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implemented Direct3D9 renderer (off by default), not very optimized but almost comple...
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 #ifdef SUPPORTD3D
32 #include <d3d9.h>
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
34 #endif
35
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
38
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
40
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
43 qboolean r_loadfog;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
46
47 //
48 // screen size info
49 //
50 r_refdef_t r_refdef;
51
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
60
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
66
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
108 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
114
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
123
124 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
125 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
126
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
132
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
136
137 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
143 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
144 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
145 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
146
147 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
152
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
157
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
165
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
170
171 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
172
173 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
174
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
176
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
184
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
186
187 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
188
189 extern cvar_t v_glslgamma;
190
191 extern qboolean v_flipped_state;
192
193 static struct r_bloomstate_s
194 {
195         qboolean enabled;
196         qboolean hdr;
197
198         int bloomwidth, bloomheight;
199
200         int screentexturewidth, screentextureheight;
201         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
202
203         int bloomtexturewidth, bloomtextureheight;
204         rtexture_t *texture_bloom;
205
206         // arrays for rendering the screen passes
207         float screentexcoord2f[8];
208         float bloomtexcoord2f[8];
209         float offsettexcoord2f[8];
210
211         r_viewport_t viewport;
212 }
213 r_bloomstate;
214
215 r_waterstate_t r_waterstate;
216
217 /// shadow volume bsp struct with automatically growing nodes buffer
218 svbsp_t r_svbsp;
219
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
233
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
236 {
237         char basename[64];
238         rtexture_t *texture;
239 }
240 cubemapinfo_t;
241
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
244
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
248
249 typedef struct r_qwskincache_s
250 {
251         char name[MAX_QPATH];
252         skinframe_t *skinframe;
253 }
254 r_qwskincache_t;
255
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
258
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
263 {
264         0, 0, 0,
265         1, 0, 0,
266         1, 1, 0,
267         0, 1, 0
268 };
269 const float r_d3dscreenvertex3f[12] =
270 {
271         0, 1, 0,
272         1, 1, 0,
273         1, 0, 0,
274         0, 0, 0
275 };
276
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
278 {
279         int i;
280         for (i = 0;i < verts;i++)
281         {
282                 out[0] = in[0] * r;
283                 out[1] = in[1] * g;
284                 out[2] = in[2] * b;
285                 out[3] = in[3];
286                 in += 4;
287                 out += 4;
288         }
289 }
290
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
292 {
293         int i;
294         for (i = 0;i < verts;i++)
295         {
296                 out[0] = r;
297                 out[1] = g;
298                 out[2] = b;
299                 out[3] = a;
300                 out += 4;
301         }
302 }
303
304 // FIXME: move this to client?
305 void FOG_clear(void)
306 {
307         if (gamemode == GAME_NEHAHRA)
308         {
309                 Cvar_Set("gl_fogenable", "0");
310                 Cvar_Set("gl_fogdensity", "0.2");
311                 Cvar_Set("gl_fogred", "0.3");
312                 Cvar_Set("gl_foggreen", "0.3");
313                 Cvar_Set("gl_fogblue", "0.3");
314         }
315         r_refdef.fog_density = 0;
316         r_refdef.fog_red = 0;
317         r_refdef.fog_green = 0;
318         r_refdef.fog_blue = 0;
319         r_refdef.fog_alpha = 1;
320         r_refdef.fog_start = 0;
321         r_refdef.fog_end = 16384;
322         r_refdef.fog_height = 1<<30;
323         r_refdef.fog_fadedepth = 128;
324         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
325 }
326
327 static void R_BuildBlankTextures(void)
328 {
329         unsigned char data[4];
330         data[2] = 128; // normal X
331         data[1] = 128; // normal Y
332         data[0] = 255; // normal Z
333         data[3] = 128; // height
334         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
335         data[0] = 255;
336         data[1] = 255;
337         data[2] = 255;
338         data[3] = 255;
339         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
340         data[0] = 128;
341         data[1] = 128;
342         data[2] = 128;
343         data[3] = 255;
344         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345         data[0] = 0;
346         data[1] = 0;
347         data[2] = 0;
348         data[3] = 255;
349         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 }
351
352 static void R_BuildNoTexture(void)
353 {
354         int x, y;
355         unsigned char pix[16][16][4];
356         // this makes a light grey/dark grey checkerboard texture
357         for (y = 0;y < 16;y++)
358         {
359                 for (x = 0;x < 16;x++)
360                 {
361                         if ((y < 8) ^ (x < 8))
362                         {
363                                 pix[y][x][0] = 128;
364                                 pix[y][x][1] = 128;
365                                 pix[y][x][2] = 128;
366                                 pix[y][x][3] = 255;
367                         }
368                         else
369                         {
370                                 pix[y][x][0] = 64;
371                                 pix[y][x][1] = 64;
372                                 pix[y][x][2] = 64;
373                                 pix[y][x][3] = 255;
374                         }
375                 }
376         }
377         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
378 }
379
380 static void R_BuildWhiteCube(void)
381 {
382         unsigned char data[6*1*1*4];
383         memset(data, 255, sizeof(data));
384         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
385 }
386
387 static void R_BuildNormalizationCube(void)
388 {
389         int x, y, side;
390         vec3_t v;
391         vec_t s, t, intensity;
392 #define NORMSIZE 64
393         unsigned char *data;
394         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395         for (side = 0;side < 6;side++)
396         {
397                 for (y = 0;y < NORMSIZE;y++)
398                 {
399                         for (x = 0;x < NORMSIZE;x++)
400                         {
401                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
403                                 switch(side)
404                                 {
405                                 default:
406                                 case 0:
407                                         v[0] = 1;
408                                         v[1] = -t;
409                                         v[2] = -s;
410                                         break;
411                                 case 1:
412                                         v[0] = -1;
413                                         v[1] = -t;
414                                         v[2] = s;
415                                         break;
416                                 case 2:
417                                         v[0] = s;
418                                         v[1] = 1;
419                                         v[2] = t;
420                                         break;
421                                 case 3:
422                                         v[0] = s;
423                                         v[1] = -1;
424                                         v[2] = -t;
425                                         break;
426                                 case 4:
427                                         v[0] = s;
428                                         v[1] = -t;
429                                         v[2] = 1;
430                                         break;
431                                 case 5:
432                                         v[0] = -s;
433                                         v[1] = -t;
434                                         v[2] = -1;
435                                         break;
436                                 }
437                                 intensity = 127.0f / sqrt(DotProduct(v, v));
438                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441                                 data[((side*64+y)*64+x)*4+3] = 255;
442                         }
443                 }
444         }
445         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
446         Mem_Free(data);
447 }
448
449 static void R_BuildFogTexture(void)
450 {
451         int x, b;
452 #define FOGWIDTH 256
453         unsigned char data1[FOGWIDTH][4];
454         //unsigned char data2[FOGWIDTH][4];
455         double d, r, alpha;
456
457         r_refdef.fogmasktable_start = r_refdef.fog_start;
458         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459         r_refdef.fogmasktable_range = r_refdef.fogrange;
460         r_refdef.fogmasktable_density = r_refdef.fog_density;
461
462         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
464         {
465                 d = (x * r - r_refdef.fogmasktable_start);
466                 if(developer_extra.integer)
467                         Con_DPrintf("%f ", d);
468                 d = max(0, d);
469                 if (r_fog_exp2.integer)
470                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
471                 else
472                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473                 if(developer_extra.integer)
474                         Con_DPrintf(" : %f ", alpha);
475                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476                 if(developer_extra.integer)
477                         Con_DPrintf(" = %f\n", alpha);
478                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
479         }
480
481         for (x = 0;x < FOGWIDTH;x++)
482         {
483                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
484                 data1[x][0] = b;
485                 data1[x][1] = b;
486                 data1[x][2] = b;
487                 data1[x][3] = 255;
488                 //data2[x][0] = 255 - b;
489                 //data2[x][1] = 255 - b;
490                 //data2[x][2] = 255 - b;
491                 //data2[x][3] = 255;
492         }
493         if (r_texture_fogattenuation)
494         {
495                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
497         }
498         else
499         {
500                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
501                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
502         }
503 }
504
505 static void R_BuildFogHeightTexture(void)
506 {
507         unsigned char *inpixels;
508         int size;
509         int x;
510         int y;
511         int j;
512         float c[4];
513         float f;
514         inpixels = NULL;
515         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516         if (r_refdef.fogheighttexturename[0])
517                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
518         if (!inpixels)
519         {
520                 r_refdef.fog_height_tablesize = 0;
521                 if (r_texture_fogheighttexture)
522                         R_FreeTexture(r_texture_fogheighttexture);
523                 r_texture_fogheighttexture = NULL;
524                 if (r_refdef.fog_height_table2d)
525                         Mem_Free(r_refdef.fog_height_table2d);
526                 r_refdef.fog_height_table2d = NULL;
527                 if (r_refdef.fog_height_table1d)
528                         Mem_Free(r_refdef.fog_height_table1d);
529                 r_refdef.fog_height_table1d = NULL;
530                 return;
531         }
532         size = image_width;
533         r_refdef.fog_height_tablesize = size;
534         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
537         Mem_Free(inpixels);
538         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
539         // average fog color table accounting for every fog layer between a point
540         // and the camera.  (Note: attenuation is handled separately!)
