement3i[i] = inelement3i[i] + adjust;
11248 }
11249
11250 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11251 extern cvar_t gl_vbo;
11252 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11253 {
11254         int deformindex;
11255         int firsttriangle;
11256         int numtriangles;
11257         int firstvertex;
11258         int endvertex;
11259         int numvertices;
11260         int surfacefirsttriangle;
11261         int surfacenumtriangles;
11262         int surfacefirstvertex;
11263         int surfaceendvertex;
11264         int surfacenumvertices;
11265         int needsupdate;
11266         int i, j;
11267         qboolean gaps;
11268         qboolean dynamicvertex;
11269         float amplitude;
11270         float animpos;
11271         float scale;
11272         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11273         float waveparms[4];
11274         q3shaderinfo_deform_t *deform;
11275         const msurface_t *surface, *firstsurface;
11276         r_vertexposition_t *vertexposition;
11277         r_vertexmesh_t *vertexmesh;
11278         if (!texturenumsurfaces)
11279                 return;
11280         // find vertex range of this surface batch
11281         gaps = false;
11282         firstsurface = texturesurfacelist[0];
11283         firsttriangle = firstsurface->num_firsttriangle;
11284         numtriangles = 0;
11285         firstvertex = endvertex = firstsurface->num_firstvertex;
11286         for (i = 0;i < texturenumsurfaces;i++)
11287         {
11288                 surface = texturesurfacelist[i];
11289                 if (surface != firstsurface + i)
11290                         gaps = true;
11291                 surfacefirstvertex = surface->num_firstvertex;
11292                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11293                 surfacenumtriangles = surface->num_triangles;
11294                 if (firstvertex > surfacefirstvertex)
11295                         firstvertex = surfacefirstvertex;
11296                 if (endvertex < surfaceendvertex)
11297                         endvertex = surfaceendvertex;
11298                 numtriangles += surfacenumtriangles;
11299         }
11300         if (!numtriangles)
11301                 return;
11302
11303         // we now know the vertex range used, and if there are any gaps in it
11304         rsurface.batchfirstvertex = firstvertex;
11305         rsurface.batchnumvertices = endvertex - firstvertex;
11306         rsurface.batchfirsttriangle = firsttriangle;
11307         rsurface.batchnumtriangles = numtriangles;
11308
11309         // this variable holds flags for which properties have been updated that
11310         // may require regenerating vertexmesh or vertexposition arrays...
11311         needsupdate = 0;
11312
11313         // check if any dynamic vertex processing must occur
11314         dynamicvertex = false;
11315
11316         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11317                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11318         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11319         {
11320                 switch (deform->deform)
11321                 {
11322                 default:
11323                 case Q3DEFORM_PROJECTIONSHADOW:
11324                 case Q3DEFORM_TEXT0:
11325                 case Q3DEFORM_TEXT1:
11326                 case Q3DEFORM_TEXT2:
11327                 case Q3DEFORM_TEXT3:
11328                 case Q3DEFORM_TEXT4:
11329                 case Q3DEFORM_TEXT5:
11330                 case Q3DEFORM_TEXT6:
11331                 case Q3DEFORM_TEXT7:
11332                 case Q3DEFORM_NONE:
11333                         break;
11334                 case Q3DEFORM_AUTOSPRITE:
11335                         dynamicvertex = true;
11336                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11337                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11338                         break;
11339                 case Q3DEFORM_AUTOSPRITE2:
11340                         dynamicvertex = true;
11341                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11342                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11343                         break;
11344                 case Q3DEFORM_NORMAL:
11345                         dynamicvertex = true;
11346                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11347                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11348                         break;
11349                 case Q3DEFORM_WAVE:
11350                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11351                                 break; // if wavefunc is a nop, ignore this transform
11352                         dynamicvertex = true;
11353                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11354                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11355                         break;
11356                 case Q3DEFORM_BULGE:
11357                         dynamicvertex = true;
11358                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11359                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11360                         break;
11361                 case Q3DEFORM_MOVE:
11362                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11363                                 break; // if wavefunc is a nop, ignore this transform
11364                         dynamicvertex = true;
11365                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11366                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11367                         break;
11368                 }
11369         }
11370         switch(rsurface.texture->tcgen.tcgen)
11371         {
11372         default:
11373         case Q3TCGEN_TEXTURE:
11374                 break;
11375         case Q3TCGEN_LIGHTMAP:
11376                 dynamicvertex = true;
11377                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11378                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11379                 break;
11380         case Q3TCGEN_VECTOR:
11381                 dynamicvertex = true;
11382                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11383                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11384                 break;
11385         case Q3TCGEN_ENVIRONMENT:
11386                 dynamicvertex = true;
11387                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11388                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11389                 break;
11390         }
11391         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11392         {
11393                 dynamicvertex = true;
11394                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11395                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11396         }
11397
11398         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11399         {
11400                 dynamicvertex = true;
11401                 batchneed |= BATCHNEED_NOGAPS;
11402                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11403         }
11404
11405         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11406         {
11407                 dynamicvertex = true;
11408                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11409                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11410         }
11411
11412         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11413         {
11414                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11415                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11416                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11417                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11418                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11419                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11420                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11421         }
11422
11423         // when the model data has no vertex buffer (dynamic mesh), we need to
11424         // eliminate gaps
11425         if (!rsurface.modelvertexmeshbuffer)
11426                 batchneed |= BATCHNEED_NOGAPS;
11427
11428         // if needsupdate, we have to do a dynamic vertex batch for sure
11429         if (needsupdate & batchneed)
11430                 dynamicvertex = true;
11431
11432         // see if we need to build vertexmesh from arrays
11433         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11434                 dynamicvertex = true;
11435
11436         // see if we need to build vertexposition from arrays
11437         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11438                 dynamicvertex = true;
11439
11440         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11441         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11442                 dynamicvertex = true;
11443
11444         // if there is a chance of animated vertex colors, it's a dynamic batch
11445         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11446                 dynamicvertex = true;
11447
11448         rsurface.batchvertex3f = rsurface.modelvertex3f;
11449         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11450         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11451         rsurface.batchsvector3f = rsurface.modelsvector3f;
11452         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11453         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11454         rsurface.batchtvector3f = rsurface.modeltvector3f;
11455         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11456         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11457         rsurface.batchnormal3f = rsurface.modelnormal3f;
11458         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11459         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11460         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11461         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11462         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11463         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11464         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11465         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11466         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11467         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11468         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11469         rsurface.batchvertexposition = rsurface.modelvertexposition;
11470         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11471         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11472         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11473         rsurface.batchelement3i = rsurface.modelelement3i;
11474         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11475         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11476         rsurface.batchelement3s = rsurface.modelelement3s;
11477         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11478         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11479
11480         // if any dynamic vertex processing has to occur in software, we copy the
11481         // entire surface list together before processing to rebase the vertices
11482         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11483         //
11484         // if any gaps exist and we do not have a static vertex buffer, we have to
11485         // copy the surface list together to avoid wasting upload bandwidth on the
11486         // vertices in the gaps.
11487         //
11488         // if gaps exist and we have a static vertex buffer, we still have to
11489         // combine the index buffer ranges into one dynamic index buffer.
11490         //
11491         // in all cases we end up with data that can be drawn in one call.
11492
11493         if (!dynamicvertex)
11494         {
11495                 // static vertex data, just set pointers...
11496                 rsurface.batchgeneratedvertex = false;
11497                 // if there are gaps, we want to build a combined index buffer,
11498                 // otherwise use the original static buffer with an appropriate offset
11499                 if (gaps)
11500                 {
11501                         firsttriangle = 0;
11502                         numtriangles = 0;
11503                         for (i = 0;i < texturenumsurfaces;i++)
11504                         {
11505                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11506                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11507                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11508                                 numtriangles += surfacenumtriangles;
11509                         }
11510                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11511                         rsurface.batchelement3i_indexbuffer = NULL;
11512                         rsurface.batchelement3i_bufferoffset = 0;
11513                         rsurface.batchelement3s = NULL;
11514                         rsurface.batchelement3s_indexbuffer = NULL;
11515                         rsurface.batchelement3s_bufferoffset = 0;
11516                         if (endvertex <= 65536)
11517                         {
11518                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11519                                 for (i = 0;i < numtriangles*3;i++)
11520                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11521                         }
11522                         rsurface.batchfirsttriangle = firsttriangle;
11523                         rsurface.batchnumtriangles = numtriangles;
11524                 }
11525                 return;
11526         }
11527
11528         // something needs software processing, do it for real...
11529         // we only directly handle interleaved array data in this case...
11530         rsurface.batchgeneratedvertex = true;
11531
11532         // now copy the vertex data into a combined array and make an index array
11533         // (this is what Quake3 does all the time)
11534         //if (gaps || rsurface.batchfirstvertex)
11535         {
11536                 rsurface.batchvertexposition = NULL;
11537                 rsurface.batchvertexpositionbuffer = NULL;
11538                 rsurface.batchvertexmesh = NULL;
11539                 rsurface.batchvertexmeshbuffer = NULL;
11540                 rsurface.batchvertex3f = NULL;
11541                 rsurface.batchvertex3f_vertexbuffer = NULL;
11542                 rsurface.batchvertex3f_bufferoffset = 0;
11543                 rsurface.batchsvector3f = NULL;
11544                 rsurface.batchsvector3f_vertexbuffer = NULL;
11545                 rsurface.batchsvector3f_bufferoffset = 0;
11546                 rsurface.batchtvector3f = NULL;
11547                 rsurface.batchtvector3f_vertexbuffer = NULL;
11548                 rsurface.batchtvector3f_bufferoffset = 0;
11549                 rsurface.batchnormal3f = NULL;
11550                 rsurface.batchnormal3f_vertexbuffer = NULL;
11551                 rsurface.batchnormal3f_bufferoffset = 0;
11552                 rsurface.batchlightmapcolor4f = NULL;
11553                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11554                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11555                 rsurface.batchtexcoordtexture2f = NULL;
11556                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11557                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11558                 rsurface.batchtexcoordlightmap2f = NULL;
11559                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11560                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11561                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11562                 rsurface.batchelement3i_indexbuffer = NULL;
11563                 rsurface.batchelement3i_bufferoffset = 0;
11564                 rsurface.batchelement3s = NULL;
11565                 rsurface.batchelement3s_indexbuffer = NULL;
11566                 rsurface.batchelement3s_bufferoffset = 0;
11567                 // we'll only be setting up certain arrays as needed
11568                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11569                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11570                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11571                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11572                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11573                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11574                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11575                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11576                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11577                 {
11578                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11579                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11580                 }
11581                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11582                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11583                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11584                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11585                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11586                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11587                 numvertices = 0;
11588                 numtriangles = 0;
11589                 for (i = 0;i < texturenumsurfaces;i++)
11590                 {
11591                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11592                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11593                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11594                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11595                         // copy only the data requested
11596                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11597                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11598                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11599                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11600                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11601                         {
11602                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11603                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11604                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11605                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11606                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11607                                 {
11608                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11609                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11610                                 }
11611                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11612                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11613                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11614                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11615                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11616                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11617                         }
11618                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11619                         numvertices += surfacenumvertices;
11620                         numtriangles += surfacenumtriangles;
11621                 }
11622
11623                 // generate a 16bit index array as well if possible
11624                 // (in general, dynamic batches fit)
11625                 if (numvertices <= 65536)
11626                 {
11627                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11628                         for (i = 0;i < numtriangles*3;i++)
11629                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11630                 }
11631
11632                 // since we've copied everything, the batch now starts at 0
11633                 rsurface.batchfirstvertex = 0;
11634                 rsurface.batchnumvertices = numvertices;
11635                 rsurface.batchfirsttriangle = 0;
11636                 rsurface.batchnumtriangles = numtriangles;
11637         }
11638
11639         // q1bsp surfaces rendered in vertex color mode have to have colors
11640         // calculated based on lightstyles
11641         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11642         {
11643                 // generate color arrays for the surfaces in this list
11644                 int c[4];
11645                 int scale;
11646                 int size3;
11647                 const int *offsets;
11648                 const unsigned char *lm;
11649                 numvertices = 0;
11650                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11651                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11652                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11653                 for (i = 0;i < texturenumsurfaces;i++)
11654                 {
11655                         surface = texturesurfacelist[i];
11656                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11657                         surfacenumvertices = surface->num_vertices;
11658                         if (surface->lightmapinfo->samples)
11659                         {
11660                                 for (j = 0;j < surfacenumvertices;j++)
11661                                 {
11662                                         lm = surface->lightmapinfo->samples + offsets[j];
11663                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11664                                         VectorScale(lm, scale, c);
11665                                         if (surface->lightmapinfo->styles[1] != 255)
11666                                         {
11667                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11668                                                 lm += size3;
11669                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11670                                                 VectorMA(c, scale, lm, c);
11671                                                 if (surface->lightmapinfo->styles[2] != 255)
11672                                                 {
11673                                                         lm += size3;
11674                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11675                                                         VectorMA(c, scale, lm, c);
11676                                                         if (surface->lightmapinfo->styles[3] != 255)
11677                                                         {
11678                                                                 lm += size3;
11679                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11680                                                                 VectorMA(c, scale, lm, c);
11681                                                         }
11682                                                 }
11683                                         }
11684                                         c[0] >>= 15;
11685                                         c[1] >>= 15;
11686                                         c[2] >>= 15;
11687                                         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);
11688                                         numvertices++;
11689                                 }
11690                         }
11691                         else
11692                         {
11693                                 for (j = 0;j < surfacenumvertices;j++)
11694                                 {
11695                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11696                                         numvertices++;
11697                                 }
11698                         }
11699                 }
11700         }
11701
11702         // if vertices are deformed (sprite flares and things in maps, possibly
11703         // water waves, bulges and other deformations), modify the copied vertices
11704         // in place
11705         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11706         {
11707                 switch (deform->deform)
11708                 {
11709                 default:
11710                 case Q3DEFORM_PROJECTIONSHADOW:
11711                 case Q3DEFORM_TEXT0:
11712                 case Q3DEFORM_TEXT1:
11713                 case Q3DEFORM_TEXT2:
11714                 case Q3DEFORM_TEXT3:
11715                 case Q3DEFORM_TEXT4:
11716                 case Q3DEFORM_TEXT5:
11717                 case Q3DEFORM_TEXT6:
11718                 case Q3DEFORM_TEXT7:
11719                 case Q3DEFORM_NONE:
11720                         break;
11721                 case Q3DEFORM_AUTOSPRITE:
11722                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11723                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11724                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11725                         VectorNormalize(newforward);
11726                         VectorNormalize(newright);
11727                         VectorNormalize(newup);
11728                         // a single autosprite surface can contain multiple sprites...
11729                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11730                         {
11731                                 VectorClear(center);
11732                                 for (i = 0;i < 4;i++)
11733                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11734                                 VectorScale(center, 0.25f, center);
11735                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11736                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11737                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11738                                 for (i = 0;i < 4;i++)
11739                                 {
11740                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11741                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11742                                 }
11743                         }
11744                         // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11745                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11746                         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);
11747                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11748                         rsurface.batchvertex3f_vertexbuffer = NULL;
11749                         rsurface.batchvertex3f_bufferoffset = 0;
11750                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11751                         rsurface.batchsvector3f_vertexbuffer = NULL;
11752                         rsurface.batchsvector3f_bufferoffset = 0;
11753                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11754                         rsurface.batchtvector3f_vertexbuffer = NULL;
11755                         rsurface.batchtvector3f_bufferoffset = 0;
11756                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11757                         rsurface.batchnormal3f_vertexbuffer = NULL;
11758                         rsurface.batchnormal3f_bufferoffset = 0;
11759                         break;
11760                 case Q3DEFORM_AUTOSPRITE2:
11761                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11762                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11763                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11764                         VectorNormalize(newforward);
11765                         VectorNormalize(newright);
11766                         VectorNormalize(newup);
11767                         {
11768                                 const float *v1, *v2;
11769                                 vec3_t start, end;
11770                                 float f, l;
11771                                 struct
11772                                 {
11773                                         float length2;
11774                                         const float *v1;
11775                                         const float *v2;
11776                                 }
11777                                 shortest[2];
11778                                 memset(shortest, 0, sizeof(shortest));
11779                                 // a single autosprite surface can contain multiple sprites...
11780                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11781                                 {
11782                                         VectorClear(center);
11783                                         for (i = 0;i < 4;i++)
11784                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11785                                         VectorScale(center, 0.25f, center);
11786                                         // find the two shortest edges, then use them to define the
11787                                         // axis vectors for rotating around the central axis
11788                                         for (i = 0;i < 6;i++)
11789                                         {
11790                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11791                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11792                                                 l = VectorDistance2(v1, v2);
11793                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11794                                                 if (v1[2] != v2[2])
11795                                                         l += (1.0f / 1024.0f);
11796                                                 if (shortest[0].length2 > l || i == 0)
11797                                                 {
11798                                                         shortest[1] = shortest[0];
11799                                                         shortest[0].length2 = l;
11800                                                         shortest[0].v1 = v1;
11801                                                         shortest[0].v2 = v2;
11802                                                 }
11803                                                 else if (shortest[1].length2 > l || i == 1)
11804                                                 {
11805                                                         shortest[1].length2 = l;
11806                                                         shortest[1].v1 = v1;
11807                                                         shortest[1].v2 = v2;
11808                                                 }
11809                                         }
11810                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11811                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11812                                         // this calculates the right vector from the shortest edge
11813                                         // and the up vector from the edge midpoints
11814                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11815                                         VectorNormalize(right);
11816                                         VectorSubtract(end, start, up);
11817                                         VectorNormalize(up);
11818                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11819                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11820                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11821                                         VectorNegate(forward, forward);
11822                                         VectorReflect(forward, 0, up, forward);
11823                                         VectorNormalize(forward);
11824                                         CrossProduct(up, forward, newright);
11825                                         VectorNormalize(newright);
11826                                         // rotate the quad around the up axis vector, this is made
11827                                         // especially easy by the fact we know the quad is flat,
11828                                         // so we only have to subtract the center position and
11829                                         // measure distance along the right vector, and then
11830                                         // multiply that by the newright vector and add back the
11831                                         // center position
11832                                         // we also need to subtract the old position to undo the
11833                                         // displacement from the center, which we do with a
11834                                         // DotProduct, the subtraction/addition of center is also
11835                                         // optimized into DotProducts here
11836                                         l = DotProduct(right, center);
11837                                         for (i = 0;i < 4;i++)
11838                                         {
11839                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11840                                                 f = DotProduct(right, v1) - l;
11841                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11842                                         }
11843                                 }
11844                         }
11845                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11846                         rsurface.batchvertex3f_vertexbuffer = NULL;
11847                         rsurface.batchvertex3f_bufferoffset = 0;
11848                         if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11849                         {
11850                                 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11851                                 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11852                                 rsurface.batchnormal3f_vertexbuffer = NULL;
11853                                 rsurface.batchnormal3f_bufferoffset = 0;
11854                         }
11855                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11856                         {
11857                                 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);
11858                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11859                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11860                                 rsurface.batchsvector3f_bufferoffset = 0;
11861                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11862                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11863                                 rsurface.batchtvector3f_bufferoffset = 0;
11864                         }
11865                         break;
11866                 case Q3DEFORM_NORMAL:
11867                         // deform the normals to make reflections wavey
11868                         for (j = 0;j < rsurface.batchnumvertices;j++)
11869                         {
11870                                 float vertex[3];
11871                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11872                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11873                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11874                                 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]);
11875                                 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]);
11876                                 VectorNormalize(normal);
11877                         }
11878                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11879                         rsurface.batchnormal3f_vertexbuffer = NULL;
11880                         rsurface.batchnormal3f_bufferoffset = 0;
11881                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11882                         {
11883                                 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);
11884                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11885                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11886                                 rsurface.batchsvector3f_bufferoffset = 0;
11887                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11888                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11889                                 rsurface.batchtvector3f_bufferoffset = 0;
11890                         }
11891                         break;
11892                 case Q3DEFORM_WAVE:
11893                         // deform vertex array to make wavey water and flags and such
11894                         waveparms[0] = deform->waveparms[0];
11895                         waveparms[1] = deform->waveparms[1];
11896                         waveparms[2] = deform->waveparms[2];
11897                         waveparms[3] = deform->waveparms[3];
11898                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11899                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11900                         // this is how a divisor of vertex influence on deformation
11901                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11902                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11903                         for (j = 0;j < rsurface.batchnumvertices;j++)
11904                         {
11905                                 // if the wavefunc depends on time, evaluate it per-vertex
11906                                 if (waveparms[3])
11907                                 {
11908                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11909                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11910                                 }
11911                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11912                         }
11913                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11914                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11915                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11916                         rsurface.batchvertex3f_vertexbuffer = NULL;
11917                         rsurface.batchvertex3f_bufferoffset = 0;
11918                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11919                         rsurface.batchnormal3f_vertexbuffer = NULL;
11920                         rsurface.batchnormal3f_bufferoffset = 0;
11921                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11922                         {
11923                                 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);
11924                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11925                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11926                                 rsurface.batchsvector3f_bufferoffset = 0;
11927                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11928                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11929                                 rsurface.batchtvector3f_bufferoffset = 0;
11930                         }
11931                         break;
11932                 case Q3DEFORM_BULGE:
11933                         // deform vertex array to make the surface have moving bulges
11934                         for (j = 0;j < rsurface.batchnumvertices;j++)
11935                         {
11936                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11937                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11938                         }
11939                         // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11940                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11941                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11942                         rsurface.batchvertex3f_vertexbuffer = NULL;
11943                         rsurface.batchvertex3f_bufferoffset = 0;
11944                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11945                         rsurface.batchnormal3f_vertexbuffer = NULL;
11946                         rsurface.batchnormal3f_bufferoffset = 0;
11947                         if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11948                         {
11949                                 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);
11950                                 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11951                                 rsurface.batchsvector3f_vertexbuffer = NULL;
11952                                 rsurface.batchsvector3f_bufferoffset = 0;
11953                                 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11954                                 rsurface.batchtvector3f_vertexbuffer = NULL;
11955                                 rsurface.batchtvector3f_bufferoffset = 0;
11956                         }
11957                         break;
11958                 case Q3DEFORM_MOVE:
11959                         // deform vertex array
11960                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11961                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11962                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11963                         VectorScale(deform->parms, scale, waveparms);
11964                         for (j = 0;j < rsurface.batchnumvertices;j++)
11965                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11966                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11967                         rsurface.batchvertex3f_vertexbuffer = NULL;
11968                         rsurface.batchvertex3f_bufferoffset = 0;
11969                         break;
11970                 }
11971         }
11972
11973         // generate texcoords based on the chosen texcoord source
11974         switch(rsurface.texture->tcgen.tcgen)
11975         {
11976         default:
11977         case Q3TCGEN_TEXTURE:
11978                 break;
11979         case Q3TCGEN_LIGHTMAP:
11980                 if (rsurface.batchtexcoordlightmap2f)
11981                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11982                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11983                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11984                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11985                 break;
11986         case Q3TCGEN_VECTOR:
11987                 for (j = 0;j < rsurface.batchnumvertices;j++)
11988                 {
11989                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11990                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11991                 }
11992                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11993                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11994                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11995                 break;
11996         case Q3TCGEN_ENVIRONMENT:
11997                 // make environment reflections using a spheremap
11998                 for (j = 0;j < rsurface.batchnumvertices;j++)
11999                 {
12000                         // identical to Q3A's method, but executed in worldspace so
12001                         // carried models can be shiny too
12002
12003                         float viewer[3], d, reflected[3], worldreflected[3];
12004
12005                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12006                         // VectorNormalize(viewer);
12007
12008                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12009
12010                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12011                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12012                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12013                         // note: this is proportinal to viewer, so we can normalize later
12014
12015                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12016                         VectorNormalize(worldreflected);
12017
12018                         // note: this sphere map only uses world x and z!