541         for (y = 0;y < size;y++)
542         {
543                 for (x = 0;x < size;x++)
544                 {
545                         Vector4Clear(c);
546                         f = 0;
547                         if (x < y)
548                         {
549                                 for (j = x;j <= y;j++)
550                                 {
551                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
552                                         f++;
553                                 }
554                         }
555                         else
556                         {
557                                 for (j = x;j >= y;j--)
558                                 {
559                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
560                                         f++;
561                                 }
562                         }
563                         f = 1.0f / f;
564                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
568                 }
569         }
570         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
571 }
572
573 //=======================================================================================================================================================
574
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
579 "\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
581 "# define USEFOG\n"
582 "#endif\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
585 "#endif\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
588 "#endif\n"
589 "\n"
590 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
591 "# extension GL_ARB_texture_rectangle : enable\n"
592 "#endif\n"
593 "\n"
594 "#ifdef USESHADOWMAP2D\n"
595 "# ifdef GL_EXT_gpu_shader4\n"
596 "#   extension GL_EXT_gpu_shader4 : enable\n"
597 "# endif\n"
598 "# ifdef GL_ARB_texture_gather\n"
599 "#   extension GL_ARB_texture_gather : enable\n"
600 "# else\n"
601 "#   ifdef GL_AMD_texture_texture4\n"
602 "#     extension GL_AMD_texture_texture4 : enable\n"
603 "#   endif\n"
604 "# endif\n"
605 "#endif\n"
606 "\n"
607 "#ifdef USESHADOWMAPCUBE\n"
608 "# extension GL_EXT_gpu_shader4 : enable\n"
609 "#endif\n"
610 "\n"
611 "//#ifdef USESHADOWSAMPLER\n"
612 "//# extension GL_ARB_shadow : enable\n"
613 "//#endif\n"
614 "\n"
615 "//#ifdef __GLSL_CG_DATA_TYPES\n"
616 "//# define myhalf half\n"
617 "//# define myhalf2 half2\n"
618 "//# define myhalf3 half3\n"
619 "//# define myhalf4 half4\n"
620 "//#else\n"
621 "# define myhalf float\n"
622 "# define myhalf2 vec2\n"
623 "# define myhalf3 vec3\n"
624 "# define myhalf4 vec4\n"
625 "//#endif\n"
626 "\n"
627 "#ifdef VERTEX_SHADER\n"
628 "uniform mat4 ModelViewProjectionMatrix;\n"
629 "#endif\n"
630 "\n"
631 "#ifdef MODE_DEPTH_OR_SHADOW\n"
632 "#ifdef VERTEX_SHADER\n"
633 "void main(void)\n"
634 "{\n"
635 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
636 "}\n"
637 "#endif\n"
638 "#else // !MODE_DEPTH_ORSHADOW\n"
639 "\n"
640 "\n"
641 "\n"
642 "\n"
643 "#ifdef MODE_SHOWDEPTH\n"
644 "#ifdef VERTEX_SHADER\n"
645 "void main(void)\n"
646 "{\n"
647 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
648 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
649 "}\n"
650 "#endif\n"
651 "\n"
652 "#ifdef FRAGMENT_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FragColor = gl_Color;\n"
656 "}\n"
657 "#endif\n"
658 "#else // !MODE_SHOWDEPTH\n"
659 "\n"
660 "\n"
661 "\n"
662 "\n"
663 "#ifdef MODE_POSTPROCESS\n"
664 "varying vec2 TexCoord1;\n"
665 "varying vec2 TexCoord2;\n"
666 "\n"
667 "#ifdef VERTEX_SHADER\n"
668 "void main(void)\n"
669 "{\n"
670 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
672 "#ifdef USEBLOOM\n"
673 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
674 "#endif\n"
675 "}\n"
676 "#endif\n"
677 "\n"
678 "#ifdef FRAGMENT_SHADER\n"
679 "uniform sampler2D Texture_First;\n"
680 "#ifdef USEBLOOM\n"
681 "uniform sampler2D Texture_Second;\n"
682 "#endif\n"
683 "#ifdef USEGAMMARAMPS\n"
684 "uniform sampler2D Texture_GammaRamps;\n"
685 "#endif\n"
686 "#ifdef USESATURATION\n"
687 "uniform float Saturation;\n"
688 "#endif\n"
689 "#ifdef USEVIEWTINT\n"
690 "uniform vec4 ViewTintColor;\n"
691 "#endif\n"
692 "//uncomment these if you want to use them:\n"
693 "uniform vec4 UserVec1;\n"
694 "uniform vec4 UserVec2;\n"
695 "// uniform vec4 UserVec3;\n"
696 "// uniform vec4 UserVec4;\n"
697 "// uniform float ClientTime;\n"
698 "uniform vec2 PixelSize;\n"
699 "void main(void)\n"
700 "{\n"
701 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
702 "#ifdef USEBLOOM\n"
703 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
704 "#endif\n"
705 "#ifdef USEVIEWTINT\n"
706 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
707 "#endif\n"
708 "\n"
709 "#ifdef USEPOSTPROCESSING\n"
710 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
711 "// 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"
712 "       float sobel = 1.0;\n"
713 "       // vec2 ts = textureSize(Texture_First, 0);\n"
714 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
715 "       vec2 px = PixelSize;\n"
716 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
717 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
718 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
719 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
720 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
721 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
724 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
725 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
726 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
727 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
728 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
729 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
730 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
731 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
732 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
733 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
734 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
735 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
736 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
737 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
738 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
739 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
740 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
741 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
742 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
743 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
744 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
745 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
746 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
747 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
748 "#endif\n"
749 "\n"
750 "#ifdef USESATURATION\n"
751 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
752 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
753 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
754 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
755 "#endif\n"
756 "\n"
757 "#ifdef USEGAMMARAMPS\n"
758 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
759 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
760 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
761 "#endif\n"
762 "}\n"
763 "#endif\n"
764 "#else // !MODE_POSTPROCESS\n"
765 "\n"
766 "\n"
767 "\n"
768 "\n"
769 "#ifdef MODE_GENERIC\n"
770 "#ifdef USEDIFFUSE\n"
771 "varying vec2 TexCoord1;\n"
772 "#endif\n"
773 "#ifdef USESPECULAR\n"
774 "varying vec2 TexCoord2;\n"
775 "#endif\n"
776 "#ifdef VERTEX_SHADER\n"
777 "void main(void)\n"
778 "{\n"
779 "       gl_FrontColor = gl_Color;\n"
780 "#ifdef USEDIFFUSE\n"
781 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
782 "#endif\n"
783 "#ifdef USESPECULAR\n"
784 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
785 "#endif\n"
786 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
787 "}\n"
788 "#endif\n"
789 "\n"
790 "#ifdef FRAGMENT_SHADER\n"
791 "#ifdef USEDIFFUSE\n"
792 "uniform sampler2D Texture_First;\n"
793 "#endif\n"
794 "#ifdef USESPECULAR\n"
795 "uniform sampler2D Texture_Second;\n"
796 "#endif\n"
797 "\n"
798 "void main(void)\n"
799 "{\n"
800 "       gl_FragColor = gl_Color;\n"
801 "#ifdef USEDIFFUSE\n"
802 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
803 "#endif\n"
804 "\n"
805 "#ifdef USESPECULAR\n"
806 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
807 "# ifdef USECOLORMAPPING\n"
808 "       gl_FragColor *= tex2;\n"
809 "# endif\n"
810 "# ifdef USEGLOW\n"
811 "       gl_FragColor += tex2;\n"
812 "# endif\n"
813 "# ifdef USEVERTEXTEXTUREBLEND\n"
814 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
815 "# endif\n"
816 "#endif\n"
817 "}\n"
818 "#endif\n"
819 "#else // !MODE_GENERIC\n"
820 "\n"
821 "\n"
822 "\n"
823 "\n"
824 "#ifdef MODE_BLOOMBLUR\n"
825 "varying TexCoord;\n"
826 "#ifdef VERTEX_SHADER\n"
827 "void main(void)\n"
828 "{\n"
829 "       gl_FrontColor = gl_Color;\n"
830 "       TexCoord = gl_MultiTexCoord0.xy;\n"
831 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
832 "}\n"
833 "#endif\n"
834 "\n"
835 "#ifdef FRAGMENT_SHADER\n"
836 "uniform sampler2D Texture_First;\n"
837 "uniform vec4 BloomBlur_Parameters;\n"
838 "\n"
839 "void main(void)\n"
840 "{\n"
841 "       int i;\n"
842 "       vec2 tc = TexCoord;\n"
843 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
844 "       tc += BloomBlur_Parameters.xy;\n"
845 "       for (i = 1;i < SAMPLES;i++)\n"
846 "       {\n"
847 "               color += texture2D(Texture_First, tc).rgb;\n"
848 "               tc += BloomBlur_Parameters.xy;\n"
849 "       }\n"
850 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
851 "}\n"
852 "#endif\n"
853 "#else // !MODE_BLOOMBLUR\n"
854 "#ifdef MODE_REFRACTION\n"
855 "varying vec2 TexCoord;\n"
856 "varying vec4 ModelViewProjectionPosition;\n"
857 "uniform mat4 TexMatrix;\n"
858 "#ifdef VERTEX_SHADER\n"
859 "\n"
860 "void main(void)\n"
861 "{\n"
862 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
863 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
864 "       ModelViewProjectionPosition = gl_Position;\n"
865 "}\n"
866 "#endif\n"
867 "\n"
868 "#ifdef FRAGMENT_SHADER\n"
869 "uniform sampler2D Texture_Normal;\n"
870 "uniform sampler2D Texture_Refraction;\n"
871 "uniform sampler2D Texture_Reflection;\n"
872 "\n"
873 "uniform vec4 DistortScaleRefractReflect;\n"
874 "uniform vec4 ScreenScaleRefractReflect;\n"
875 "uniform vec4 ScreenCenterRefractReflect;\n"
876 "uniform vec4 RefractColor;\n"
877 "uniform vec4 ReflectColor;\n"
878 "uniform float ReflectFactor;\n"
879 "uniform float ReflectOffset;\n"
880 "\n"
881 "void main(void)\n"
882 "{\n"
883 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
884 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
885 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
886 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
887 "       // FIXME temporary hack to detect the case that the reflection\n"
888 "       // gets blackened at edges due to leaving the area that contains actual\n"
889 "       // content.\n"
890 "       // Remove this 'ack once we have a better way to stop this thing from\n"
891 "       // 'appening.\n"
892 "       float 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 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
896 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
897 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
898 "}\n"
899 "#endif\n"
900 "#else // !MODE_REFRACTION\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "#ifdef MODE_WATER\n"
906 "varying vec2 TexCoord;\n"
907 "varying vec3 EyeVector;\n"
908 "varying vec4 ModelViewProjectionPosition;\n"
909 "#ifdef VERTEX_SHADER\n"
910 "uniform vec3 EyePosition;\n"
911 "uniform mat4 TexMatrix;\n"
912 "\n"
913 "void main(void)\n"
914 "{\n"
915 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
916 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
917 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
918 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
919 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
920 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
921 "       ModelViewProjectionPosition = gl_Position;\n"
922 "}\n"
923 "#endif\n"
924 "\n"
925 "#ifdef FRAGMENT_SHADER\n"
926 "uniform sampler2D Texture_Normal;\n"
927 "uniform sampler2D Texture_Refraction;\n"
928 "uniform sampler2D Texture_Reflection;\n"
929 "\n"
930 "uniform vec4 DistortScaleRefractReflect;\n"
931 "uniform vec4 ScreenScaleRefractReflect;\n"
932 "uniform vec4 ScreenCenterRefractReflect;\n"
933 "uniform vec4 RefractColor;\n"
934 "uniform vec4 ReflectColor;\n"
935 "uniform float ReflectFactor;\n"
936 "uniform float ReflectOffset;\n"
937 "\n"
938 "void main(void)\n"
939 "{\n"
940 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
941 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
942 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
943 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
944 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
945 "       // FIXME temporary hack to detect the case that the reflection\n"
946 "       // gets blackened at edges due to leaving the area that contains actual\n"
947 "       // content.\n"
948 "       // Remove this 'ack once we have a better way to stop this thing from\n"
949 "       // 'appening.\n"
950 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
951 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
952 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
953 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
954 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
955 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
956 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
957 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
958 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
959 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
960 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
961 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
962 "}\n"
963 "#endif\n"
964 "#else // !MODE_WATER\n"
965 "\n"
966 "\n"
967 "\n"
968 "\n"
969 "// common definitions between vertex shader and fragment shader:\n"
970 "\n"
971 "varying vec2 TexCoord;\n"
972 "#ifdef USEVERTEXTEXTUREBLEND\n"
973 "varying vec2 TexCoord2;\n"
974 "#endif\n"
975 "#ifdef USELIGHTMAP\n"
976 "varying vec2 TexCoordLightmap;\n"
977 "#endif\n"
978 "\n"
979 "#ifdef MODE_LIGHTSOURCE\n"
980 "varying vec3 CubeVector;\n"
981 "#endif\n"
982 "\n"
983 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
984 "varying vec3 LightVector;\n"
985 "#endif\n"
986 "\n"
987 "#ifdef USEEYEVECTOR\n"
988 "varying vec3 EyeVector;\n"
989 "#endif\n"
990 "#ifdef USEFOG\n"
991 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
992 "#endif\n"
993 "\n"
994 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
995 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
996 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
997 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
998 "#endif\n"
999 "\n"
1000 "#ifdef USEREFLECTION\n"
1001 "varying vec4 ModelViewProjectionPosition;\n"
1002 "#endif\n"
1003 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1004 "uniform vec3 LightPosition;\n"
1005 "varying vec4 ModelViewPosition;\n"
1006 "#endif\n"
1007 "\n"
1008 "#ifdef MODE_LIGHTSOURCE\n"
1009 "uniform vec3 LightPosition;\n"
1010 "#endif\n"
1011 "uniform vec3 EyePosition;\n"
1012 "#ifdef MODE_LIGHTDIRECTION\n"
1013 "uniform vec3 LightDir;\n"
1014 "#endif\n"