12019                         // so positive and negative y will LOOK THE SAME.
12020                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12021                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12022                 }
12023                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12024                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12025                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12026                 break;
12027         }
12028         // the only tcmod that needs software vertex processing is turbulent, so
12029         // check for it here and apply the changes if needed
12030         // and we only support that as the first one
12031         // (handling a mixture of turbulent and other tcmods would be problematic
12032         //  without punting it entirely to a software path)
12033         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12034         {
12035                 amplitude = rsurface.texture->tcmods[0].parms[1];
12036                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12037                 for (j = 0;j < rsurface.batchnumvertices;j++)
12038                 {
12039                         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);
12040                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12041                 }
12042                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12043                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12044                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12045         }
12046
12047         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12048         {
12049                 // convert the modified arrays to vertex structs
12050                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12051                 rsurface.batchvertexmeshbuffer = NULL;
12052                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12053                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12054                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12055                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12056                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12057                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12058                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12059                 {
12060                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12061                         {
12062                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12063                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12064                         }
12065                 }
12066                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12067                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12068                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12069                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12070                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12071                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12072                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12073                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12074                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12075         }
12076
12077         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12078         {
12079                 // convert the modified arrays to vertex structs
12080                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12081                 rsurface.batchvertexpositionbuffer = NULL;
12082                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12083                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12084                 else
12085                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12086                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12087         }
12088 }
12089
12090 void RSurf_DrawBatch(void)
12091 {
12092         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);
12093 }
12094
12095 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12096 {
12097         // pick the closest matching water plane
12098         int planeindex, vertexindex, bestplaneindex = -1;
12099         float d, bestd;
12100         vec3_t vert;
12101         const float *v;
12102         r_waterstate_waterplane_t *p;
12103         bestd = 0;
12104         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12105         {
12106                 if(p->camera_entity != rsurface.texture->camera_entity)
12107                         continue;
12108                 d = 0;
12109                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12110                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12111                 {
12112                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
12113                         d += fabs(PlaneDiff(vert, &p->plane));
12114                 }
12115                 if (bestd > d || bestplaneindex < 0)
12116                 {
12117                         bestd = d;
12118                         bestplaneindex = planeindex;
12119                 }
12120         }
12121         return bestplaneindex;
12122 }
12123
12124 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12125 {
12126         int i;
12127         for (i = 0;i < rsurface.batchnumvertices;i++)
12128                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12129         rsurface.passcolor4f = rsurface.array_passcolor4f;
12130         rsurface.passcolor4f_vertexbuffer = 0;
12131         rsurface.passcolor4f_bufferoffset = 0;
12132 }
12133
12134 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12135 {
12136         int i;
12137         float f;
12138         const float *v;
12139         const float *c;
12140         float *c2;
12141         if (rsurface.passcolor4f)
12142         {
12143                 // generate color arrays
12144                 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)
12145                 {
12146                         f = RSurf_FogVertex(v);
12147                         c2[0] = c[0] * f;
12148                         c2[1] = c[1] * f;
12149                         c2[2] = c[2] * f;
12150                         c2[3] = c[3];
12151                 }
12152         }
12153         else
12154         {
12155                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12156                 {
12157                         f = RSurf_FogVertex(v);
12158                         c2[0] = f;
12159                         c2[1] = f;
12160                         c2[2] = f;
12161                         c2[3] = 1;
12162                 }
12163         }
12164         rsurface.passcolor4f = rsurface.array_passcolor4f;
12165         rsurface.passcolor4f_vertexbuffer = 0;
12166         rsurface.passcolor4f_bufferoffset = 0;
12167 }
12168
12169 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12170 {
12171         int i;
12172         float f;
12173         const float *v;
12174         const float *c;
12175         float *c2;
12176         if (!rsurface.passcolor4f)
12177                 return;
12178         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)
12179         {
12180                 f = RSurf_FogVertex(v);
12181                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12182                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12183                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12184                 c2[3] = c[3];
12185         }
12186         rsurface.passcolor4f = rsurface.array_passcolor4f;
12187         rsurface.passcolor4f_vertexbuffer = 0;
12188         rsurface.passcolor4f_bufferoffset = 0;
12189 }
12190
12191 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12192 {
12193         int i;
12194         const float *c;
12195         float *c2;
12196         if (!rsurface.passcolor4f)
12197                 return;
12198         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12199         {
12200                 c2[0] = c[0] * r;
12201                 c2[1] = c[1] * g;
12202                 c2[2] = c[2] * b;
12203                 c2[3] = c[3] * a;
12204         }
12205         rsurface.passcolor4f = rsurface.array_passcolor4f;
12206         rsurface.passcolor4f_vertexbuffer = 0;
12207         rsurface.passcolor4f_bufferoffset = 0;
12208 }
12209
12210 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12211 {
12212         int i;
12213         const float *c;
12214         float *c2;
12215         if (!rsurface.passcolor4f)
12216                 return;
12217         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12218         {
12219                 c2[0] = c[0] + r_refdef.scene.ambient;
12220                 c2[1] = c[1] + r_refdef.scene.ambient;
12221                 c2[2] = c[2] + r_refdef.scene.ambient;
12222                 c2[3] = c[3];
12223         }
12224         rsurface.passcolor4f = rsurface.array_passcolor4f;
12225         rsurface.passcolor4f_vertexbuffer = 0;
12226         rsurface.passcolor4f_bufferoffset = 0;
12227 }
12228
12229 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12230 {
12231         // TODO: optimize
12232         rsurface.passcolor4f = NULL;
12233         rsurface.passcolor4f_vertexbuffer = 0;
12234         rsurface.passcolor4f_bufferoffset = 0;
12235         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12236         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12237         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12238         GL_Color(r, g, b, a);
12239         R_Mesh_TexBind(0, rsurface.lightmaptexture);
12240         RSurf_DrawBatch();
12241 }
12242
12243 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12244 {
12245         // TODO: optimize applyfog && applycolor case
12246         // just apply fog if necessary, and tint the fog color array if necessary
12247         rsurface.passcolor4f = NULL;
12248         rsurface.passcolor4f_vertexbuffer = 0;
12249         rsurface.passcolor4f_bufferoffset = 0;
12250         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12251         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12252         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12253         GL_Color(r, g, b, a);
12254         RSurf_DrawBatch();
12255 }
12256
12257 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12258 {
12259         // TODO: optimize
12260         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12261         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12262         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12263         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12264         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12265         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12266         GL_Color(r, g, b, a);
12267         RSurf_DrawBatch();
12268 }
12269
12270 static void RSurf_DrawBatch_GL11_ClampColor(void)
12271 {
12272         int i;
12273         const float *c1;
12274         float *c2;
12275         if (!rsurface.passcolor4f)
12276                 return;
12277         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12278         {
12279                 c2[0] = bound(0.0f, c1[0], 1.0f);
12280                 c2[1] = bound(0.0f, c1[1], 1.0f);
12281                 c2[2] = bound(0.0f, c1[2], 1.0f);
12282                 c2[3] = bound(0.0f, c1[3], 1.0f);
12283         }
12284 }
12285
12286 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12287 {
12288         int i;
12289         float f;
12290         const float *v;
12291         const float *n;
12292         float *c;
12293         //vec3_t eyedir;
12294
12295         // fake shading
12296         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)
12297         {
12298                 f = -DotProduct(r_refdef.view.forward, n);
12299                 f = max(0, f);
12300                 f = f * 0.85 + 0.15; // work around so stuff won't get black
12301                 f *= r_refdef.lightmapintensity;
12302                 Vector4Set(c, f, f, f, 1);
12303         }
12304
12305         rsurface.passcolor4f = rsurface.array_passcolor4f;
12306         rsurface.passcolor4f_vertexbuffer = 0;
12307         rsurface.passcolor4f_bufferoffset = 0;
12308 }
12309
12310 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12311 {
12312         RSurf_DrawBatch_GL11_ApplyFakeLight();
12313         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12314         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12315         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12316         GL_Color(r, g, b, a);
12317         RSurf_DrawBatch();
12318 }
12319
12320 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12321 {
12322         int i;
12323         float f;
12324         float alpha;
12325         const float *v;
12326         const float *n;
12327         float *c;
12328         vec3_t ambientcolor;
12329         vec3_t diffusecolor;
12330         vec3_t lightdir;
12331         // TODO: optimize
12332         // model lighting
12333         VectorCopy(rsurface.modellight_lightdir, lightdir);
12334         f = 0.5f * r_refdef.lightmapintensity;
12335         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12336         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12337         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12338         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12339         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12340         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12341         alpha = *a;
12342         if (VectorLength2(diffusecolor) > 0)
12343         {
12344                 // q3-style directional shading
12345                 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)
12346                 {
12347                         if ((f = DotProduct(n, lightdir)) > 0)
12348                                 VectorMA(ambientcolor, f, diffusecolor, c);
12349                         else
12350                                 VectorCopy(ambientcolor, c);
12351                         c[3] = alpha;
12352                 }
12353                 *r = 1;
12354                 *g = 1;
12355                 *b = 1;
12356                 *a = 1;
12357                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12358                 rsurface.passcolor4f_vertexbuffer = 0;
12359                 rsurface.passcolor4f_bufferoffset = 0;
12360                 *applycolor = false;
12361         }
12362         else
12363         {
12364                 *r = ambientcolor[0];
12365                 *g = ambientcolor[1];
12366                 *b = ambientcolor[2];
12367                 rsurface.passcolor4f = NULL;
12368                 rsurface.passcolor4f_vertexbuffer = 0;
12369                 rsurface.passcolor4f_bufferoffset = 0;
12370         }
12371 }
12372
12373 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12374 {
12375         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12376         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12377         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12378         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12379         GL_Color(r, g, b, a);
12380         RSurf_DrawBatch();
12381 }
12382
12383 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12384 {
12385         int i;
12386         float f;
12387         const float *v;
12388         float *c;
12389         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12390         {
12391                 f = 1 - RSurf_FogVertex(v);
12392                 c[0] = r;
12393                 c[1] = g;
12394                 c[2] = b;
12395                 c[3] = f * a;
12396         }
12397 }
12398
12399 void RSurf_SetupDepthAndCulling(void)
12400 {
12401         // submodels are biased to avoid z-fighting with world surfaces that they
12402         // may be exactly overlapping (avoids z-fighting artifacts on certain
12403         // doors and things in Quake maps)
12404         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12405         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12406         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12407         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12408 }
12409
12410 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12411 {
12412         // transparent sky would be ridiculous
12413         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12414                 return;
12415         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12416         skyrenderlater = true;
12417         RSurf_SetupDepthAndCulling();
12418         GL_DepthMask(true);
12419         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12420         // skymasking on them, and Quake3 never did sky masking (unlike
12421         // software Quake and software Quake2), so disable the sky masking
12422         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12423         // and skymasking also looks very bad when noclipping outside the
12424         // level, so don't use it then either.
12425         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12426         {
12427                 R_Mesh_ResetTextureState();
12428                 if (skyrendermasked)
12429                 {
12430                         R_SetupShader_DepthOrShadow();
12431                         // depth-only (masking)
12432                         GL_ColorMask(0,0,0,0);
12433                         // just to make sure that braindead drivers don't draw
12434                         // anything despite that colormask...
12435                         GL_BlendFunc(GL_ZERO, GL_ONE);
12436                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12437                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12438                 }
12439                 else
12440                 {
12441                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12442                         // fog sky
12443                         GL_BlendFunc(GL_ONE, GL_ZERO);
12444                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12445                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12446                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12447                 }
12448                 RSurf_DrawBatch();
12449                 if (skyrendermasked)
12450                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12451         }
12452         R_Mesh_ResetTextureState();
12453         GL_Color(1, 1, 1, 1);
12454 }
12455
12456 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12457 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12458 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12459 {
12460         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12461                 return;
12462         if (prepass)
12463         {
12464                 // render screenspace normalmap to texture
12465                 GL_DepthMask(true);
12466                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12467                 RSurf_DrawBatch();
12468                 return;
12469         }
12470
12471         // bind lightmap texture
12472
12473         // water/refraction/reflection/camera surfaces have to be handled specially
12474         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12475         {
12476                 int start, end, startplaneindex;
12477                 for (start = 0;start < texturenumsurfaces;start = end)
12478                 {
12479                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12480                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12481                                 ;
12482                         // now that we have a batch using the same planeindex, render it
12483                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12484                         {
12485                                 // render water or distortion background
12486                                 GL_DepthMask(true);
12487                                 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));
12488                                 RSurf_DrawBatch();
12489                                 // blend surface on top
12490                                 GL_DepthMask(false);
12491                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12492                                 RSurf_DrawBatch();
12493                         }
12494                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12495                         {
12496                                 // render surface with reflection texture as input
12497                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12498                                 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));
12499                                 RSurf_DrawBatch();
12500                         }
12501                 }
12502                 return;
12503         }
12504
12505         // render surface batch normally
12506         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12507         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12508         RSurf_DrawBatch();
12509 }
12510
12511 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12512 {
12513         // OpenGL 1.3 path - anything not completely ancient
12514         qboolean applycolor;
12515         qboolean applyfog;
12516         int layerindex;
12517         const texturelayer_t *layer;
12518         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);
12519         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12520
12521         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12522         {
12523                 vec4_t layercolor;
12524                 int layertexrgbscale;
12525                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12526                 {
12527                         if (layerindex == 0)
12528                                 GL_AlphaTest(true);
12529                         else
12530                         {
12531                                 GL_AlphaTest(false);
12532                                 GL_DepthFunc(GL_EQUAL);
12533                         }
12534                 }
12535                 GL_DepthMask(layer->depthmask && writedepth);
12536                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12537                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12538                 {
12539                         layertexrgbscale = 4;
12540                         VectorScale(layer->color, 0.25f, layercolor);
12541                 }
12542                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12543                 {
12544                         layertexrgbscale = 2;
12545                         VectorScale(layer->color, 0.5f, layercolor);
12546                 }
12547                 else
12548                 {
12549                         layertexrgbscale = 1;
12550                         VectorScale(layer->color, 1.0f, layercolor);
12551                 }
12552                 layercolor[3] = layer->color[3];
12553                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12554                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12555                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12556                 switch (layer->type)
12557                 {
12558                 case TEXTURELAYERTYPE_LITTEXTURE:
12559                         // single-pass lightmapped texture with 2x rgbscale
12560                         R_Mesh_TexBind(0, r_texture_white);
12561                         R_Mesh_TexMatrix(0, NULL);
12562                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12563                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12564                         R_Mesh_TexBind(1, layer->texture);
12565                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12566                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12567                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12568                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12569                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12570                         else if (FAKELIGHT_ENABLED)
12571                                 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12572                         else if (rsurface.uselightmaptexture)
12573                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12574                         else
12575                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12576                         break;
12577                 case TEXTURELAYERTYPE_TEXTURE:
12578                         // singletexture unlit texture with transparency support
12579                         R_Mesh_TexBind(0, layer->texture);
12580                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12581                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12582                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12583                         R_Mesh_TexBind(1, 0);
12584                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12585                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12586                         break;
12587                 case TEXTURELAYERTYPE_FOG:
12588                         // singletexture fogging
12589                         if (layer->texture)
12590                         {
12591                                 R_Mesh_TexBind(0, layer->texture);
12592                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12593                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12594                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12595                         }
12596                         else
12597                         {
12598                                 R_Mesh_TexBind(0, 0);
12599                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12600                         }
12601                         R_Mesh_TexBind(1, 0);
12602                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12603                         // generate a color array for the fog pass
12604                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12605                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12606                         RSurf_DrawBatch();
12607                         break;
12608                 default:
12609                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12610                 }
12611         }
12612         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12613         {
12614                 GL_DepthFunc(GL_LEQUAL);
12615                 GL_AlphaTest(false);
12616         }
12617 }
12618
12619 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12620 {
12621         // OpenGL 1.1 - crusty old voodoo path
12622         qboolean applyfog;
12623         int layerindex;
12624         const texturelayer_t *layer;
12625         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);
12626         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12627
12628         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12629         {
12630                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12631                 {
12632                         if (layerindex == 0)
12633                                 GL_AlphaTest(true);
12634                         else
12635                         {
12636                                 GL_AlphaTest(false);
12637                                 GL_DepthFunc(GL_EQUAL);
12638                         }
12639                 }
12640                 GL_DepthMask(layer->depthmask && writedepth);
12641                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12642                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12643                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12644                 switch (layer->type)
12645                 {
12646                 case TEXTURELAYERTYPE_LITTEXTURE:
12647                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12648                         {
12649                                 // two-pass lit texture with 2x rgbscale
12650                                 // first the lightmap pass
12651                                 R_Mesh_TexBind(0, r_texture_white);
12652                                 R_Mesh_TexMatrix(0, NULL);
12653                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12654                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12655                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12656                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12657                                 else if (FAKELIGHT_ENABLED)
12658                                         RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12659                                 else if (rsurface.uselightmaptexture)
12660                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12661                                 else
12662                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12663                                 // then apply the texture to it
12664                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12665                                 R_Mesh_TexBind(0, layer->texture);
12666                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12667                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12668                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12669                                 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);
12670                         }
12671                         else
12672                         {
12673                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12674                                 R_Mesh_TexBind(0, layer->texture);
12675                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12676                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12677                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12678                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12679                                         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);
12680                                 else
12681                                         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);
12682                         }
12683                         break;
12684                 case TEXTURELAYERTYPE_TEXTURE:
12685                         // singletexture unlit texture with transparency support
12686                         R_Mesh_TexBind(0, layer->texture);
12687                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12688                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12689                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12690                         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);
12691                         break;
12692                 case TEXTURELAYERTYPE_FOG:
12693                         // singletexture fogging
12694                         if (layer->texture)
12695                         {
12696                                 R_Mesh_TexBind(0, layer->texture);
12697                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12698                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12699                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12700                         }
12701                         else
12702                         {
12703                                 R_Mesh_TexBind(0, 0);
12704                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12705                         }
12706                         // generate a color array for the fog pass
12707                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12708                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12709                         RSurf_DrawBatch();
12710                         break;
12711                 default:
12712                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12713                 }
12714         }
12715         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12716         {
12717                 GL_DepthFunc(GL_LEQUAL);
12718                 GL_AlphaTest(false);
12719         }
12720 }
12721
12722 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12723 {
12724         int vi;
12725         int j;
12726         r_vertexgeneric_t *batchvertex;
12727         float c[4];
12728
12729         GL_AlphaTest(false);
12730         R_Mesh_ResetTextureState();
12731         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12732
12733         if(rsurface.texture && rsurface.texture->currentskinframe)
12734         {
12735                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12736                 c[3] *= rsurface.texture->currentalpha;
12737         }
12738         else
12739         {
12740                 c[0] = 1;
12741                 c[1] = 0;
12742                 c[2] = 1;
12743                 c[3] = 1;
12744         }
12745
12746         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12747         {
12748                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12749                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12750                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12751         }
12752
12753         // brighten it up (as texture value 127 means "unlit")
12754         c[0] *= 2 * r_refdef.view.colorscale;
12755         c[1] *= 2 * r_refdef.view.colorscale;
12756         c[2] *= 2 * r_refdef.view.colorscale;
12757
12758         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12759                 c[3] *= r_wateralpha.value;
12760
12761         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12762         {
12763                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12764                 GL_DepthMask(false);
12765         }
12766         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12767         {