1015 "uniform vec4 FogPlane;\n"
1016 "\n"
1017 "#ifdef USESHADOWMAPORTHO\n"
1018 "varying vec3 ShadowMapTC;\n"
1019 "#endif\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "\n"
1025 "// 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"
1026 "\n"
1027 "// fragment shader specific:\n"
1028 "#ifdef FRAGMENT_SHADER\n"
1029 "\n"
1030 "uniform sampler2D Texture_Normal;\n"
1031 "uniform sampler2D Texture_Color;\n"
1032 "uniform sampler2D Texture_Gloss;\n"
1033 "#ifdef USEGLOW\n"
1034 "uniform sampler2D Texture_Glow;\n"
1035 "#endif\n"
1036 "#ifdef USEVERTEXTEXTUREBLEND\n"
1037 "uniform sampler2D Texture_SecondaryNormal;\n"
1038 "uniform sampler2D Texture_SecondaryColor;\n"
1039 "uniform sampler2D Texture_SecondaryGloss;\n"
1040 "#ifdef USEGLOW\n"
1041 "uniform sampler2D Texture_SecondaryGlow;\n"
1042 "#endif\n"
1043 "#endif\n"
1044 "#ifdef USECOLORMAPPING\n"
1045 "uniform sampler2D Texture_Pants;\n"
1046 "uniform sampler2D Texture_Shirt;\n"
1047 "#endif\n"
1048 "#ifdef USEFOG\n"
1049 "#ifdef USEFOGHEIGHTTEXTURE\n"
1050 "uniform sampler2D Texture_FogHeightTexture;\n"
1051 "#endif\n"
1052 "uniform sampler2D Texture_FogMask;\n"
1053 "#endif\n"
1054 "#ifdef USELIGHTMAP\n"
1055 "uniform sampler2D Texture_Lightmap;\n"
1056 "#endif\n"
1057 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1058 "uniform sampler2D Texture_Deluxemap;\n"
1059 "#endif\n"
1060 "#ifdef USEREFLECTION\n"
1061 "uniform sampler2D Texture_Reflection;\n"
1062 "#endif\n"
1063 "\n"
1064 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1065 "uniform sampler2D Texture_ScreenDepth;\n"
1066 "uniform sampler2D Texture_ScreenNormalMap;\n"
1067 "#endif\n"
1068 "#ifdef USEDEFERREDLIGHTMAP\n"
1069 "uniform sampler2D Texture_ScreenDiffuse;\n"
1070 "uniform sampler2D Texture_ScreenSpecular;\n"
1071 "#endif\n"
1072 "\n"
1073 "uniform myhalf3 Color_Pants;\n"
1074 "uniform myhalf3 Color_Shirt;\n"
1075 "uniform myhalf3 FogColor;\n"
1076 "\n"
1077 "#ifdef USEFOG\n"
1078 "uniform float FogRangeRecip;\n"
1079 "uniform float FogPlaneViewDist;\n"
1080 "uniform float FogHeightFade;\n"
1081 "vec3 FogVertex(vec3 surfacecolor)\n"
1082 "{\n"
1083 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1084 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1085 "       float fogfrac;\n"
1086 "#ifdef USEFOGHEIGHTTEXTURE\n"
1087 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1088 "       fogfrac = fogheightpixel.a;\n"
1089 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1090 "#else\n"
1091 "# ifdef USEFOGOUTSIDE\n"
1092 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1093 "# else\n"
1094 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1095 "# endif\n"
1096 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1097 "#endif\n"
1098 "}\n"
1099 "#endif\n"
1100 "\n"
1101 "#ifdef USEOFFSETMAPPING\n"
1102 "uniform float OffsetMapping_Scale;\n"
1103 "vec2 OffsetMapping(vec2 TexCoord)\n"
1104 "{\n"
1105 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1106 "       // 14 sample relief mapping: linear search and then binary search\n"
1107 "       // this basically steps forward a small amount repeatedly until it finds\n"
1108 "       // itself inside solid, then jitters forward and back using decreasing\n"
1109 "       // amounts to find the impact\n"
1110 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1111 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1112 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1113 "       vec3 RT = vec3(TexCoord, 1);\n"
1114 "       OffsetVector *= 0.1;\n"
1115 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1124 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1125 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1126 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1127 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1128 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1129 "       return RT.xy;\n"
1130 "#else\n"
1131 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1132 "       // this basically moves forward the full distance, and then backs up based\n"
1133 "       // on height of samples\n"
1134 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1135 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1136 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1137 "       TexCoord += OffsetVector;\n"
1138 "       OffsetVector *= 0.333;\n"
1139 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1142 "       return TexCoord;\n"
1143 "#endif\n"
1144 "}\n"
1145 "#endif // USEOFFSETMAPPING\n"
1146 "\n"
1147 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1148 "uniform sampler2D Texture_Attenuation;\n"
1149 "uniform samplerCube Texture_Cube;\n"
1150 "#endif\n"
1151 "\n"
1152 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1153 "\n"
1154 "#ifdef USESHADOWMAPRECT\n"
1155 "# ifdef USESHADOWSAMPLER\n"
1156 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1157 "# else\n"
1158 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1159 "# endif\n"
1160 "#endif\n"
1161 "\n"
1162 "#ifdef USESHADOWMAP2D\n"
1163 "# ifdef USESHADOWSAMPLER\n"
1164 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1165 "# else\n"
1166 "uniform sampler2D Texture_ShadowMap2D;\n"
1167 "# endif\n"
1168 "#endif\n"
1169 "\n"
1170 "#ifdef USESHADOWMAPVSDCT\n"
1171 "uniform samplerCube Texture_CubeProjection;\n"
1172 "#endif\n"
1173 "\n"
1174 "#ifdef USESHADOWMAPCUBE\n"
1175 "# ifdef USESHADOWSAMPLER\n"
1176 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1177 "# else\n"
1178 "uniform samplerCube Texture_ShadowMapCube;\n"
1179 "# endif\n"
1180 "#endif\n"
1181 "\n"
1182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1183 "uniform vec2 ShadowMap_TextureScale;\n"
1184 "uniform vec4 ShadowMap_Parameters;\n"
1185 "#endif\n"
1186 "\n"
1187 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1188 "# ifdef USESHADOWMAPORTHO\n"
1189 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1190 "# else\n"
1191 "#  ifdef USESHADOWMAPVSDCT\n"
1192 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1193 "{\n"
1194 "       vec3 adir = abs(dir);\n"
1195 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1196 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1197 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1198 "}\n"
1199 "#  else\n"
1200 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1201 "{\n"
1202 "       vec3 adir = abs(dir);\n"
1203 "       float ma = adir.z;\n"
1204 "       vec4 proj = vec4(dir, 2.5);\n"
1205 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1206 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1207 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1208 "       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"
1209 "}\n"
1210 "#  endif\n"
1211 "# endif\n"
1212 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1213 "\n"
1214 "#ifdef USESHADOWMAPCUBE\n"
1215 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1216 "{\n"
1217 "       vec3 adir = abs(dir);\n"
1218 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1219 "}\n"
1220 "#endif\n"
1221 "\n"
1222 "# ifdef USESHADOWMAPRECT\n"
1223 "float ShadowMapCompare(vec3 dir)\n"
1224 "{\n"
1225 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1226 "       float f;\n"
1227 "#  ifdef USESHADOWSAMPLER\n"
1228 "\n"
1229 "#    ifdef USESHADOWMAPPCF\n"
1230 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1231 "       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"
1232 "#    else\n"
1233 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1234 "#    endif\n"
1235 "\n"
1236 "#  else\n"
1237 "\n"
1238 "#    ifdef USESHADOWMAPPCF\n"
1239 "#      if USESHADOWMAPPCF > 1\n"
1240 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1241 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1242 "       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"
1243 "       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"
1244 "       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"
1245 "       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"
1246 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1247 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1248 "#      else\n"
1249 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1250 "       vec2 offset = fract(shadowmaptc.xy);\n"
1251 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1252 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1253 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1254 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1255 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1256 "#      endif\n"
1257 "#    else\n"
1258 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1259 "#    endif\n"
1260 "\n"
1261 "#  endif\n"
1262 "#  ifdef USESHADOWMAPORTHO\n"
1263 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1264 "#  else\n"
1265 "       return f;\n"
1266 "#  endif\n"
1267 "}\n"
1268 "# endif\n"
1269 "\n"
1270 "# ifdef USESHADOWMAP2D\n"
1271 "float ShadowMapCompare(vec3 dir)\n"
1272 "{\n"
1273 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1274 "       float f;\n"
1275 "\n"
1276 "#  ifdef USESHADOWSAMPLER\n"
1277 "#    ifdef USESHADOWMAPPCF\n"
1278 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1279 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1280 "       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"
1281 "#    else\n"
1282 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1283 "#    endif\n"
1284 "#  else\n"
1285 "#    ifdef USESHADOWMAPPCF\n"
1286 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1287 "#      ifdef GL_ARB_texture_gather\n"
1288 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1289 "#      else\n"
1290 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1291 "#      endif\n"
1292 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1293 "#      if USESHADOWMAPPCF > 1\n"
1294 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1295 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1296 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1297 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1298 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1299 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1300 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1301 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1302 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1303 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1304 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1305 "       locols.yz += group2.ab;\n"
1306 "       hicols.yz += group8.rg;\n"
1307 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1308 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1309 "                               mix(locols, hicols, offset.y);\n"
1310 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1311 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1312 "       f = dot(cols, vec4(1.0/25.0));\n"
1313 "#      else\n"
1314 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1315 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1316 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1317 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1318 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1319 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1320 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1321 "#      endif\n"
1322 "#     else\n"
1323 "#      ifdef GL_EXT_gpu_shader4\n"
1324 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1325 "#      else\n"
1326 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1327 "#      endif\n"
1328 "#      if USESHADOWMAPPCF > 1\n"
1329 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1330 "       center *= ShadowMap_TextureScale;\n"
1331 "       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"
1332 "       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"
1333 "       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"
1334 "       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"
1335 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1336 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1337 "#      else\n"
1338 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1339 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1340 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1341 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1342 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1343 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1344 "#      endif\n"
1345 "#     endif\n"
1346 "#    else\n"
1347 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1348 "#    endif\n"
1349 "#  endif\n"
1350 "#  ifdef USESHADOWMAPORTHO\n"
1351 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1352 "#  else\n"
1353 "       return f;\n"
1354 "#  endif\n"
1355 "}\n"
1356 "# endif\n"
1357 "\n"
1358 "# ifdef USESHADOWMAPCUBE\n"
1359 "float ShadowMapCompare(vec3 dir)\n"
1360 "{\n"
1361 "       // apply depth texture cubemap as light filter\n"
1362 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1363 "       float f;\n"
1364 "#  ifdef USESHADOWSAMPLER\n"
1365 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1366 "#  else\n"
1367 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1368 "#  endif\n"
1369 "       return f;\n"
1370 "}\n"
1371 "# endif\n"
1372 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1373 "#endif // FRAGMENT_SHADER\n"
1374 "\n"
1375 "\n"
1376 "\n"
1377 "\n"
1378 "#ifdef MODE_DEFERREDGEOMETRY\n"
1379 "#ifdef VERTEX_SHADER\n"
1380 "uniform mat4 TexMatrix;\n"
1381 "#ifdef USEVERTEXTEXTUREBLEND\n"
1382 "uniform mat4 BackgroundTexMatrix;\n"
1383 "#endif\n"
1384 "uniform mat4 ModelViewMatrix;\n"
1385 "void main(void)\n"
1386 "{\n"
1387 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1388 "#ifdef USEVERTEXTEXTUREBLEND\n"
1389 "       gl_FrontColor = gl_Color;\n"
1390 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1391 "#endif\n"
1392 "\n"
1393 "       // transform unnormalized eye direction into tangent space\n"
1394 "#ifdef USEOFFSETMAPPING\n"
1395 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1396 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1397 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1398 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1399 "#endif\n"
1400 "\n"
1401 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1402 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1403 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1404 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1405 "}\n"
1406 "#endif // VERTEX_SHADER\n"
1407 "\n"
1408 "#ifdef FRAGMENT_SHADER\n"
1409 "void main(void)\n"
1410 "{\n"
1411 "#ifdef USEOFFSETMAPPING\n"
1412 "       // apply offsetmapping\n"
1413 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1414 "#define TexCoord TexCoordOffset\n"
1415 "#endif\n"
1416 "\n"
1417 "#ifdef USEALPHAKILL\n"
1418 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1419 "               discard;\n"
1420 "#endif\n"
1421 "\n"
1422 "#ifdef USEVERTEXTEXTUREBLEND\n"
1423 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1424 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1425 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1426 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1427 "#endif\n"
1428 "\n"
1429 "#ifdef USEVERTEXTEXTUREBLEND\n"
1430 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1431 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1432 "#else\n"
1433 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1434 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1435 "#endif\n"
1436 "\n"