12768                 GL_BlendFunc(GL_ONE, GL_ONE);
12769                 GL_DepthMask(false);
12770         }
12771         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12772         {
12773                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12774                 GL_DepthMask(false);
12775         }
12776         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12777         {
12778                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12779                 GL_DepthMask(false);
12780         }
12781         else
12782         {
12783                 GL_BlendFunc(GL_ONE, GL_ZERO);
12784                 GL_DepthMask(writedepth);
12785         }
12786
12787         if (r_showsurfaces.integer == 3)
12788         {
12789                 rsurface.passcolor4f = NULL;
12790
12791                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12792                 {
12793                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12794
12795                         rsurface.passcolor4f = NULL;
12796                         rsurface.passcolor4f_vertexbuffer = 0;
12797                         rsurface.passcolor4f_bufferoffset = 0;
12798                 }
12799                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12800                 {
12801                         qboolean applycolor = true;
12802                         float one = 1.0;
12803
12804                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12805
12806                         r_refdef.lightmapintensity = 1;
12807                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12808                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12809                 }
12810                 else if (FAKELIGHT_ENABLED)
12811                 {
12812                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12813
12814                         r_refdef.lightmapintensity = r_fakelight_intensity.value;
12815                         RSurf_DrawBatch_GL11_ApplyFakeLight();
12816                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12817                 }
12818                 else
12819                 {
12820                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12821
12822                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12823                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12824                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12825                 }
12826
12827                 if(!rsurface.passcolor4f)
12828                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12829
12830                 RSurf_DrawBatch_GL11_ApplyAmbient();
12831                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12832                 if(r_refdef.fogenabled)
12833                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12834                 RSurf_DrawBatch_GL11_ClampColor();
12835
12836                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12837                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12838                 RSurf_DrawBatch();
12839         }
12840         else if (!r_refdef.view.showdebug)
12841         {
12842                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12843                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12844                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12845                 {
12846                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12847                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12848                 }
12849                 R_Mesh_PrepareVertices_Generic_Unlock();
12850                 RSurf_DrawBatch();
12851         }
12852         else if (r_showsurfaces.integer == 4)
12853         {
12854                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12855                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12856                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12857                 {
12858                         unsigned char c = vi << 3;
12859                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12860                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12861                 }
12862                 R_Mesh_PrepareVertices_Generic_Unlock();
12863                 RSurf_DrawBatch();
12864         }
12865         else if (r_showsurfaces.integer == 2)
12866         {
12867                 const int *e;
12868                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12869                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12870                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12871                 {
12872                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12873                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12874                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12875                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12876                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12877                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12878                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12879                 }
12880                 R_Mesh_PrepareVertices_Generic_Unlock();
12881                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12882         }
12883         else
12884         {
12885                 int texturesurfaceindex;
12886                 int k;
12887                 const msurface_t *surface;
12888                 unsigned char surfacecolor4ub[4];
12889                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12890                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12891                 vi = 0;
12892                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12893                 {
12894                         surface = texturesurfacelist[texturesurfaceindex];
12895                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12896                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12897                         for (j = 0;j < surface->num_vertices;j++)
12898                         {
12899                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12900                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12901                                 vi++;
12902                         }
12903                 }
12904                 R_Mesh_PrepareVertices_Generic_Unlock();
12905                 RSurf_DrawBatch();
12906         }
12907 }
12908
12909 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12910 {
12911         CHECKGLERROR
12912         RSurf_SetupDepthAndCulling();
12913         if (r_showsurfaces.integer)
12914         {
12915                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12916                 return;
12917         }
12918         switch (vid.renderpath)
12919         {
12920         case RENDERPATH_GL20:
12921         case RENDERPATH_CGGL:
12922         case RENDERPATH_D3D9:
12923         case RENDERPATH_D3D10:
12924         case RENDERPATH_D3D11:
12925                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12926                 break;
12927         case RENDERPATH_GL13:
12928                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12929                 break;
12930         case RENDERPATH_GL11:
12931                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12932                 break;
12933         }
12934         CHECKGLERROR
12935 }
12936
12937 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12938 {
12939         CHECKGLERROR
12940         RSurf_SetupDepthAndCulling();
12941         if (r_showsurfaces.integer)
12942         {
12943                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12944                 return;
12945         }
12946         switch (vid.renderpath)
12947         {
12948         case RENDERPATH_GL20:
12949         case RENDERPATH_CGGL:
12950         case RENDERPATH_D3D9:
12951         case RENDERPATH_D3D10:
12952         case RENDERPATH_D3D11:
12953                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12954                 break;
12955         case RENDERPATH_GL13:
12956                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12957                 break;
12958         case RENDERPATH_GL11:
12959                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12960                 break;
12961         }
12962         CHECKGLERROR
12963 }
12964
12965 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12966 {
12967         int i, j;
12968         int texturenumsurfaces, endsurface;
12969         texture_t *texture;
12970         const msurface_t *surface;
12971 #define MAXBATCH_TRANSPARENTSURFACES 256
12972         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12973
12974         // if the model is static it doesn't matter what value we give for
12975         // wantnormals and wanttangents, so this logic uses only rules applicable
12976         // to a model, knowing that they are meaningless otherwise
12977         if (ent == r_refdef.scene.worldentity)
12978                 RSurf_ActiveWorldEntity();
12979         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12980                 RSurf_ActiveModelEntity(ent, false, false, false);
12981         else
12982         {
12983                 switch (vid.renderpath)
12984                 {
12985                 case RENDERPATH_GL20:
12986                 case RENDERPATH_CGGL:
12987                 case RENDERPATH_D3D9:
12988                 case RENDERPATH_D3D10:
12989                 case RENDERPATH_D3D11:
12990                         RSurf_ActiveModelEntity(ent, true, true, false);
12991                         break;
12992                 case RENDERPATH_GL13:
12993                 case RENDERPATH_GL11:
12994                         RSurf_ActiveModelEntity(ent, true, false, false);
12995                         break;
12996                 }
12997         }
12998
12999         if (r_transparentdepthmasking.integer)
13000         {
13001                 qboolean setup = false;
13002                 for (i = 0;i < numsurfaces;i = j)
13003                 {
13004                         j = i + 1;
13005                         surface = rsurface.modelsurfaces + surfacelist[i];
13006                         texture = surface->texture;
13007                         rsurface.texture = R_GetCurrentTexture(texture);
13008                         rsurface.lightmaptexture = NULL;
13009                         rsurface.deluxemaptexture = NULL;
13010                         rsurface.uselightmaptexture = false;
13011                         // scan ahead until we find a different texture
13012                         endsurface = min(i + 1024, numsurfaces);
13013                         texturenumsurfaces = 0;
13014                         texturesurfacelist[texturenumsurfaces++] = surface;
13015                         for (;j < endsurface;j++)
13016                         {
13017                                 surface = rsurface.modelsurfaces + surfacelist[j];
13018                                 if (texture != surface->texture)
13019                                         break;
13020                                 texturesurfacelist[texturenumsurfaces++] = surface;
13021                         }
13022                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13023                                 continue;
13024                         // render the range of surfaces as depth
13025                         if (!setup)
13026                         {
13027                                 setup = true;
13028                                 GL_ColorMask(0,0,0,0);
13029                                 GL_Color(1,1,1,1);
13030                                 GL_DepthTest(true);
13031                                 GL_BlendFunc(GL_ONE, GL_ZERO);
13032                                 GL_DepthMask(true);
13033                                 GL_AlphaTest(false);
13034                                 R_Mesh_ResetTextureState();
13035                                 R_SetupShader_DepthOrShadow();
13036                         }
13037                         RSurf_SetupDepthAndCulling();
13038                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13039                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13040                         RSurf_DrawBatch();
13041                 }
13042                 if (setup)
13043                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13044         }
13045
13046         for (i = 0;i < numsurfaces;i = j)
13047         {
13048                 j = i + 1;
13049                 surface = rsurface.modelsurfaces + surfacelist[i];
13050                 texture = surface->texture;
13051                 rsurface.texture = R_GetCurrentTexture(texture);
13052                 // scan ahead until we find a different texture
13053                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13054                 texturenumsurfaces = 0;
13055                 texturesurfacelist[texturenumsurfaces++] = surface;
13056                 if(FAKELIGHT_ENABLED)
13057                 {
13058                         rsurface.lightmaptexture = NULL;
13059                         rsurface.deluxemaptexture = NULL;
13060                         rsurface.uselightmaptexture = false;
13061                         for (;j < endsurface;j++)
13062                         {
13063                                 surface = rsurface.modelsurfaces + surfacelist[j];
13064                                 if (texture != surface->texture)
13065                                         break;
13066                                 texturesurfacelist[texturenumsurfaces++] = surface;
13067                         }
13068                 }
13069                 else
13070                 {
13071                         rsurface.lightmaptexture = surface->lightmaptexture;
13072                         rsurface.deluxemaptexture = surface->deluxemaptexture;
13073                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13074                         for (;j < endsurface;j++)
13075                         {
13076                                 surface = rsurface.modelsurfaces + surfacelist[j];
13077                                 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13078                                         break;
13079                                 texturesurfacelist[texturenumsurfaces++] = surface;
13080                         }
13081                 }
13082                 // render the range of surfaces
13083                 if (ent == r_refdef.scene.worldentity)
13084                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13085                 else
13086                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13087         }
13088         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13089         GL_AlphaTest(false);
13090 }
13091
13092 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13093 {
13094         // transparent surfaces get pushed off into the transparent queue
13095         int surfacelistindex;
13096         const msurface_t *surface;
13097         vec3_t tempcenter, center;
13098         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13099         {
13100                 surface = texturesurfacelist[surfacelistindex];
13101                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13102                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13103                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13104                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13105                 if (queueentity->transparent_offset) // transparent offset
13106                 {
13107                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13108                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13109                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13110                 }
13111                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13112         }
13113 }
13114
13115 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13116 {
13117         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13118                 return;
13119         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13120                 return;
13121         RSurf_SetupDepthAndCulling();
13122         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13123         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13124         RSurf_DrawBatch();
13125 }
13126
13127 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13128 {
13129         const entity_render_t *queueentity = r_refdef.scene.worldentity;
13130         CHECKGLERROR
13131         if (depthonly)
13132                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13133         else if (prepass)
13134         {
13135                 if (!rsurface.texture->currentnumlayers)
13136                         return;
13137                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13138                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13139                 else