1437 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1438 "}\n"
1439 "#endif // FRAGMENT_SHADER\n"
1440 "#else // !MODE_DEFERREDGEOMETRY\n"
1441 "\n"
1442 "\n"
1443 "\n"
1444 "\n"
1445 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1446 "#ifdef VERTEX_SHADER\n"
1447 "uniform mat4 ModelViewMatrix;\n"
1448 "void main(void)\n"
1449 "{\n"
1450 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1451 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1452 "}\n"
1453 "#endif // VERTEX_SHADER\n"
1454 "\n"
1455 "#ifdef FRAGMENT_SHADER\n"
1456 "uniform mat4 ViewToLight;\n"
1457 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1458 "uniform vec2 ScreenToDepth;\n"
1459 "uniform myhalf3 DeferredColor_Ambient;\n"
1460 "uniform myhalf3 DeferredColor_Diffuse;\n"
1461 "#ifdef USESPECULAR\n"
1462 "uniform myhalf3 DeferredColor_Specular;\n"
1463 "uniform myhalf SpecularPower;\n"
1464 "#endif\n"
1465 "uniform myhalf2 PixelToScreenTexCoord;\n"
1466 "void main(void)\n"
1467 "{\n"
1468 "       // calculate viewspace pixel position\n"
1469 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1470 "       vec3 position;\n"
1471 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1472 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1473 "       // decode viewspace pixel normal\n"
1474 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1475 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1476 "       // surfacenormal = pixel normal in viewspace\n"
1477 "       // LightVector = pixel to light in viewspace\n"
1478 "       // CubeVector = position in lightspace\n"
1479 "       // eyevector = pixel to view in viewspace\n"
1480 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1481 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1482 "#ifdef USEDIFFUSE\n"
1483 "       // calculate diffuse shading\n"
1484 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1485 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1486 "#endif\n"
1487 "#ifdef USESPECULAR\n"
1488 "       // calculate directional shading\n"
1489 "       vec3 eyevector = position * -1.0;\n"
1490 "#  ifdef USEEXACTSPECULARMATH\n"
1491 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1492 "#  else\n"
1493 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1494 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1495 "#  endif\n"
1496 "#endif\n"
1497 "\n"
1498 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1499 "       fade *= ShadowMapCompare(CubeVector);\n"
1500 "#endif\n"
1501 "\n"
1502 "#ifdef USEDIFFUSE\n"
1503 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1504 "#else\n"
1505 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1506 "#endif\n"
1507 "#ifdef USESPECULAR\n"
1508 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1509 "#else\n"
1510 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1511 "#endif\n"
1512 "\n"
1513 "# ifdef USECUBEFILTER\n"
1514 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1515 "       gl_FragData[0].rgb *= cubecolor;\n"
1516 "       gl_FragData[1].rgb *= cubecolor;\n"
1517 "# endif\n"
1518 "}\n"
1519 "#endif // FRAGMENT_SHADER\n"
1520 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1521 "\n"
1522 "\n"
1523 "\n"
1524 "\n"
1525 "#ifdef VERTEX_SHADER\n"
1526 "uniform mat4 TexMatrix;\n"
1527 "#ifdef USEVERTEXTEXTUREBLEND\n"
1528 "uniform mat4 BackgroundTexMatrix;\n"
1529 "#endif\n"
1530 "#ifdef MODE_LIGHTSOURCE\n"
1531 "uniform mat4 ModelToLight;\n"
1532 "#endif\n"
1533 "#ifdef USESHADOWMAPORTHO\n"
1534 "uniform mat4 ShadowMapMatrix;\n"
1535 "#endif\n"
1536 "void main(void)\n"
1537 "{\n"
1538 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1539 "       gl_FrontColor = gl_Color;\n"
1540 "#endif\n"
1541 "       // copy the surface texcoord\n"
1542 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1543 "#ifdef USEVERTEXTEXTUREBLEND\n"
1544 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1545 "#endif\n"
1546 "#ifdef USELIGHTMAP\n"
1547 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1548 "#endif\n"
1549 "\n"
1550 "#ifdef MODE_LIGHTSOURCE\n"
1551 "       // transform vertex position into light attenuation/cubemap space\n"
1552 "       // (-1 to +1 across the light box)\n"
1553 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1554 "\n"
1555 "# ifdef USEDIFFUSE\n"
1556 "       // transform unnormalized light direction into tangent space\n"
1557 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1558 "       //  normalize it per pixel)\n"
1559 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1560 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1561 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1562 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1563 "# endif\n"
1564 "#endif\n"
1565 "\n"
1566 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1567 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1568 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1569 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1570 "#endif\n"
1571 "\n"
1572 "       // transform unnormalized eye direction into tangent space\n"
1573 "#ifdef USEEYEVECTOR\n"
1574 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1575 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1576 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1577 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1578 "#endif\n"
1579 "\n"
1580 "#ifdef USEFOG\n"
1581 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1582 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1583 "#endif\n"
1584 "\n"
1585 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1586 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1587 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1588 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1589 "#endif\n"
1590 "\n"
1591 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1592 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1593 "\n"
1594 "#ifdef USESHADOWMAPORTHO\n"
1595 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1596 "#endif\n"
1597 "\n"
1598 "#ifdef USEREFLECTION\n"
1599 "       ModelViewProjectionPosition = gl_Position;\n"
1600 "#endif\n"
1601 "}\n"
1602 "#endif // VERTEX_SHADER\n"
1603 "\n"
1604 "\n"
1605 "\n"
1606 "\n"
1607 "#ifdef FRAGMENT_SHADER\n"
1608 "#ifdef USEDEFERREDLIGHTMAP\n"
1609 "uniform myhalf2 PixelToScreenTexCoord;\n"
1610 "uniform myhalf3 DeferredMod_Diffuse;\n"
1611 "uniform myhalf3 DeferredMod_Specular;\n"
1612 "#endif\n"
1613 "uniform myhalf3 Color_Ambient;\n"
1614 "uniform myhalf3 Color_Diffuse;\n"
1615 "uniform myhalf3 Color_Specular;\n"
1616 "uniform myhalf SpecularPower;\n"
1617 "#ifdef USEGLOW\n"
1618 "uniform myhalf3 Color_Glow;\n"
1619 "#endif\n"
1620 "uniform myhalf Alpha;\n"
1621 "#ifdef USEREFLECTION\n"
1622 "uniform vec4 DistortScaleRefractReflect;\n"
1623 "uniform vec4 ScreenScaleRefractReflect;\n"
1624 "uniform vec4 ScreenCenterRefractReflect;\n"
1625 "uniform myhalf4 ReflectColor;\n"
1626 "#endif\n"
1627 "#ifdef USEREFLECTCUBE\n"
1628 "uniform mat4 ModelToReflectCube;\n"
1629 "uniform sampler2D Texture_ReflectMask;\n"
1630 "uniform samplerCube Texture_ReflectCube;\n"
1631 "#endif\n"
1632 "#ifdef MODE_LIGHTDIRECTION\n"
1633 "uniform myhalf3 LightColor;\n"
1634 "#endif\n"
1635 "#ifdef MODE_LIGHTSOURCE\n"
1636 "uniform myhalf3 LightColor;\n"
1637 "#endif\n"
1638 "void main(void)\n"
1639 "{\n"
1640 "#ifdef USEOFFSETMAPPING\n"
1641 "       // apply offsetmapping\n"
1642 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1643 "#define TexCoord TexCoordOffset\n"
1644 "#endif\n"
1645 "\n"
1646 "       // combine the diffuse textures (base, pants, shirt)\n"
1647 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1648 "#ifdef USEALPHAKILL\n"
1649 "       if (color.a < 0.5)\n"
1650 "               discard;\n"
1651 "#endif\n"
1652 "       color.a *= Alpha;\n"
1653 "#ifdef USECOLORMAPPING\n"
1654 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1655 "#endif\n"
1656 "#ifdef USEVERTEXTEXTUREBLEND\n"
1657 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1658 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1659 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1660 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1661 "       color.a = 1.0;\n"
1662 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1663 "#endif\n"
1664 "\n"
1665 "       // get the surface normal\n"
1666 "#ifdef USEVERTEXTEXTUREBLEND\n"
1667 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1668 "#else\n"
1669 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1670 "#endif\n"
1671 "\n"
1672 "       // get the material colors\n"
1673 "       myhalf3 diffusetex = color.rgb;\n"
1674 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1675 "# ifdef USEVERTEXTEXTUREBLEND\n"
1676 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1677 "# else\n"
1678 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1679 "# endif\n"
1680 "#endif\n"
1681 "\n"
1682 "#ifdef USEREFLECTCUBE\n"
1683 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1684 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1685 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1686 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1687 "#endif\n"
1688 "\n"
1689 "\n"
1690 "\n"
1691 "\n"
1692 "#ifdef MODE_LIGHTSOURCE\n"
1693 "       // light source\n"
1694 "#ifdef USEDIFFUSE\n"
1695 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1696 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1697 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1698 "#ifdef USESPECULAR\n"
1699 "#ifdef USEEXACTSPECULARMATH\n"
1700 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1701 "#else\n"
1702 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1703 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1704 "#endif\n"
1705 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1706 "#endif\n"
1707 "#else\n"
1708 "       color.rgb = diffusetex * Color_Ambient;\n"
1709 "#endif\n"
1710 "       color.rgb *= LightColor;\n"
1711 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1712 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1713 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1714 "#endif\n"
1715 "# ifdef USECUBEFILTER\n"
1716 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1717 "# endif\n"
1718 "#endif // MODE_LIGHTSOURCE\n"
1719 "\n"
1720 "\n"
1721 "\n"
1722 "\n"
1723 "#ifdef MODE_LIGHTDIRECTION\n"
1724 "#define SHADING\n"
1725 "#ifdef USEDIFFUSE\n"
1726 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1727 "#endif\n"
1728 "#define lightcolor LightColor\n"
1729 "#endif // MODE_LIGHTDIRECTION\n"
1730 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1731 "#define SHADING\n"
1732 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1733 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1734 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1735 "       // convert modelspace light vector to tangentspace\n"
1736 "       myhalf3 lightnormal;\n"
1737 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1738 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1739 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1740 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1741 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1742 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1743 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1744 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1745 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1746 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1747 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1748 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1749 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1750 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1751 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1752 "#define SHADING\n"
1753 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1754 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1755 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1756 "#endif\n"
1757 "\n"
1758 "\n"
1759 "\n"
1760 "\n"
1761 "#ifdef MODE_LIGHTMAP\n"
1762 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1763 "#endif // MODE_LIGHTMAP\n"
1764 "#ifdef MODE_VERTEXCOLOR\n"
1765 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1766 "#endif // MODE_VERTEXCOLOR\n"
1767 "#ifdef MODE_FLATCOLOR\n"
1768 "       color.rgb = diffusetex * Color_Ambient;\n"
1769 "#endif // MODE_FLATCOLOR\n"
1770 "\n"
1771 "\n"
1772 "\n"
1773 "\n"
1774 "#ifdef SHADING\n"
1775 "# ifdef USEDIFFUSE\n"
1776 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1777 "#  ifdef USESPECULAR\n"
1778 "#   ifdef USEEXACTSPECULARMATH\n"
1779 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1780 "#   else\n"
1781 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1782 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1783 "#   endif\n"
1784 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1785 "#  else\n"
1786 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1787 "#  endif\n"
1788 "# else\n"
1789 "       color.rgb = diffusetex * Color_Ambient;\n"
1790 "# endif\n"
1791 "#endif\n"
1792 "\n"
1793 "#ifdef USESHADOWMAPORTHO\n"
1794 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1795 "#endif\n"
1796 "\n"
1797 "#ifdef USEDEFERREDLIGHTMAP\n"
1798 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1799 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1800 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1801 "#endif\n"
1802 "\n"
1803 "#ifdef USEGLOW\n"
1804 "#ifdef USEVERTEXTEXTUREBLEND\n"
1805 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1806 "#else\n"
1807 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1808 "#endif\n"
1809 "#endif\n"
1810 "\n"
1811 "#ifdef USEFOG\n"
1812 "       color.rgb = FogVertex(color.rgb);\n"
1813 "#endif\n"
1814 "\n"
1815 "       // 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"
1816 "#ifdef USEREFLECTION\n"
1817 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1818 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1819 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1820 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1821 "       // FIXME temporary hack to detect the case that the reflection\n"
1822 "       // gets blackened at edges due to leaving the area that contains actual\n"
1823 "       // content.\n"
1824 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1825 "       // 'appening.\n"
1826 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1827 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1828 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1829 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1830 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1831 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1832 "#endif\n"
1833 "\n"
1834 "       gl_FragColor = vec4(color);\n"
1835 "}\n"
1836 "#endif // FRAGMENT_SHADER\n"
1837 "\n"
1838 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1839 "#endif // !MODE_DEFERREDGEOMETRY\n"
1840 "#endif // !MODE_WATER\n"
1841 "#endif // !MODE_REFRACTION\n"
1842 "#endif // !MODE_BLOOMBLUR\n"
1843 "#endif // !MODE_GENERIC\n"
1844 "#endif // !MODE_POSTPROCESS\n"
1845 "#endif // !MODE_SHOWDEPTH\n"
1846 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1847 ;
1848
1849 /*
1850 =========================================================================================================================================================
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1852
1853
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1856
1857
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1860
1861
1862 =========================================================================================================================================================
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1864
1865
1866 =========================================================================================================================================================
1867
1868
1869
1870 =========================================================================================================================================================
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1872
1873
1874 =========================================================================================================================================================
1875 */
1876
1877 const char *builtincgshaderstring =
1878 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1879 "// written by Forest 'LordHavoc' Hale\n"
1880 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1881 "\n"
1882 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1883 "#if defined(USEREFLECTION)\n"
1884 "#undef USESHADOWMAPORTHO\n"
1885 "#endif\n"
1886 "\n"
1887 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1888 "# define USEFOG\n"
1889 "#endif\n"
1890 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1891 "#define USELIGHTMAP\n"
1892 "#endif\n"
1893 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1894 "#define USEEYEVECTOR\n"
1895 "#endif\n"
1896 "\n"
1897 "#ifdef FRAGMENT_SHADER\n"
1898 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1899 "#endif\n"
1900 "\n"
1901 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1902 "#ifdef VERTEX_SHADER\n"
1903 "void main\n"
1904 "(\n"
1905 "float4 gl_Vertex : POSITION,\n"
1906 "uniform float4x4 ModelViewProjectionMatrix,\n"
1907 "out float4 gl_Position : POSITION\n"
1908 ")\n"
1909 "{\n"
1910 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1911 "}\n"
1912 "#endif\n"
1913 "#else // !MODE_DEPTH_ORSHADOW\n"
1914 "\n"
1915 "\n"
1916 "\n"
1917 "\n"
1918 "#ifdef MODE_SHOWDEPTH\n"
1919 "#ifdef VERTEX_SHADER\n"
1920 "void main\n"
1921 "(\n"
1922 "float4 gl_Vertex : POSITION,\n"
1923 "uniform float4x4 ModelViewProjectionMatrix,\n"
1924 "out float4 gl_Position : POSITION,\n"
1925 "out float4 gl_FrontColor : COLOR0\n"
1926 ")\n"
1927 "{\n"
1928 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1929 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1930 "}\n"
1931 "#endif\n"
1932 "\n"
1933 "#ifdef FRAGMENT_SHADER\n"
1934 "void main\n"
1935 "(\n"
1936 "float4 gl_FrontColor : COLOR0,\n"
1937 "out float4 gl_FragColor : COLOR\n"
1938 ")\n"
1939 "{\n"
1940 "       gl_FragColor = gl_FrontColor;\n"
1941 "}\n"
1942 "#endif\n"
1943 "#else // !MODE_SHOWDEPTH\n"
1944 "\n"
1945 "\n"
1946 "\n"
1947 "\n"
1948 "#ifdef MODE_POSTPROCESS\n"
1949 "\n"
1950 "#ifdef VERTEX_SHADER\n"
1951 "void main\n"
1952 "(\n"
1953 "float4 gl_Vertex : POSITION,\n"
1954 "uniform float4x4 ModelViewProjectionMatrix,\n"
1955 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1956 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1957 "out float4 gl_Position : POSITION,\n"
1958 "out float2 TexCoord1 : TEXCOORD0,\n"
1959 "out float2 TexCoord2 : TEXCOORD1\n"
1960 ")\n"
1961 "{\n"
1962 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1963 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1964 "#ifdef USEBLOOM\n"
1965 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1966 "#endif\n"
1967 "}\n"
1968 "#endif\n"
1969 "\n"
1970 "#ifdef FRAGMENT_SHADER\n"
1971 "void main\n"
1972 "(\n"
1973 "float2 TexCoord1 : TEXCOORD0,\n"
1974 "float2 TexCoord2 : TEXCOORD1,\n"
1975 "uniform sampler2D Texture_First,\n"
1976 "#ifdef USEBLOOM\n"
1977 "uniform sampler2D Texture_Second,\n"
1978 "#endif\n"
1979 "#ifdef USEGAMMARAMPS\n"
1980 "uniform sampler2D Texture_GammaRamps,\n"
1981 "#endif\n"
1982 "#ifdef USESATURATION\n"
1983 "uniform float Saturation,\n"
1984 "#endif\n"
1985 "#ifdef USEVIEWTINT\n"
1986 "uniform float4 ViewTintColor,\n"
1987 "#endif\n"
1988 "uniform float4 UserVec1,\n"
1989 "uniform float4 UserVec2,\n"
1990 "uniform float4 UserVec3,\n"
1991 "uniform float4 UserVec4,\n"
1992 "uniform float ClientTime,\n"
1993 "uniform float2 PixelSize,\n"
1994 "out float4 gl_FragColor : COLOR\n"
1995 ")\n"
1996 "{\n"
1997 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1998 "#ifdef USEBLOOM\n"
1999 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
2000 "#endif\n"
2001 "#ifdef USEVIEWTINT\n"
2002 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2003 "#endif\n"
2004 "\n"
2005 "#ifdef USEPOSTPROCESSING\n"
2006 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2007 "// 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"
2008 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2009 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2010 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2011 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
2012 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2013 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2014 "#endif\n"
2015 "\n"
2016 "#ifdef USESATURATION\n"
2017 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2018 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2019 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2020 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2021 "#endif\n"
2022 "\n"
2023 "#ifdef USEGAMMARAMPS\n"
2024 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2025 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2026 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2027 "#endif\n"
2028 "}\n"
2029 "#endif\n"
2030 "#else // !MODE_POSTPROCESS\n"
2031 "\n"
2032 "\n"
2033 "\n"
2034 "\n"
2035 "#ifdef MODE_GENERIC\n"
2036 "#ifdef VERTEX_SHADER\n"
2037 "void main\n"
2038 "(\n"
2039 "float4 gl_Vertex : POSITION,\n"
2040 "uniform float4x4 ModelViewProjectionMatrix,\n"
2041 "float4 gl_Color : COLOR0,\n"
2042 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2043 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2044 "out float4 gl_Position : POSITION,\n"
2045 "out float4 gl_FrontColor : COLOR,\n"
2046 "out float2 TexCoord1 : TEXCOORD0,\n"
2047 "out float2 TexCoord2 : TEXCOORD1\n"
2048 ")\n"
2049 "{\n"
2050 "       gl_FrontColor = gl_Color;\n"
2051 "#ifdef USEDIFFUSE\n"
2052 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2053 "#endif\n"
2054 "#ifdef USESPECULAR\n"
2055 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2056 "#endif\n"
2057 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2058 "}\n"
2059 "#endif\n"
2060 "\n"
2061 "#ifdef FRAGMENT_SHADER\n"
2062 "\n"
2063 "void main\n"
2064 "(\n"
2065 "float4 gl_FrontColor : COLOR,\n"
2066 "float2 TexCoord1 : TEXCOORD0,\n"
2067 "float2 TexCoord2 : TEXCOORD1,\n"
2068 "#ifdef USEDIFFUSE\n"
2069 "uniform sampler2D Texture_First,\n"
2070 "#endif\n"
2071 "#ifdef USESPECULAR\n"
2072 "uniform sampler2D Texture_Second,\n"
2073 "#endif\n"
2074 "out float4 gl_FragColor : COLOR\n"
2075 ")\n"
2076 "{\n"
2077 "       gl_FragColor = gl_FrontColor;\n"
2078 "#ifdef USEDIFFUSE\n"
2079 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2080 "#endif\n"
2081 "\n"
2082 "#ifdef USESPECULAR\n"
2083 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2084 "# ifdef USECOLORMAPPING\n"
2085 "       gl_FragColor *= tex2;\n"
2086 "# endif\n"
2087 "# ifdef USEGLOW\n"
2088 "       gl_FragColor += tex2;\n"
2089 "# endif\n"
2090 "# ifdef USEVERTEXTEXTUREBLEND\n"
2091 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2092 "# endif\n"
2093 "#endif\n"
2094 "}\n"
2095 "#endif\n"
2096 "#else // !MODE_GENERIC\n"
2097 "\n"
2098 "\n"
2099 "\n"
2100 "\n"
2101 "#ifdef MODE_BLOOMBLUR\n"
2102 "#ifdef VERTEX_SHADER\n"
2103 "void main\n"
2104 "(\n"
2105 "float4 gl_Vertex : POSITION,\n"
2106 "uniform float4x4 ModelViewProjectionMatrix,\n"
2107 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2108 "out float4 gl_Position : POSITION,\n"
2109 "out float2 TexCoord : TEXCOORD0\n"
2110 ")\n"
2111 "{\n"
2112 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2113 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2114 "}\n"
2115 "#endif\n"
2116 "\n"
2117 "#ifdef FRAGMENT_SHADER\n"
2118 "\n"
2119 "void main\n"
2120 "(\n"
2121 "float2 TexCoord : TEXCOORD0,\n"
2122 "uniform sampler2D Texture_First,\n"
2123 "uniform float4 BloomBlur_Parameters,\n"
2124 "out float4 gl_FragColor : COLOR\n"
2125 ")\n"
2126 "{\n"
2127 "       int i;\n"
2128 "       float2 tc = TexCoord;\n"
2129 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2130 "       tc += BloomBlur_Parameters.xy;\n"
2131 "       for (i = 1;i < SAMPLES;i++)\n"
2132 "       {\n"
2133 "               color += tex2D(Texture_First, tc).rgb;\n"
2134 "               tc += BloomBlur_Parameters.xy;\n"
2135 "       }\n"
2136 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2137 "}\n"
2138 "#endif\n"
2139 "#else // !MODE_BLOOMBLUR\n"
2140 "#ifdef MODE_REFRACTION\n"
2141 "#ifdef VERTEX_SHADER\n"
2142 "void main\n"
2143 "(\n"
2144 "float4 gl_Vertex : POSITION,\n"
2145 "uniform float4x4 ModelViewProjectionMatrix,\n"
2146 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2147 "uniform float4x4 TexMatrix,\n"
2148 "uniform float3 EyePosition,\n"
2149 "out float4 gl_Position : POSITION,\n"
2150 "out float2 TexCoord : TEXCOORD0,\n"
2151 "out float3 EyeVector : TEXCOORD1,\n"
2152 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2153 ")\n"
2154 "{\n"
2155 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2156 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2157 "       ModelViewProjectionPosition = gl_Position;\n"
2158 "}\n"
2159 "#endif\n"
2160 "\n"
2161 "#ifdef FRAGMENT_SHADER\n"
2162 "void main\n"
2163 "(\n"
2164 "float2 TexCoord : TEXCOORD0,\n"
2165 "float3 EyeVector : TEXCOORD1,\n"
2166 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2167 "uniform sampler2D Texture_Normal,\n"
2168 "uniform sampler2D Texture_Refraction,\n"
2169 "uniform sampler2D Texture_Reflection,\n"
2170 "uniform float4 DistortScaleRefractReflect,\n"
2171 "uniform float4 ScreenScaleRefractReflect,\n"
2172 "uniform float4 ScreenCenterRefractReflect,\n"
2173 "uniform float4 RefractColor,\n"
2174 "out float4 gl_FragColor : COLOR\n"
2175 ")\n"
2176 "{\n"
2177 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2178 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2179 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2180 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2181 "       // FIXME temporary hack to detect the case that the reflection\n"
2182 "       // gets blackened at edges due to leaving the area that contains actual\n"
2183 "       // content.\n"
2184 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2185 "       // 'appening.\n"
2186 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2187 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2188 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2189 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2190 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2191 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2192 "}\n"
2193 "#endif\n"
2194 "#else // !MODE_REFRACTION\n"
2195 "\n"
2196 "\n"
2197 "\n"
2198 "\n"
2199 "#ifdef MODE_WATER\n"
2200 "#ifdef VERTEX_SHADER\n"
2201 "\n"
2202 "void main\n"
2203 "(\n"
2204 "float4 gl_Vertex : POSITION,\n"
2205 "uniform float4x4 ModelViewProjectionMatrix,\n"
2206 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2207 "uniform float4x4 TexMatrix,\n"
2208 "uniform float3 EyePosition,\n"
2209 "out float4 gl_Position : POSITION,\n"
2210 "out float2 TexCoord : TEXCOORD0,\n"
2211 "out float3 EyeVector : TEXCOORD1,\n"
2212 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2213 ")\n"
2214 "{\n"
2215 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2216 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2217 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2218 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2219 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2220 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2221 "       ModelViewProjectionPosition = gl_Position;\n"
2222 "}\n"
2223 "#endif\n"
2224 "\n"
2225 "#ifdef FRAGMENT_SHADER\n"
2226 "void main\n"
2227 "(\n"
2228 "float2 TexCoord : TEXCOORD0,\n"
2229 "float3 EyeVector : TEXCOORD1,\n"
2230 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2231 "uniform sampler2D Texture_Normal,\n"
2232 "uniform sampler2D Texture_Refraction,\n"
2233 "uniform sampler2D Texture_Reflection,\n"
2234 "uniform float4 DistortScaleRefractReflect,\n"
2235 "uniform float4 ScreenScaleRefractReflect,\n"
2236 "uniform float4 ScreenCenterRefractReflect,\n"
2237 "uniform float4 RefractColor,\n"
2238 "uniform float4 ReflectColor,\n"
2239 "uniform float ReflectFactor,\n"
2240 "uniform float ReflectOffset,\n"
2241 "out float4 gl_FragColor : COLOR\n"
2242 ")\n"
2243 "{\n"
2244 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2245 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2246 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2247 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2248 "       // FIXME temporary hack to detect the case that the reflection\n"
2249 "       // gets blackened at edges due to leaving the area that contains actual\n"
2250 "       // content.\n"
2251 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2252 "       // 'appening.\n"
2253 "       float 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 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2257 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\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 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2262 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2263 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2264 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2265 "}\n"
2266 "#endif\n"
2267 "#else // !MODE_WATER\n"
2268 "\n"
2269 "\n"
2270 "\n"
2271 "\n"
2272 "// 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"
2273 "\n"
2274 "// fragment shader specific:\n"
2275 "#ifdef FRAGMENT_SHADER\n"
2276 "\n"
2277 "#ifdef USEFOG\n"
2278 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2279 "{\n"
2280 "       float fogfrac;\n"
2281 "#ifdef USEFOGHEIGHTTEXTURE\n"
2282 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2283 "       fogfrac = fogheightpixel.a;\n"
2284 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2285 "#else\n"
2286 "# ifdef USEFOGOUTSIDE\n"
2287 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2288 "# else\n"
2289 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2290 "# endif\n"
2291 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2292 "#endif\n"
2293 "}\n"
2294 "#endif\n"
2295 "\n"
2296 "#ifdef USEOFFSETMAPPING\n"
2297 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2298 "{\n"
2299 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2300 "       // 14 sample relief mapping: linear search and then binary search\n"
2301 "       // this basically steps forward a small amount repeatedly until it finds\n"
2302 "       // itself inside solid, then jitters forward and back using decreasing\n"
2303 "       // amounts to find the impact\n"
2304 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2305 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2306 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2307 "       float3 RT = float3(TexCoord, 1);\n"
2308 "       OffsetVector *= 0.1;\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);\n"