13140                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13141         }
13142         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13143                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13144         else if (!rsurface.texture->currentnumlayers)
13145                 return;
13146         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13147         {
13148                 // in the deferred case, transparent surfaces were queued during prepass
13149                 if (!r_shadow_usingdeferredprepass)
13150                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13151         }
13152         else
13153         {
13154                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13155                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13156         }
13157         CHECKGLERROR
13158 }
13159
13160 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13161 {
13162         int i, j;
13163         texture_t *texture;
13164         // break the surface list down into batches by texture and use of lightmapping
13165         for (i = 0;i < numsurfaces;i = j)
13166         {
13167                 j = i + 1;
13168                 // texture is the base texture pointer, rsurface.texture is the
13169                 // current frame/skin the texture is directing us to use (for example
13170                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13171                 // use skin 1 instead)
13172                 texture = surfacelist[i]->texture;
13173                 rsurface.texture = R_GetCurrentTexture(texture);
13174                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13175                 {
13176                         // if this texture is not the kind we want, skip ahead to the next one
13177                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13178                                 ;
13179                         continue;
13180                 }
13181                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13182                 {
13183                         rsurface.lightmaptexture = NULL;
13184                         rsurface.deluxemaptexture = NULL;
13185                         rsurface.uselightmaptexture = false;
13186                         // simply scan ahead until we find a different texture or lightmap state
13187                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13188                                 ;
13189                 }
13190                 else
13191                 {
13192                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13193                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13194                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13195                         // simply scan ahead until we find a different texture or lightmap state
13196                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13197                                 ;
13198                 }
13199                 // render the range of surfaces
13200                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13201         }
13202 }
13203
13204 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13205 {
13206         CHECKGLERROR
13207         if (depthonly)
13208                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13209         else if (prepass)
13210         {
13211                 if (!rsurface.texture->currentnumlayers)
13212                         return;
13213                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13214                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13215                 else
13216                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13217         }
13218         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13219                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13220         else if (!rsurface.texture->currentnumlayers)
13221                 return;
13222         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13223         {
13224                 // in the deferred case, transparent surfaces were queued during prepass
13225                 if (!r_shadow_usingdeferredprepass)
13226                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13227         }
13228         else
13229         {
13230                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13231                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13232         }
13233         CHECKGLERROR
13234 }
13235
13236 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13237 {
13238         int i, j;
13239         texture_t *texture;
13240         // break the surface list down into batches by texture and use of lightmapping
13241         for (i = 0;i < numsurfaces;i = j)
13242         {
13243                 j = i + 1;
13244                 // texture is the base texture pointer, rsurface.texture is the
13245                 // current frame/skin the texture is directing us to use (for example
13246                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13247                 // use skin 1 instead)
13248                 texture = surfacelist[i]->texture;
13249                 rsurface.texture = R_GetCurrentTexture(texture);
13250                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13251                 {
13252                         // if this texture is not the kind we want, skip ahead to the next one
13253                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13254                                 ;
13255                         continue;
13256                 }
13257                 if(FAKELIGHT_ENABLED || depthonly || prepass)
13258                 {
13259                         rsurface.lightmaptexture = NULL;
13260                         rsurface.deluxemaptexture = NULL;
13261                         rsurface.uselightmaptexture = false;
13262                         // simply scan ahead until we find a different texture or lightmap state
13263                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13264                                 ;
13265                 }
13266                 else
13267                 {
13268                         rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13269                         rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13270                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13271                         // simply scan ahead until we find a different texture or lightmap state
13272                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13273                                 ;
13274                 }
13275                 // render the range of surfaces
13276                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13277         }
13278 }
13279
13280 float locboxvertex3f[6*4*3] =
13281 {
13282         1,0,1, 1,0,0, 1,1,0, 1,1,1,
13283         0,1,1, 0,1,0, 0,0,0, 0,0,1,
13284         1,1,1, 1,1,0, 0,1,0, 0,1,1,
13285         0,0,1, 0,0,0, 1,0,0, 1,0,1,
13286         0,0,1, 1,0,1, 1,1,1, 0,1,1,
13287         1,0,0, 0,0,0, 0,1,0, 1,1,0
13288 };
13289
13290 unsigned short locboxelements[6*2*3] =
13291 {
13292          0, 1, 2, 0, 2, 3,
13293          4, 5, 6, 4, 6, 7,
13294          8, 9,10, 8,10,11,
13295         12,13,14, 12,14,15,
13296         16,17,18, 16,18,19,
13297         20,21,22, 20,22,23
13298 };
13299
13300 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13301 {
13302         int i, j;
13303         cl_locnode_t *loc = (cl_locnode_t *)ent;
13304         vec3_t mins, size;
13305         float vertex3f[6*4*3];
13306         CHECKGLERROR
13307         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13308         GL_DepthMask(false);
13309         GL_DepthRange(0, 1);
13310         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13311         GL_DepthTest(true);
13312         GL_CullFace(GL_NONE);
13313         R_EntityMatrix(&identitymatrix);
13314
13315         R_Mesh_ResetTextureState();
13316
13317         i = surfacelist[0];
13318         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13319                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13320                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13321                         surfacelist[0] < 0 ? 0.5f : 0.125f);
13322
13323         if (VectorCompare(loc->mins, loc->maxs))
13324         {
13325                 VectorSet(size, 2, 2, 2);
13326                 VectorMA(loc->mins, -0.5f, size, mins);
13327         }
13328         else
13329         {
13330                 VectorCopy(loc->mins, mins);
13331                 VectorSubtract(loc->maxs, loc->mins, size);
13332         }
13333
13334         for (i = 0;i < 6*4*3;)
13335                 for (j = 0;j < 3;j++, i++)
13336                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13337
13338         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13339         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13340         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13341 }
13342
13343 void R_DrawLocs(void)
13344 {
13345         int index;
13346         cl_locnode_t *loc, *nearestloc;
13347         vec3_t center;
13348         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13349         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13350         {
13351                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13352                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13353         }
13354 }
13355
13356 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13357 {
13358         if (decalsystem->decals)
13359                 Mem_Free(decalsystem->decals);
13360         memset(decalsystem, 0, sizeof(*decalsystem));
13361 }
13362
13363 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)
13364 {
13365         tridecal_t *decal;
13366         tridecal_t *decals;
13367         int i;
13368
13369         // expand or initialize the system
13370         if (decalsystem->maxdecals <= decalsystem->numdecals)
13371         {
13372                 decalsystem_t old = *decalsystem;
13373                 qboolean useshortelements;
13374                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13375                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13376                 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)));
13377                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13378                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13379                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13380                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13381                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13382                 if (decalsystem->numdecals)
13383                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13384                 if (old.decals)
13385                         Mem_Free(old.decals);
13386                 for (i = 0;i < decalsystem->maxdecals*3;i++)
13387                         decalsystem->element3i[i] = i;
13388                 if (useshortelements)
13389                         for (i = 0;i < decalsystem->maxdecals*3;i++)
13390                                 decalsystem->element3s[i] = i;
13391         }
13392
13393         // grab a decal and search for another free slot for the next one
13394         decals = decalsystem->decals;
13395         decal = decalsystem->decals + (i = decalsystem->freedecal++);
13396         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13397                 ;
13398         decalsystem->freedecal = i;
13399         if (decalsystem->numdecals <= i)
13400                 decalsystem->numdecals = i + 1;
13401
13402         // initialize the decal
13403         decal->lived = 0;
13404         decal->triangleindex = triangleindex;
13405         decal->surfaceindex = surfaceindex;
13406         decal->decalsequence = decalsequence;
13407         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13408         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13409         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13410         decal->color4ub[0][3] = 255;
13411         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13412         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13413         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13414         decal->color4ub[1][3] = 255;
13415         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13416         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13417         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13418         decal->color4ub[2][3] = 255;
13419         decal->vertex3f[0][0] = v0[0];
13420         decal->vertex3f[0][1] = v0[1];
13421         decal->vertex3f[0][2] = v0[2];
13422         decal->vertex3f[1][0] = v1[0];
13423         decal->vertex3f[1][1] = v1[1];
13424         decal->vertex3f[1][2] = v1[2];
13425         decal->vertex3f[2][0] = v2[0];
13426         decal->vertex3f[2][1] = v2[1];
13427         decal->vertex3f[2][2] = v2[2];
13428         decal->texcoord2f[0][0] = t0[0];
13429         decal->texcoord2f[0][1] = t0[1];
13430         decal->texcoord2f[1][0] = t1[0];
13431         decal->texcoord2f[1][1] = t1[1];
13432         decal->texcoord2f[2][0] = t2[0];
13433         decal->texcoord2f[2][1] = t2[1];
13434 }
13435
13436 extern cvar_t cl_decals_bias;
13437 extern cvar_t cl_decals_models;
13438 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13439 // baseparms, parms, temps
13440 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)
13441 {
13442         int cornerindex;
13443         int index;
13444         float v[9][3];
13445         const float *vertex3f;
13446         int numpoints;
13447         float points[2][9][3];
13448         float temp[3];
13449         float tc[9][2];
13450         float f;
13451         float c[9][4];
13452         const int *e;
13453
13454         e = rsurface.modelelement3i + 3*triangleindex;
13455
13456         vertex3f = rsurface.modelvertex3f;
13457
13458         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13459         {
13460                 index = 3*e[cornerindex];
13461                 VectorCopy(vertex3f + index, v[cornerindex]);
13462         }
13463         // cull backfaces
13464         //TriangleNormal(v[0], v[1], v[2], normal);
13465         //if (DotProduct(normal, localnormal) < 0.0f)
13466         //      continue;
13467         // clip by each of the box planes formed from the projection matrix
13468         // if anything survives, we emit the decal
13469         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]);
13470         if (numpoints < 3)
13471                 return;
13472         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]);
13473         if (numpoints < 3)
13474                 return;
13475         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]);
13476         if (numpoints < 3)
13477                 return;
13478         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]);
13479         if (numpoints < 3)
13480                 return;
13481         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]);
13482         if (numpoints < 3)
13483                 return;
13484         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]);
13485         if (numpoints < 3)
13486                 return;
13487         // some part of the triangle survived, so we have to accept it...
13488         if (dynamic)
13489         {
13490                 // dynamic always uses the original triangle
13491                 numpoints = 3;
13492                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13493                 {
13494                         index = 3*e[cornerindex];
13495                         VectorCopy(vertex3f + index, v[cornerindex]);
13496                 }
13497         }
13498         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13499         {
13500                 // convert vertex positions to texcoords
13501                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13502                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13503                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13504                 // calculate distance fade from the projection origin
13505                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13506                 f = bound(0.0f, f, 1.0f);
13507                 c[cornerindex][0] = r * f;
13508                 c[cornerindex][1] = g * f;
13509                 c[cornerindex][2] = b * f;
13510                 c[cornerindex][3] = 1.0f;
13511                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13512         }
13513         if (dynamic)
13514                 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);
13515         else
13516                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13517                         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);
13518 }
13519 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)
13520 {
13521         matrix4x4_t projection;