2318 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2319 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2320 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2321 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2322 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2323 "       return RT.xy;\n"
2324 "#else\n"
2325 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2326 "       // this basically moves forward the full distance, and then backs up based\n"
2327 "       // on height of samples\n"
2328 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2329 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2330 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2331 "       TexCoord += OffsetVector;\n"
2332 "       OffsetVector *= 0.333;\n"
2333 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2334 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2335 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2336 "       return TexCoord;\n"
2337 "#endif\n"
2338 "}\n"
2339 "#endif // USEOFFSETMAPPING\n"
2340 "\n"
2341 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2342 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2343 "# ifdef USESHADOWMAPORTHO\n"
2344 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2345 "# else\n"
2346 "#  ifdef USESHADOWMAPVSDCT\n"
2347 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2348 "{\n"
2349 "       float3 adir = abs(dir);\n"
2350 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2351 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2352 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2353 "}\n"
2354 "#  else\n"
2355 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2356 "{\n"
2357 "       float3 adir = abs(dir);\n"
2358 "       float ma = adir.z;\n"
2359 "       float4 proj = float4(dir, 2.5);\n"
2360 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2361 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2362 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2363 "       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"
2364 "}\n"
2365 "#  endif\n"
2366 "# endif\n"
2367 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2368 "\n"
2369 "#ifdef USESHADOWMAPCUBE\n"
2370 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2371 "{\n"
2372 "    float3 adir = abs(dir);\n"
2373 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2374 "}\n"
2375 "#endif\n"
2376 "\n"
2377 "# ifdef USESHADOWMAPRECT\n"
2378 "#ifdef USESHADOWMAPVSDCT\n"
2379 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2380 "#else\n"
2381 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2382 "#endif\n"
2383 "{\n"
2384 "#ifdef USESHADOWMAPVSDCT\n"
2385 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2386 "#else\n"
2387 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2388 "#endif\n"
2389 "       float f;\n"
2390 "#  ifdef USESHADOWSAMPLER\n"
2391 "\n"
2392 "#    ifdef USESHADOWMAPPCF\n"
2393 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2394 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2395 "#    else\n"
2396 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2397 "#    endif\n"
2398 "\n"
2399 "#  else\n"
2400 "\n"
2401 "#    ifdef USESHADOWMAPPCF\n"
2402 "#      if USESHADOWMAPPCF > 1\n"
2403 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2404 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2405 "    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"
2406 "    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"
2407 "    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"
2408 "    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"
2409 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2410 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2411 "#      else\n"
2412 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2413 "    float2 offset = frac(shadowmaptc.xy);\n"
2414 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2415 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2416 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2417 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2418 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2419 "#      endif\n"
2420 "#    else\n"
2421 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2422 "#    endif\n"
2423 "\n"
2424 "#  endif\n"
2425 "#  ifdef USESHADOWMAPORTHO\n"
2426 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2427 "#  else\n"
2428 "       return f;\n"
2429 "#  endif\n"
2430 "}\n"
2431 "# endif\n"
2432 "\n"
2433 "# ifdef USESHADOWMAP2D\n"
2434 "#ifdef USESHADOWMAPVSDCT\n"
2435 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2436 "#else\n"
2437 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2438 "#endif\n"
2439 "{\n"
2440 "#ifdef USESHADOWMAPVSDCT\n"
2441 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2442 "#else\n"
2443 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2444 "#endif\n"
2445 "    float f;\n"
2446 "\n"
2447 "#  ifdef USESHADOWSAMPLER\n"
2448 "#    ifdef USESHADOWMAPPCF\n"
2449 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2450 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2451 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2452 "#    else\n"
2453 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2454 "#    endif\n"
2455 "#  else\n"
2456 "#    ifdef USESHADOWMAPPCF\n"
2457 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2458 "#      ifdef GL_ARB_texture_gather\n"
2459 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2460 "#      else\n"
2461 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2462 "#      endif\n"
2463 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2464 "    center *= ShadowMap_TextureScale;\n"
2465 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2466 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2467 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2468 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2469 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2470 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2471 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2472 "#     else\n"
2473 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2474 "#      if USESHADOWMAPPCF > 1\n"
2475 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2476 "    center *= ShadowMap_TextureScale;\n"
2477 "    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"
2478 "    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"
2479 "    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"
2480 "    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"
2481 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2482 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2483 "#      else\n"
2484 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2485 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2486 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2487 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2488 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2489 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2490 "#      endif\n"
2491 "#     endif\n"
2492 "#    else\n"
2493 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2494 "#    endif\n"
2495 "#  endif\n"
2496 "#  ifdef USESHADOWMAPORTHO\n"
2497 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2498 "#  else\n"
2499 "       return f;\n"
2500 "#  endif\n"
2501 "}\n"
2502 "# endif\n"
2503 "\n"
2504 "# ifdef USESHADOWMAPCUBE\n"
2505 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2506 "{\n"
2507 "    // apply depth texture cubemap as light filter\n"
2508 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2509 "    float f;\n"
2510 "#  ifdef USESHADOWSAMPLER\n"
2511 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2512 "#  else\n"
2513 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2514 "#  endif\n"
2515 "    return f;\n"
2516 "}\n"
2517 "# endif\n"
2518 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2519 "#endif // FRAGMENT_SHADER\n"
2520 "\n"
2521 "\n"
2522 "\n"
2523 "\n"
2524 "#ifdef MODE_DEFERREDGEOMETRY\n"
2525 "#ifdef VERTEX_SHADER\n"
2526 "void main\n"
2527 "(\n"
2528 "float4 gl_Vertex : POSITION,\n"
2529 "uniform float4x4 ModelViewProjectionMatrix,\n"
2530 "#ifdef USEVERTEXTEXTUREBLEND\n"
2531 "float4 gl_Color : COLOR0,\n"
2532 "#endif\n"
2533 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2534 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2535 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2536 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2537 "uniform float4x4 TexMatrix,\n"
2538 "#ifdef USEVERTEXTEXTUREBLEND\n"
2539 "uniform float4x4 BackgroundTexMatrix,\n"
2540 "#endif\n"
2541 "uniform float4x4 ModelViewMatrix,\n"
2542 "#ifdef USEOFFSETMAPPING\n"
2543 "uniform float3 EyePosition,\n"
2544 "#endif\n"
2545 "out float4 gl_Position : POSITION,\n"
2546 "out float4 gl_FrontColor : COLOR,\n"
2547 "out float4 TexCoordBoth : TEXCOORD0,\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 "out float3 EyeVector : TEXCOORD2,\n"
2550 "#endif\n"
2551 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2552 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2553 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2554 ")\n"
2555 "{\n"
2556 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2557 "#ifdef USEVERTEXTEXTUREBLEND\n"
2558 "       gl_FrontColor = gl_Color;\n"
2559 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2560 "#endif\n"
2561 "\n"
2562 "       // transform unnormalized eye direction into tangent space\n"
2563 "#ifdef USEOFFSETMAPPING\n"
2564 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2565 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2566 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2567 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2568 "#endif\n"
2569 "\n"
2570 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2571 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2572 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2573 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2574 "}\n"
2575 "#endif // VERTEX_SHADER\n"
2576 "\n"
2577 "#ifdef FRAGMENT_SHADER\n"
2578 "void main\n"
2579 "(\n"
2580 "float4 TexCoordBoth : TEXCOORD0,\n"
2581 "float3 EyeVector : TEXCOORD2,\n"
2582 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2583 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2584 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2585 "uniform sampler2D Texture_Normal,\n"
2586 "#ifdef USEALPHAKILL\n"
2587 "uniform sampler2D Texture_Color,\n"
2588 "#endif\n"
2589 "uniform sampler2D Texture_Gloss,\n"
2590 "#ifdef USEVERTEXTEXTUREBLEND\n"
2591 "uniform sampler2D Texture_SecondaryNormal,\n"
2592 "uniform sampler2D Texture_SecondaryGloss,\n"
2593 "#endif\n"
2594 "#ifdef USEOFFSETMAPPING\n"
2595 "uniform float OffsetMapping_Scale,\n"
2596 "#endif\n"
2597 "uniform half SpecularPower,\n"
2598 "out float4 gl_FragColor : COLOR\n"
2599 ")\n"
2600 "{\n"
2601 "       float2 TexCoord = TexCoordBoth.xy;\n"
2602 "#ifdef USEOFFSETMAPPING\n"
2603 "       // apply offsetmapping\n"
2604 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2605 "#define TexCoord TexCoordOffset\n"
2606 "#endif\n"
2607 "\n"
2608 "#ifdef USEALPHAKILL\n"
2609 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2610 "               discard;\n"
2611 "#endif\n"
2612 "\n"
2613 "#ifdef USEVERTEXTEXTUREBLEND\n"
2614 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2615 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2616 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2617 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2618 "#endif\n"
2619 "\n"
2620 "#ifdef USEVERTEXTEXTUREBLEND\n"
2621 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2622 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2623 "#else\n"
2624 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2625 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2626 "#endif\n"
2627 "\n"
2628 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2629 "}\n"
2630 "#endif // FRAGMENT_SHADER\n"
2631 "#else // !MODE_DEFERREDGEOMETRY\n"
2632 "\n"
2633 "\n"
2634 "\n"
2635 "\n"
2636 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2637 "#ifdef VERTEX_SHADER\n"
2638 "void main\n"
2639 "(\n"
2640 "float4 gl_Vertex : POSITION,\n"
2641 "uniform float4x4 ModelViewProjectionMatrix,\n"
2642 "uniform float4x4 ModelViewMatrix,\n"
2643 "out float4 gl_Position : POSITION,\n"
2644 "out float4 ModelViewPosition : TEXCOORD0\n"
2645 ")\n"
2646 "{\n"
2647 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2648 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2649 "}\n"
2650 "#endif // VERTEX_SHADER\n"
2651 "\n"
2652 "#ifdef FRAGMENT_SHADER\n"
2653 "void main\n"
2654 "(\n"
2655 "float2 Pixel : WPOS,\n"
2656 "float4 ModelViewPosition : TEXCOORD0,\n"
2657 "uniform float4x4 ViewToLight,\n"
2658 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2659 "uniform float3 LightPosition,\n"
2660 "uniform half2 PixelToScreenTexCoord,\n"
2661 "uniform half3 DeferredColor_Ambient,\n"
2662 "uniform half3 DeferredColor_Diffuse,\n"
2663 "#ifdef USESPECULAR\n"
2664 "uniform half3 DeferredColor_Specular,\n"
2665 "uniform half SpecularPower,\n"
2666 "#endif\n"
2667 "uniform sampler2D Texture_Attenuation,\n"
2668 "uniform sampler2D Texture_ScreenDepth,\n"
2669 "uniform sampler2D Texture_ScreenNormalMap,\n"
2670 "\n"
2671 "#ifdef USECUBEFILTER\n"
2672 "uniform samplerCUBE Texture_Cube,\n"
2673 "#endif\n"
2674 "\n"
2675 "#ifdef USESHADOWMAPRECT\n"
2676 "# ifdef USESHADOWSAMPLER\n"
2677 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2678 "# else\n"
2679 "uniform samplerRECT Texture_ShadowMapRect,\n"
2680 "# endif\n"
2681 "#endif\n"
2682 "\n"
2683 "#ifdef USESHADOWMAP2D\n"
2684 "# ifdef USESHADOWSAMPLER\n"
2685 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2686 "# else\n"
2687 "uniform sampler2D Texture_ShadowMap2D,\n"
2688 "# endif\n"
2689 "#endif\n"
2690 "\n"
2691 "#ifdef USESHADOWMAPVSDCT\n"
2692 "uniform samplerCUBE Texture_CubeProjection,\n"
2693 "#endif\n"
2694 "\n"
2695 "#ifdef USESHADOWMAPCUBE\n"
2696 "# ifdef USESHADOWSAMPLER\n"
2697 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2698 "# else\n"
2699 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2700 "# endif\n"
2701 "#endif\n"
2702 "\n"
2703 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2704 "uniform float2 ShadowMap_TextureScale,\n"
2705 "uniform float4 ShadowMap_Parameters,\n"
2706 "#endif\n"
2707 "\n"
2708 "out float4 gl_FragData0 : COLOR0,\n"
2709 "out float4 gl_FragData1 : COLOR1\n"
2710 ")\n"
2711 "{\n"
2712 "       // calculate viewspace pixel position\n"
2713 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2714 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2715 "       float3 position;\n"
2716 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2717 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2718 "       // decode viewspace pixel normal\n"
2719 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2720 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2721 "       // surfacenormal = pixel normal in viewspace\n"
2722 "       // LightVector = pixel to light in viewspace\n"
2723 "       // CubeVector = position in lightspace\n"
2724 "       // eyevector = pixel to view in viewspace\n"
2725 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2726 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2727 "#ifdef USEDIFFUSE\n"
2728 "       // calculate diffuse shading\n"
2729 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2730 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2731 "#endif\n"
2732 "#ifdef USESPECULAR\n"
2733 "       // calculate directional shading\n"
2734 "       float3 eyevector = position * -1.0;\n"