13522         decalsystem_t *decalsystem;
13523         qboolean dynamic;
13524         dp_model_t *model;
13525         const msurface_t *surface;
13526         const msurface_t *surfaces;
13527         const int *surfacelist;
13528         const texture_t *texture;
13529         int numtriangles;
13530         int numsurfacelist;
13531         int surfacelistindex;
13532         int surfaceindex;
13533         int triangleindex;
13534         float localorigin[3];
13535         float localnormal[3];
13536         float localmins[3];
13537         float localmaxs[3];
13538         float localsize;
13539         //float normal[3];
13540         float planes[6][4];
13541         float angles[3];
13542         bih_t *bih;
13543         int bih_triangles_count;
13544         int bih_triangles[256];
13545         int bih_surfaces[256];
13546
13547         decalsystem = &ent->decalsystem;
13548         model = ent->model;
13549         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13550         {
13551                 R_DecalSystem_Reset(&ent->decalsystem);
13552                 return;
13553         }
13554
13555         if (!model->brush.data_leafs && !cl_decals_models.integer)
13556         {
13557                 if (decalsystem->model)
13558                         R_DecalSystem_Reset(decalsystem);
13559                 return;
13560         }
13561
13562         if (decalsystem->model != model)
13563                 R_DecalSystem_Reset(decalsystem);
13564         decalsystem->model = model;
13565
13566         RSurf_ActiveModelEntity(ent, false, false, false);
13567
13568         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13569         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13570         VectorNormalize(localnormal);
13571         localsize = worldsize*rsurface.inversematrixscale;
13572         localmins[0] = localorigin[0] - localsize;
13573         localmins[1] = localorigin[1] - localsize;
13574         localmins[2] = localorigin[2] - localsize;
13575         localmaxs[0] = localorigin[0] + localsize;
13576         localmaxs[1] = localorigin[1] + localsize;
13577         localmaxs[2] = localorigin[2] + localsize;
13578
13579         //VectorCopy(localnormal, planes[4]);
13580         //VectorVectors(planes[4], planes[2], planes[0]);
13581         AnglesFromVectors(angles, localnormal, NULL, false);
13582         AngleVectors(angles, planes[0], planes[2], planes[4]);
13583         VectorNegate(planes[0], planes[1]);
13584         VectorNegate(planes[2], planes[3]);
13585         VectorNegate(planes[4], planes[5]);
13586         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13587         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13588         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13589         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13590         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13591         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13592
13593 #if 1
13594 // works
13595 {
13596         matrix4x4_t forwardprojection;
13597         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13598         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13599 }
13600 #else
13601 // broken
13602 {
13603         float projectionvector[4][3];
13604         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13605         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13606         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13607         projectionvector[0][0] = planes[0][0] * ilocalsize;
13608         projectionvector[0][1] = planes[1][0] * ilocalsize;
13609         projectionvector[0][2] = planes[2][0] * ilocalsize;
13610         projectionvector[1][0] = planes[0][1] * ilocalsize;
13611         projectionvector[1][1] = planes[1][1] * ilocalsize;
13612         projectionvector[1][2] = planes[2][1] * ilocalsize;
13613         projectionvector[2][0] = planes[0][2] * ilocalsize;
13614         projectionvector[2][1] = planes[1][2] * ilocalsize;
13615         projectionvector[2][2] = planes[2][2] * ilocalsize;
13616         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13617         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13618         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13619         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13620 }
13621 #endif
13622
13623         dynamic = model->surfmesh.isanimated;
13624         numsurfacelist = model->nummodelsurfaces;
13625         surfacelist = model->sortedmodelsurfaces;
13626         surfaces = model->data_surfaces;
13627
13628         bih = NULL;
13629         bih_triangles_count = -1;
13630         if(!dynamic)
13631         {
13632                 if(model->render_bih.numleafs)
13633                         bih = &model->render_bih;
13634                 else if(model->collision_bih.numleafs)
13635                         bih = &model->collision_bih;
13636         }
13637         if(bih)
13638                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13639         if(bih_triangles_count == 0)
13640                 return;
13641         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13642                 return;
13643         if(bih_triangles_count > 0)
13644         {
13645                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13646                 {
13647                         surfaceindex = bih_surfaces[triangleindex];
13648                         surface = surfaces + surfaceindex;
13649                         texture = surface->texture;
13650                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13651                                 continue;
13652                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13653                                 continue;
13654                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13655                 }
13656         }
13657         else
13658         {
13659                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13660                 {
13661                         surfaceindex = surfacelist[surfacelistindex];
13662                         surface = surfaces + surfaceindex;
13663                         // check cull box first because it rejects more than any other check
13664                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13665                                 continue;
13666                         // skip transparent surfaces
13667                         texture = surface->texture;
13668                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13669                                 continue;
13670                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13671                                 continue;
13672                         numtriangles = surface->num_triangles;
13673                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13674                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13675                 }
13676         }
13677 }
13678
13679 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13680 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)
13681 {
13682         int renderentityindex;
13683         float worldmins[3];
13684         float worldmaxs[3];
13685         entity_render_t *ent;
13686
13687         if (!cl_decals_newsystem.integer)
13688                 return;
13689
13690         worldmins[0] = worldorigin[0] - worldsize;
13691         worldmins[1] = worldorigin[1] - worldsize;
13692         worldmins[2] = worldorigin[2] - worldsize;
13693         worldmaxs[0] = worldorigin[0] + worldsize;
13694         worldmaxs[1] = worldorigin[1] + worldsize;
13695         worldmaxs[2] = worldorigin[2] + worldsize;
13696
13697         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13698
13699         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13700         {
13701                 ent = r_refdef.scene.entities[renderentityindex];
13702                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13703                         continue;
13704
13705                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13706         }
13707 }
13708
13709 typedef struct r_decalsystem_splatqueue_s
13710 {
13711         vec3_t worldorigin;
13712         vec3_t worldnormal;
13713         float color[4];
13714         float tcrange[4];
13715         float worldsize;
13716         int decalsequence;
13717 }
13718 r_decalsystem_splatqueue_t;
13719
13720 int r_decalsystem_numqueued = 0;
13721 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13722
13723 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)
13724 {
13725         r_decalsystem_splatqueue_t *queue;
13726
13727         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13728                 return;
13729
13730         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13731         VectorCopy(worldorigin, queue->worldorigin);
13732         VectorCopy(worldnormal, queue->worldnormal);
13733         Vector4Set(queue->color, r, g, b, a);
13734         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13735         queue->worldsize = worldsize;
13736         queue->decalsequence = cl.decalsequence++;
13737 }
13738
13739 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13740 {
13741         int i;
13742         r_decalsystem_splatqueue_t *queue;
13743
13744         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13745                 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);
13746         r_decalsystem_numqueued = 0;
13747 }
13748
13749 extern cvar_t cl_decals_max;
13750 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13751 {
13752         int i;
13753         decalsystem_t *decalsystem = &ent->decalsystem;
13754         int numdecals;
13755         int killsequence;
13756         tridecal_t *decal;
13757         float frametime;
13758         float lifetime;
13759
13760         if (!decalsystem->numdecals)
13761                 return;
13762
13763         if (r_showsurfaces.integer)
13764                 return;
13765
13766         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13767         {
13768                 R_DecalSystem_Reset(decalsystem);
13769                 return;
13770         }
13771
13772         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13773         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13774
13775         if (decalsystem->lastupdatetime)
13776                 frametime = (cl.time - decalsystem->lastupdatetime);
13777         else
13778                 frametime = 0;
13779         decalsystem->lastupdatetime = cl.time;
13780         decal = decalsystem->decals;
13781         numdecals = decalsystem->numdecals;
13782
13783         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13784         {
13785                 if (decal->color4ub[0][3])
13786                 {
13787                         decal->lived += frametime;
13788                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13789                         {
13790                                 memset(decal, 0, sizeof(*decal));
13791                                 if (decalsystem->freedecal > i)
13792                                         decalsystem->freedecal = i;
13793                         }
13794                 }
13795         }
13796         decal = decalsystem->decals;
13797         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13798                 numdecals--;
13799
13800         // collapse the array by shuffling the tail decals into the gaps
13801         for (;;)
13802         {
13803                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13804                         decalsystem->freedecal++;
13805                 if (decalsystem->freedecal == numdecals)
13806                         break;
13807                 decal[decalsystem->freedecal] = decal[--numdecals];
13808         }
13809
13810         decalsystem->numdecals = numdecals;
13811
13812         if (numdecals <= 0)
13813         {
13814                 // if there are no decals left, reset decalsystem
13815                 R_DecalSystem_Reset(decalsystem);
13816         }
13817 }
13818
13819 extern skinframe_t *decalskinframe;
13820 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13821 {
13822         int i;
13823         decalsystem_t *decalsystem = &ent->decalsystem;
13824         int numdecals;
13825         tridecal_t *decal;
13826         float faderate;
13827         float alpha;
13828         float *v3f;
13829         float *c4f;
13830         float *t2f;
13831         const int *e;
13832         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13833         int numtris = 0;
13834
13835         numdecals = decalsystem->numdecals;
13836         if (!numdecals)
13837                 return;
13838
13839         if (r_showsurfaces.integer)
13840                 return;
13841
13842         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13843         {
13844                 R_DecalSystem_Reset(decalsystem);
13845                 return;
13846         }
13847
13848         // if the model is static it doesn't matter what value we give for
13849         // wantnormals and wanttangents, so this logic uses only rules applicable
13850         // to a model, knowing that they are meaningless otherwise
13851         if (ent == r_refdef.scene.worldentity)
13852                 RSurf_ActiveWorldEntity();
13853         else
13854                 RSurf_ActiveModelEntity(ent, false, false, false);
13855
13856         decalsystem->lastupdatetime = cl.time;
13857         decal = decalsystem->decals;
13858
13859         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13860
13861         // update vertex positions for animated models
13862         v3f = decalsystem->vertex3f;
13863         c4f = decalsystem->color4f;
13864         t2f = decalsystem->texcoord2f;
13865         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13866         {
13867                 if (!decal->color4ub[0][3])
13868                         continue;
13869
13870                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13871                         continue;
13872
13873                 // update color values for fading decals
13874                 if (decal->lived >= cl_decals_time.value)
13875                 {
13876                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13877                         alpha *= (1.0f/255.0f);
13878                 }
13879                 else
13880                         alpha = 1.0f/255.0f;
13881
13882                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13883                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13884                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13885                 c4f[ 3] = 1;
13886                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13887                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13888                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13889                 c4f[ 7] = 1;
13890                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13891                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13892                 c4f[10] = decal->color4ub[2][2] * alpha;
13893                 c4f[11] = 1;
13894
13895                 t2f[0] = decal->texcoord2f[0][0];
13896                 t2f[1] = decal->texcoord2f[0][1];
13897                 t2f[2] = decal->texcoord2f[1][0];
13898                 t2f[3] = decal->texcoord2f[1][1];
13899                 t2f[4] = decal->texcoord2f[2][0];
13900                 t2f[5] = decal->texcoord2f[2][1];
13901
13902                 // update vertex positions for animated models
13903                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13904                 {
13905                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13906                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13907                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13908                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13909                 }
13910                 else
13911                 {
13912                         VectorCopy(decal->vertex3f[0], v3f);
13913                         VectorCopy(decal->vertex3f[1], v3f + 3);
13914                         VectorCopy(decal->vertex3f[2], v3f + 6);
13915                 }
13916
13917                 if (r_refdef.fogenabled)
13918                 {
13919                         alpha = RSurf_FogVertex(v3f);
13920                         VectorScale(c4f, alpha, c4f);
13921                         alpha = RSurf_FogVertex(v3f + 3);
13922                         VectorScale(c4f + 4, alpha, c4f + 4);
13923                         alpha = RSurf_FogVertex(v3f + 6);
13924                         VectorScale(c4f + 8, alpha, c4f + 8);
13925                 }
13926
13927                 v3f += 9;
13928                 c4f += 12;
13929                 t2f += 6;
13930                 numtris++;
13931         }
13932
13933         if (numtris > 0)
13934         {
13935                 r_refdef.stats.drawndecals += numtris;
13936
13937                 // now render the decals all at once
13938                 // (this assumes they all use one particle font texture!)
13939                 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);
13940                 R_Mesh_ResetTextureState();
13941                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13942                 GL_DepthMask(false);
13943                 GL_DepthRange(0, 1);
13944                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13945                 GL_DepthTest(true);
13946                 GL_CullFace(GL_NONE);
13947                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13948                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13949                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13950         }
13951 }
13952
13953 static void R_DrawModelDecals(void)
13954 {
13955         int i, numdecals;
13956
13957         // fade faster when there are too many decals
13958         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13959         for (i = 0;i < r_refdef.scene.numentities;i++)
13960                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13961
13962         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13963         for (i = 0;i < r_refdef.scene.numentities;i++)
13964                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13965                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13966
13967         R_DecalSystem_ApplySplatEntitiesQueue();
13968
13969         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13970         for (i = 0;i < r_refdef.scene.numentities;i++)
13971                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13972
13973         r_refdef.stats.totaldecals += numdecals;
13974
13975         if (r_showsurfaces.integer)
13976                 return;
13977
13978         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13979
13980         for (i = 0;i < r_refdef.scene.numentities;i++)
13981         {
13982                 if (!r_refdef.viewcache.entityvisible[i])
13983                         continue;
13984                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13985                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13986         }
13987 }
13988
13989 extern cvar_t mod_collision_bih;
13990 void R_DrawDebugModel(void)
13991 {
13992         entity_render_t *ent = rsurface.entity;
13993         int i, j, k, l, flagsmask;
13994         const msurface_t *surface;
13995         dp_model_t *model = ent->model;
13996         vec3_t v;
13997
13998         switch(vid.renderpath)
13999         {
14000         case RENDERPATH_GL11:
14001         case RENDERPATH_GL13:
14002         case RENDERPATH_GL20:
14003         case RENDERPATH_CGGL:
14004                 break;
14005         case RENDERPATH_D3D9:
14006                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14007                 return;
14008         case RENDERPATH_D3D10:
14009                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14010                 return;
14011         case RENDERPATH_D3D11:
14012                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14013                 return;
14014         }
14015
14016         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14017
14018         R_Mesh_ResetTextureState();
14019         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14020         GL_DepthRange(0, 1);
14021         GL_DepthTest(!r_showdisabledepthtest.integer);
14022         GL_DepthMask(false);
14023         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14024
14025         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14026         {
14027                 int triangleindex;
14028                 int bihleafindex;
14029                 qboolean cullbox = ent == r_refdef.scene.worldentity;
14030                 const q3mbrush_t *brush;
14031                 const bih_t *bih = &model->collision_bih;
14032                 const bih_leaf_t *bihleaf;
14033                 float vertex3f[3][3];
14034                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14035                 cullbox = false;
14036                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14037                 {
14038                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14039                                 continue;
14040                         switch (bihleaf->type)
14041                         {
14042                         case BIH_BRUSH:
14043                                 brush = model->brush.data_brushes + bihleaf->itemindex;
14044                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
14045                                 {
14046                                         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);
14047                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14048                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14049                                 }
14050                                 break;
14051                         case BIH_COLLISIONTRIANGLE:
14052                                 triangleindex = bihleaf->itemindex;
14053                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14054                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14055                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14056                                 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);
14057                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14058                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14059                                 break;
14060                         case BIH_RENDERTRIANGLE:
14061                                 triangleindex = bihleaf->itemindex;
14062                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14063                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14064                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14065                                 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);
14066                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14067                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14068                                 break;
14069                         }
14070                 }
14071         }
14072
14073         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14074
14075         if (r_showtris.integer || r_shownormals.integer)
14076         {
14077                 if (r_showdisabledepthtest.integer)
14078                 {
14079                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14080                         GL_DepthMask(false);
14081                 }
14082                 else
14083                 {
14084                         GL_BlendFunc(GL_ONE, GL_ZERO);
14085                         GL_DepthMask(true);
14086                 }
14087                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14088                 {
14089                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14090                                 continue;
14091                         rsurface.texture = R_GetCurrentTexture(surface->texture);
14092                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14093                         {
14094                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14095                                 if (r_showtris.value > 0)
14096                                 {
14097                                         if (!rsurface.texture->currentlayers->depthmask)
14098                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14099                                         else if (ent == r_refdef.scene.worldentity)
14100                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14101                                         else
14102                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14103                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14104                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14105                                         RSurf_DrawBatch();
14106                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14107                                         CHECKGLERROR
14108                                 }
14109                                 if (r_shownormals.value < 0)
14110                                 {
14111                                         qglBegin(GL_LINES);
14112                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14113                                         {
14114                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14115                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14116                                                 qglVertex3f(v[0], v[1], v[2]);
14117                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14118                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14119                                                 qglVertex3f(v[0], v[1], v[2]);
14120                                         }
14121                                         qglEnd();
14122                                         CHECKGLERROR
14123                                 }
14124                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14125                                 {
14126                                         qglBegin(GL_LINES);
14127                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14128                                         {
14129                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14130                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14131                                                 qglVertex3f(v[0], v[1], v[2]);
14132                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14133                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14134                                                 qglVertex3f(v[0], v[1], v[2]);
14135                                         }
14136                                         qglEnd();
14137                                         CHECKGLERROR
14138                                         qglBegin(GL_LINES);
14139                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14140                                         {
14141                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14142                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14143                                                 qglVertex3f(v[0], v[1], v[2]);
14144                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14145                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14146                                                 qglVertex3f(v[0], v[1], v[2]);
14147                                         }
14148                                         qglEnd();
14149                                         CHECKGLERROR
14150                                         qglBegin(GL_LINES);
14151                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14152                                         {
14153                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14154                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14155                                                 qglVertex3f(v[0], v[1], v[2]);
14156                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14157                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14158                                                 qglVertex3f(v[0], v[1], v[2]);
14159                                         }
14160                                         qglEnd();
14161                                         CHECKGLERROR
14162                                 }
14163                         }
14164                 }
14165                 rsurface.texture = NULL;
14166         }
14167 }
14168
14169 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14170 int r_maxsurfacelist = 0;
14171 const msurface_t **r_surfacelist = NULL;
14172 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14173 {
14174         int i, j, endj, flagsmask;
14175         dp_model_t *model = r_refdef.scene.worldmodel;
14176         msurface_t *surfaces;
14177         unsigned char *update;
14178         int numsurfacelist = 0;
14179         if (model == NULL)
14180                 return;
14181
14182         if (r_maxsurfacelist < model->num_surfaces)
14183         {
14184                 r_maxsurfacelist = model->num_surfaces;
14185                 if (r_surfacelist)
14186                         Mem_Free((msurface_t**)r_surfacelist);
14187                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14188         }
14189
14190         RSurf_ActiveWorldEntity();
14191
14192         surfaces = model->data_surfaces;
14193         update = model->brushq1.lightmapupdateflags;
14194
14195         // update light styles on this submodel
14196         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14197         {
14198                 model_brush_lightstyleinfo_t *style;
14199                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14200                 {
14201                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14202                         {
14203                                 int *list = style->surfacelist;
14204                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14205                                 for (j = 0;j < style->numsurfaces;j++)
14206                                         update[list[j]] = true;
14207                         }
14208                 }
14209         }
14210
14211         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14212
14213         if (debug)
14214         {
14215                 R_DrawDebugModel();
14216                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14217                 return;
14218         }
14219
14220         rsurface.lightmaptexture = NULL;
14221         rsurface.deluxemaptexture = NULL;
14222         rsurface.uselightmaptexture = false;
14223         rsurface.texture = NULL;
14224         rsurface.rtlight = NULL;
14225         numsurfacelist = 0;
14226         // add visible surfaces to draw list
14227         for (i = 0;i < model->nummodelsurfaces;i++)
14228         {
14229                 j = model->sortedmodelsurfaces[i];
14230                 if (r_refdef.viewcache.world_surfacevisible[j])
14231                         r_surfacelist[numsurfacelist++] = surfaces + j;
14232         }
14233         // update lightmaps if needed
14234         if (model->brushq1.firstrender)
14235         {
14236                 model->brushq1.firstrender = false;
14237                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14238                         if (update[j])
14239                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14240         }
14241         else if (update)
14242         {
14243                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14244                         if (r_refdef.viewcache.world_surfacevisible[j])
14245                                 if (update[j])
14246                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14247         }
14248         // don't do anything if there were no surfaces
14249         if (!numsurfacelist)
14250         {
14251                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14252                 return;
14253         }
14254         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14255         GL_AlphaTest(false);
14256
14257         // add to stats if desired
14258         if (r_speeds.integer && !skysurfaces && !depthonly)
14259         {
14260                 r_refdef.stats.world_surfaces += numsurfacelist;
14261                 for (j = 0;j < numsurfacelist;j++)
14262                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14263         }
14264
14265         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14266 }
14267
14268 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14269 {
14270         int i, j, endj, flagsmask;
14271         dp_model_t *model = ent->model;
14272         msurface_t *surfaces;
14273         unsigned char *update;
14274         int numsurfacelist = 0;
14275         if (model == NULL)
14276                 return;
14277
14278         if (r_maxsurfacelist < model->num_surfaces)
14279         {
14280                 r_maxsurfacelist = model->num_surfaces;
14281                 if (r_surfacelist)
14282                         Mem_Free((msurface_t **)r_surfacelist);
14283                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14284         }
14285
14286         // if the model is static it doesn't matter what value we give for
14287         // wantnormals and wanttangents, so this logic uses only rules applicable
14288         // to a model, knowing that they are meaningless otherwise
14289         if (ent == r_refdef.scene.worldentity)
14290                 RSurf_ActiveWorldEntity();
14291         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14292                 RSurf_ActiveModelEntity(ent, false, false, false);
14293         else if (prepass)
14294                 RSurf_ActiveModelEntity(ent, true, true, true);
14295         else if (depthonly)
14296         {
14297                 switch (vid.renderpath)
14298                 {
14299                 case RENDERPATH_GL20:
14300                 case RENDERPATH_CGGL:
14301                 case RENDERPATH_D3D9:
14302                 case RENDERPATH_D3D10:
14303                 case RENDERPATH_D3D11:
14304                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14305                         break;
14306                 case RENDERPATH_GL13:
14307                 case RENDERPATH_GL11:
14308                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14309                         break;
14310                 }
14311         }
14312         else
14313         {
14314                 switch (vid.renderpath)
14315                 {
14316                 case RENDERPATH_GL20:
14317                 case RENDERPATH_CGGL:
14318                 case RENDERPATH_D3D9:
14319                 case RENDERPATH_D3D10:
14320                 case RENDERPATH_D3D11:
14321                         RSurf_ActiveModelEntity(ent, true, true, false);
14322                         break;
14323                 case RENDERPATH_GL13:
14324                 case RENDERPATH_GL11:
14325                         RSurf_ActiveModelEntity(ent, true, false, false);
14326                         break;
14327                 }
14328         }
14329
14330         surfaces = model->data_surfaces;
14331         update = model->brushq1.lightmapupdateflags;
14332
14333         // update light styles
14334         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14335         {
14336                 model_brush_lightstyleinfo_t *style;
14337                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14338                 {
14339                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
14340                         {
14341                                 int *list = style->surfacelist;
14342                                 style->value = r_refdef.scene.lightstylevalue[style->style];
14343                                 for (j = 0;j < style->numsurfaces;j++)
14344                                         update[list[j]] = true;
14345                         }
14346                 }
14347         }
14348
14349         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14350
14351         if (debug)
14352         {
14353                 R_DrawDebugModel();
14354                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14355                 return;
14356         }
14357
14358         rsurface.lightmaptexture = NULL;
14359         rsurface.deluxemaptexture = NULL;
14360         rsurface.uselightmaptexture = false;
14361         rsurface.texture = NULL;
14362         rsurface.rtlight = NULL;
14363         numsurfacelist = 0;
14364         // add visible surfaces to draw list
14365         for (i = 0;i < model->nummodelsurfaces;i++)
14366                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14367         // don't do anything if there were no surfaces
14368         if (!numsurfacelist)
14369         {
14370                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14371                 return;
14372         }
14373         // update lightmaps if needed
14374         if (update)
14375         {
14376                 int updated = 0;
14377                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14378                 {
14379                         if (update[j])
14380                         {
14381                                 updated++;
14382                                 R_BuildLightMap(ent, surfaces + j);
14383                         }
14384                 }
14385         }
14386         if (update)
14387                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14388                         if (update[j])
14389                                 R_BuildLightMap(ent, surfaces + j);
14390         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14391         GL_AlphaTest(false);
14392
14393         // add to stats if desired
14394         if (r_speeds.integer && !skysurfaces && !depthonly)
14395         {
14396                 r_refdef.stats.entities_surfaces += numsurfacelist;
14397                 for (j = 0;j < numsurfacelist;j++)
14398                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14399         }
14400
14401         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14402 }
14403
14404 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14405 {
14406         static texture_t texture;
14407         static msurface_t surface;
14408         const msurface_t *surfacelist = &surface;
14409
14410         // fake enough texture and surface state to render this geometry
14411
14412         texture.update_lastrenderframe = -1; // regenerate this texture
14413         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14414         texture.currentskinframe = skinframe;
14415         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14416         texture.offsetmapping = OFFSETMAPPING_OFF;
14417         texture.offsetscale = 1;
14418         texture.specularscalemod = 1;
14419         texture.specularpowermod = 1;
14420
14421         surface.texture = &texture;
14422         surface.num_triangles = numtriangles;
14423         surface.num_firsttriangle = firsttriangle;
14424         surface.num_vertices = numvertices;
14425         surface.num_firstvertex = firstvertex;
14426
14427         // now render it
14428         rsurface.texture = R_GetCurrentTexture(surface.texture);
14429         rsurface.lightmaptexture = NULL;
14430         rsurface.deluxemaptexture = NULL;
14431         rsurface.uselightmaptexture = false;
14432         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14433 }
14434
14435 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)
14436 {
14437         static msurface_t surface;
14438         const msurface_t *surfacelist = &surface;
14439
14440         // fake enough texture and surface state to render this geometry
14441
14442         surface.texture = texture;
14443         surface.num_triangles = numtriangles;
14444         surface.num_firsttriangle = firsttriangle;
14445         surface.num_vertices = numvertices;
14446         surface.num_firstvertex = firstvertex;
14447
14448         // now render it
14449         rsurface.texture = R_GetCurrentTexture(surface.texture);
14450         rsurface.lightmaptexture = NULL;
14451         rsurface.deluxemaptexture = NULL;
14452         rsurface.uselightmaptexture = false;
14453         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14454 }