2735 "#  ifdef USEEXACTSPECULARMATH\n"
2736 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2737 "#  else\n"
2738 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2739 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2740 "#  endif\n"
2741 "#endif\n"
2742 "\n"
2743 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2744 "       fade *= ShadowMapCompare(CubeVector,\n"
2745 "# if defined(USESHADOWMAP2D)\n"
2746 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2747 "# endif\n"
2748 "# if defined(USESHADOWMAPRECT)\n"
2749 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2750 "# endif\n"
2751 "# if defined(USESHADOWMAPCUBE)\n"
2752 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2753 "# endif\n"
2754 "\n"
2755 "#ifdef USESHADOWMAPVSDCT\n"
2756 ", Texture_CubeProjection\n"
2757 "#endif\n"
2758 "       );\n"
2759 "#endif\n"
2760 "\n"
2761 "#ifdef USEDIFFUSE\n"
2762 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2763 "#else\n"
2764 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2765 "#endif\n"
2766 "#ifdef USESPECULAR\n"
2767 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2768 "#else\n"
2769 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2770 "#endif\n"
2771 "\n"
2772 "# ifdef USECUBEFILTER\n"
2773 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2774 "       gl_FragData0.rgb *= cubecolor;\n"
2775 "       gl_FragData1.rgb *= cubecolor;\n"
2776 "# endif\n"
2777 "}\n"
2778 "#endif // FRAGMENT_SHADER\n"
2779 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2780 "\n"
2781 "\n"
2782 "\n"
2783 "\n"
2784 "#ifdef VERTEX_SHADER\n"
2785 "void main\n"
2786 "(\n"
2787 "float4 gl_Vertex : POSITION,\n"
2788 "uniform float4x4 ModelViewProjectionMatrix,\n"
2789 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2790 "float4 gl_Color : COLOR0,\n"
2791 "#endif\n"
2792 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2793 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2794 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2795 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2796 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2797 "\n"
2798 "uniform float3 EyePosition,\n"
2799 "uniform float4x4 TexMatrix,\n"
2800 "#ifdef USEVERTEXTEXTUREBLEND\n"
2801 "uniform float4x4 BackgroundTexMatrix,\n"
2802 "#endif\n"
2803 "#ifdef MODE_LIGHTSOURCE\n"
2804 "uniform float4x4 ModelToLight,\n"
2805 "#endif\n"
2806 "#ifdef MODE_LIGHTSOURCE\n"
2807 "uniform float3 LightPosition,\n"
2808 "#endif\n"
2809 "#ifdef MODE_LIGHTDIRECTION\n"
2810 "uniform float3 LightDir,\n"
2811 "#endif\n"
2812 "uniform float4 FogPlane,\n"
2813 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2814 "uniform float3 LightPosition,\n"
2815 "#endif\n"
2816 "#ifdef USESHADOWMAPORTHO\n"
2817 "uniform float4x4 ShadowMapMatrix,\n"
2818 "#endif\n"
2819 "\n"
2820 "out float4 gl_FrontColor : COLOR,\n"
2821 "out float4 TexCoordBoth : TEXCOORD0,\n"
2822 "#ifdef USELIGHTMAP\n"
2823 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2824 "#endif\n"
2825 "#ifdef USEEYEVECTOR\n"
2826 "out float3 EyeVector : TEXCOORD2,\n"
2827 "#endif\n"
2828 "#ifdef USEREFLECTION\n"
2829 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2830 "#endif\n"
2831 "#ifdef USEFOG\n"
2832 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2833 "#endif\n"
2834 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2835 "out float3 LightVector : TEXCOORD1,\n"
2836 "#endif\n"
2837 "#ifdef MODE_LIGHTSOURCE\n"
2838 "out float3 CubeVector : TEXCOORD3,\n"
2839 "#endif\n"
2840 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2841 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2842 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2843 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2844 "#endif\n"
2845 "#ifdef USESHADOWMAPORTHO\n"
2846 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2847 "#endif\n"
2848 "out float4 gl_Position : POSITION\n"
2849 ")\n"
2850 "{\n"
2851 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2852 "       gl_FrontColor = gl_Color;\n"
2853 "#endif\n"
2854 "       // copy the surface texcoord\n"
2855 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2856 "#ifdef USEVERTEXTEXTUREBLEND\n"
2857 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2858 "#endif\n"
2859 "#ifdef USELIGHTMAP\n"
2860 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2861 "#endif\n"
2862 "\n"
2863 "#ifdef MODE_LIGHTSOURCE\n"
2864 "       // transform vertex position into light attenuation/cubemap space\n"
2865 "       // (-1 to +1 across the light box)\n"
2866 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2867 "\n"
2868 "# ifdef USEDIFFUSE\n"
2869 "       // transform unnormalized light direction into tangent space\n"
2870 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2871 "       //  normalize it per pixel)\n"
2872 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2873 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2874 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2875 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2876 "# endif\n"
2877 "#endif\n"
2878 "\n"
2879 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2880 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2881 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2882 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2883 "#endif\n"
2884 "\n"
2885 "       // transform unnormalized eye direction into tangent space\n"
2886 "#ifdef USEEYEVECTOR\n"
2887 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2888 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2889 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2890 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2891 "#endif\n"
2892 "\n"
2893 "#ifdef USEFOG\n"
2894 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2895 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2896 "#endif\n"
2897 "\n"
2898 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2899 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2900 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2901 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2902 "#endif\n"
2903 "\n"
2904 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2905 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2906 "\n"
2907 "#ifdef USESHADOWMAPORTHO\n"
2908 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2909 "#endif\n"
2910 "\n"
2911 "#ifdef USEREFLECTION\n"
2912 "       ModelViewProjectionPosition = gl_Position;\n"
2913 "#endif\n"
2914 "}\n"
2915 "#endif // VERTEX_SHADER\n"
2916 "\n"
2917 "\n"
2918 "\n"
2919 "\n"
2920 "#ifdef FRAGMENT_SHADER\n"
2921 "void main\n"
2922 "(\n"
2923 "#ifdef USEDEFERREDLIGHTMAP\n"
2924 "float2 Pixel : WPOS,\n"
2925 "#endif\n"
2926 "float4 gl_FrontColor : COLOR,\n"
2927 "float4 TexCoordBoth : TEXCOORD0,\n"
2928 "#ifdef USELIGHTMAP\n"
2929 "float2 TexCoordLightmap : TEXCOORD1,\n"
2930 "#endif\n"
2931 "#ifdef USEEYEVECTOR\n"
2932 "float3 EyeVector : TEXCOORD2,\n"
2933 "#endif\n"
2934 "#ifdef USEREFLECTION\n"
2935 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2936 "#endif\n"
2937 "#ifdef USEFOG\n"
2938 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2939 "#endif\n"
2940 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2941 "float3 LightVector : TEXCOORD1,\n"
2942 "#endif\n"
2943 "#ifdef MODE_LIGHTSOURCE\n"
2944 "float3 CubeVector : TEXCOORD3,\n"
2945 "#endif\n"
2946 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2947 "float4 ModelViewPosition : TEXCOORD0,\n"
2948 "#endif\n"
2949 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2950 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2951 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2952 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2953 "#endif\n"
2954 "#ifdef USESHADOWMAPORTHO\n"
2955 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2956 "#endif\n"
2957 "\n"
2958 "uniform sampler2D Texture_Normal,\n"
2959 "uniform sampler2D Texture_Color,\n"
2960 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2961 "uniform sampler2D Texture_Gloss,\n"
2962 "#endif\n"
2963 "#ifdef USEGLOW\n"
2964 "uniform sampler2D Texture_Glow,\n"
2965 "#endif\n"
2966 "#ifdef USEVERTEXTEXTUREBLEND\n"
2967 "uniform sampler2D Texture_SecondaryNormal,\n"
2968 "uniform sampler2D Texture_SecondaryColor,\n"
2969 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2970 "uniform sampler2D Texture_SecondaryGloss,\n"
2971 "#endif\n"
2972 "#ifdef USEGLOW\n"
2973 "uniform sampler2D Texture_SecondaryGlow,\n"
2974 "#endif\n"
2975 "#endif\n"
2976 "#ifdef USECOLORMAPPING\n"
2977 "uniform sampler2D Texture_Pants,\n"
2978 "uniform sampler2D Texture_Shirt,\n"
2979 "#endif\n"
2980 "#ifdef USEFOG\n"
2981 "uniform sampler2D Texture_FogHeightTexture,\n"
2982 "uniform sampler2D Texture_FogMask,\n"
2983 "#endif\n"
2984 "#ifdef USELIGHTMAP\n"
2985 "uniform sampler2D Texture_Lightmap,\n"
2986 "#endif\n"
2987 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2988 "uniform sampler2D Texture_Deluxemap,\n"
2989 "#endif\n"
2990 "#ifdef USEREFLECTION\n"
2991 "uniform sampler2D Texture_Reflection,\n"
2992 "#endif\n"
2993 "\n"
2994 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2995 "uniform sampler2D Texture_ScreenDepth,\n"
2996 "uniform sampler2D Texture_ScreenNormalMap,\n"
2997 "#endif\n"
2998 "#ifdef USEDEFERREDLIGHTMAP\n"
2999 "uniform sampler2D Texture_ScreenDiffuse,\n"
3000 "uniform sampler2D Texture_ScreenSpecular,\n"
3001 "#endif\n"
3002 "\n"
3003 "#ifdef USECOLORMAPPING\n"
3004 "uniform half3 Color_Pants,\n"
3005 "uniform half3 Color_Shirt,\n"
3006 "#endif\n"
3007 "#ifdef USEFOG\n"
3008 "uniform float3 FogColor,\n"
3009 "uniform float FogRangeRecip,\n"
3010 "uniform float FogPlaneViewDist,\n"
3011 "uniform float FogHeightFade,\n"
3012 "#endif\n"
3013 "\n"
3014 "#ifdef USEOFFSETMAPPING\n"
3015 "uniform float OffsetMapping_Scale,\n"
3016 "#endif\n"
3017 "\n"
3018 "#ifdef USEDEFERREDLIGHTMAP\n"
3019 "uniform half2 PixelToScreenTexCoord,\n"
3020 "uniform half3 DeferredMod_Diffuse,\n"
3021 "uniform half3 DeferredMod_Specular,\n"
3022 "#endif\n"
3023 "uniform half3 Color_Ambient,\n"
3024 "uniform half3 Color_Diffuse,\n"
3025 "uniform half3 Color_Specular,\n"
3026 "uniform half SpecularPower,\n"
3027 "#ifdef USEGLOW\n"
3028 "uniform half3 Color_Glow,\n"
3029 "#endif\n"
3030 "uniform half Alpha,\n"
3031 "#ifdef USEREFLECTION\n"
3032 "uniform float4 DistortScaleRefractReflect,\n"
3033 "uniform float4 ScreenScaleRefractReflect,\n"
3034 "uniform float4 ScreenCenterRefractReflect,\n"
3035 "uniform half4 ReflectColor,\n"
3036 "#endif\n"
3037 "#ifdef USEREFLECTCUBE\n"
3038 "uniform float4x4 ModelToReflectCube,\n"
3039 "uniform sampler2D Texture_ReflectMask,\n"
3040 "uniform samplerCUBE Texture_ReflectCube,\n"
3041 "#endif\n"
3042 "#ifdef MODE_LIGHTDIRECTION\n"
3043 "uniform half3 LightColor,\n"
3044 "#endif\n"
3045 "#ifdef MODE_LIGHTSOURCE\n"
3046 "uniform half3 LightColor,\n"
3047 "#endif\n"
3048 "\n"
3049 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3050 "uniform sampler2D Texture_Attenuation,\n"
3051 "uniform samplerCUBE Texture_Cube,\n"
3052 "#endif\n"
3053 "\n"
3054 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3055 "\n"
3056 "#ifdef USESHADOWMAPRECT\n"
3057 "# ifdef USESHADOWSAMPLER\n"
3058 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3059 "# else\n"
3060 "uniform samplerRECT Texture_ShadowMapRect,\n"
3061 "# endif\n"
3062 "#endif\n"
3063 "\n"
3064 "#ifdef USESHADOWMAP2D\n"
3065 "# ifdef USESHADOWSAMPLER\n"
3066 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3067 "# else\n"
3068 "uniform sampler2D Texture_ShadowMap2D,\n"
3069 "# endif\n"
3070 "#endif\n"
3071 "\n"
3072 "#ifdef USESHADOWMAPVSDCT\n"
3073 "uniform samplerCUBE Texture_CubeProjection,\n"
3074 "#endif\n"
3075 "\n"
3076 "#ifdef USESHADOWMAPCUBE\n"
3077 "# ifdef USESHADOWSAMPLER\n"
3078 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3079 "# else\n"
3080 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3081 "# endif\n"
3082 "#endif\n"
3083 "\n"
3084 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3085 "uniform float2 ShadowMap_TextureScale,\n"
3086 "uniform float4 ShadowMap_Parameters,\n"
3087 "#endif\n"
3088 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3089 "\n"
3090 "out float4 gl_FragColor : COLOR\n"
3091 ")\n"
3092 "{\n"
3093 "       float2 TexCoord = TexCoordBoth.xy;\n"
3094 "#ifdef USEVERTEXTEXTUREBLEND\n"
3095 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3096 "#endif\n"
3097 "#ifdef USEOFFSETMAPPING\n"
3098 "       // apply offsetmapping\n"
3099 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3100 "#define TexCoord TexCoordOffset\n"
3101 "#endif\n"
3102 "\n"
3103 "       // combine the diffuse textures (base, pants, shirt)\n"
3104 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3105 "#ifdef USEALPHAKILL\n"
3106 "       if (color.a < 0.5)\n"
3107 "               discard;\n"
3108 "#endif\n"
3109 "       color.a *= Alpha;\n"
3110 "#ifdef USECOLORMAPPING\n"
3111 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3112 "#endif\n"
3113 "#ifdef USEVERTEXTEXTUREBLEND\n"
3114 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3115 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3116 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3117 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3118 "       color.a = 1.0;\n"
3119 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3120 "#endif\n"
3121 "\n"
3122 "       // get the surface normal\n"
3123 "#ifdef USEVERTEXTEXTUREBLEND\n"
3124 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3125 "#else\n"
3126 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3127 "#endif\n"
3128 "\n"
3129 "       // get the material colors\n"
3130 "       half3 diffusetex = color.rgb;\n"
3131 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3132 "# ifdef USEVERTEXTEXTUREBLEND\n"
3133 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3134 "# else\n"
3135 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3136 "# endif\n"
3137 "#endif\n"
3138 "\n"
3139 "#ifdef USEREFLECTCUBE\n"
3140 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3141 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3142 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3143 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3144 "#endif\n"
3145 "\n"
3146 "\n"
3147 "\n"
3148 "\n"
3149 "#ifdef MODE_LIGHTSOURCE\n"
3150 "       // light source\n"
3151 "#ifdef USEDIFFUSE\n"
3152 "       half3 lightnormal = half3(normalize(LightVector));\n"
3153 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3154 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3155 "#ifdef USESPECULAR\n"
3156 "#ifdef USEEXACTSPECULARMATH\n"
3157 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3158 "#else\n"
3159 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3160 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3161 "#endif\n"
3162 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3163 "#endif\n"
3164 "#else\n"
3165 "       color.rgb = diffusetex * Color_Ambient;\n"
3166 "#endif\n"
3167 "       color.rgb *= LightColor;\n"
3168 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3170 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3171 "# if defined(USESHADOWMAP2D)\n"
3172 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3173 "# endif\n"
3174 "# if defined(USESHADOWMAPRECT)\n"
3175 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3176 "# endif\n"
3177 "# if defined(USESHADOWMAPCUBE)\n"
3178 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3179 "# endif\n"
3180 "\n"
3181 "#ifdef USESHADOWMAPVSDCT\n"
3182 ", Texture_CubeProjection\n"
3183 "#endif\n"
3184 "       );\n"
3185 "\n"
3186 "#endif\n"
3187 "# ifdef USECUBEFILTER\n"
3188 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3189 "# endif\n"
3190 "#endif // MODE_LIGHTSOURCE\n"
3191 "\n"
3192 "\n"
3193 "\n"
3194 "\n"
3195 "#ifdef MODE_LIGHTDIRECTION\n"
3196 "#define SHADING\n"
3197 "#ifdef USEDIFFUSE\n"
3198 "       half3 lightnormal = half3(normalize(LightVector));\n"
3199 "#endif\n"
3200 "#define lightcolor LightColor\n"
3201 "#endif // MODE_LIGHTDIRECTION\n"
3202 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3203 "#define SHADING\n"
3204 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3205 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3206 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3207 "       // convert modelspace light vector to tangentspace\n"
3208 "       half3 lightnormal;\n"
3209 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3210 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3211 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3212 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3213 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3214 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3215 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3216 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3217 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3218 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3219 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3220 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3221 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3222 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3223 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3224 "#define SHADING\n"
3225 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3226 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3227 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3228 "#endif\n"
3229 "\n"
3230 "\n"
3231 "\n"
3232 "\n"
3233 "#ifdef MODE_LIGHTMAP\n"
3234 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3235 "#endif // MODE_LIGHTMAP\n"
3236 "#ifdef MODE_VERTEXCOLOR\n"
3237 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3238 "#endif // MODE_VERTEXCOLOR\n"
3239 "#ifdef MODE_FLATCOLOR\n"
3240 "       color.rgb = diffusetex * Color_Ambient;\n"
3241 "#endif // MODE_FLATCOLOR\n"
3242 "\n"
3243 "\n"
3244 "\n"
3245 "\n"
3246 "#ifdef SHADING\n"
3247 "# ifdef USEDIFFUSE\n"
3248 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3249 "#  ifdef USESPECULAR\n"
3250 "#   ifdef USEEXACTSPECULARMATH\n"
3251 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3252 "#   else\n"
3253 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3254 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3255 "#   endif\n"
3256 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3257 "#  else\n"
3258 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3259 "#  endif\n"
3260 "# else\n"
3261 "       color.rgb = diffusetex * Color_Ambient;\n"
3262 "# endif\n"
3263 "#endif\n"
3264 "\n"
3265 "#ifdef USESHADOWMAPORTHO\n"
3266 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3267 "# if defined(USESHADOWMAP2D)\n"
3268 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3269 "# endif\n"
3270 "# if defined(USESHADOWMAPRECT)\n"
3271 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3272 "# endif\n"
3273 "       );\n"
3274 "#endif\n"
3275 "\n"
3276 "#ifdef USEDEFERREDLIGHTMAP\n"
3277 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3278 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3279 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3280 "#endif\n"
3281 "\n"
3282 "#ifdef USEGLOW\n"
3283 "#ifdef USEVERTEXTEXTUREBLEND\n"
3284 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3285 "#else\n"
3286 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3287 "#endif\n"
3288 "#endif\n"
3289 "\n"
3290 "#ifdef USEFOG\n"
3291 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3292 "#endif\n"
3293 "\n"
3294 "       // 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"
3295 "#ifdef USEREFLECTION\n"
3296 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3297 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3298 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3299 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3300 "       // FIXME temporary hack to detect the case that the reflection\n"
3301 "       // gets blackened at edges due to leaving the area that contains actual\n"
3302 "       // content.\n"
3303 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3304 "       // 'appening.\n"
3305 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3306 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3307 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3308 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3309 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3310 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3311 "#endif\n"
3312 "\n"
3313 "       gl_FragColor = float4(color);\n"
3314 "}\n"
3315 "#endif // FRAGMENT_SHADER\n"
3316 "\n"
3317 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3318 "#endif // !MODE_DEFERREDGEOMETRY\n"
3319 "#endif // !MODE_WATER\n"
3320 "#endif // !MODE_REFRACTION\n"
3321 "#endif // !MODE_BLOOMBLUR\n"
3322 "#endif // !MODE_GENERIC\n"
3323 "#endif // !MODE_POSTPROCESS\n"
3324 "#endif // !MODE_SHOWDEPTH\n"
3325 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3326 ;
3327
3328 char *glslshaderstring = NULL;
3329 char *cgshaderstring = NULL;
3330 char *hlslshaderstring = NULL;
3331
3332 //=======================================================================================================================================================
3333
3334 typedef struct shaderpermutationinfo_s
3335 {
3336         const char *pretext;
3337         const char *name;
3338 }
3339 shaderpermutationinfo_t;
3340
3341 typedef struct shadermodeinfo_s
3342 {
3343         const char *vertexfilename;
3344         const char *geometryfilename;
3345         const char *fragmentfilename;
3346         const char *pretext;
3347         const char *name;
3348 }
3349 shadermodeinfo_t;
3350
3351 typedef enum shaderpermutation_e
3352 {
3353         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3354         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3355         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3356         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3357         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3358         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3359         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3360         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3361         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3362         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3363         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3364         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3365         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3366         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3367         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3368         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3369         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3370         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3371         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3372         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3373         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3374         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3375         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3376         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3377         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3378         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3379         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3380         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3381         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3382         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3383         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3384 }
3385 shaderpermutation_t;
3386
3387 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3388 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3389 {
3390         {"#define USEDIFFUSE\n", " diffuse"},
3391         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3392         {"#define USEVIEWTINT\n", " viewtint"},
3393         {"#define USECOLORMAPPING\n", " colormapping"},
3394         {"#define USESATURATION\n", " saturation"},
3395         {"#define USEFOGINSIDE\n", " foginside"},
3396         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3397         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3398         {"#define USEGAMMARAMPS\n", " gammaramps"},
3399         {"#define USECUBEFILTER\n", " cubefilter"},
3400         {"#define USEGLOW\n", " glow"},
3401         {"#define USEBLOOM\n", " bloom"},
3402         {"#define USESPECULAR\n", " specular"},
3403         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3404         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3405         {"#define USEREFLECTION\n", " reflection"},
3406         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3407         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3408         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3409         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3410         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3411         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3412         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3413         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3414         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3415         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3416         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3417         {"#define USEALPHAKILL\n", " alphakill"},
3418         {"#define USEREFLECTCUBE\n", " reflectcube"},
3419 };
3420
3421 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3422 typedef enum shadermode_e
3423 {
3424         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3425         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3426         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3427         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3428         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3429         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3430         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3431         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3432         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3433         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3434         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3435         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3436         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3437         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3438         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3439         SHADERMODE_COUNT
3440 }
3441 shadermode_t;
3442
3443 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3444 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3445 {
3446         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3447         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3448         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3449         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3450         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3451         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3452         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3453         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3454         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3455         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3456         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3457         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3458         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3459         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3460         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3461 };
3462
3463 #ifdef SUPPORTCG
3464 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3465 {
3466         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3467         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3468         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3469         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3470         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3471         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3472         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3473         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3474         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3475         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3476         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3477         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3478         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3479         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3480         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3481 };
3482 #endif
3483
3484 #ifdef SUPPORTD3D
3485 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3486 {
3487         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3488         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3489         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3490         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3491         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3492         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3493         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3494         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3495         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3496         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3497         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3498         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3499         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3500         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3501         {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3502 };
3503 #endif
3504
3505 struct r_glsl_permutation_s;
3506 typedef struct r_glsl_permutation_s
3507 {
3508         /// hash lookup data
3509         struct r_glsl_permutation_s *hashnext;
3510         unsigned int mode;
3511         unsigned int permutation;
3512
3513         /// indicates if we have tried compiling this permutation already
3514         qboolean compiled;
3515         /// 0 if compilation failed
3516         int program;
3517         /// locations of detected uniforms in program object, or -1 if not found
3518         int loc_Texture_First;
3519         int loc_Texture_Second;
3520         int loc_Texture_GammaRamps;
3521         int loc_Texture_Normal;
3522         int loc_Texture_Color;
3523         int loc_Texture_Gloss;
3524         int loc_Texture_Glow;
3525         int loc_Texture_SecondaryNormal;
3526         int loc_Texture_SecondaryColor;
3527         int loc_Texture_SecondaryGloss;
3528         int loc_Texture_SecondaryGlow;
3529         int loc_Texture_Pants;
3530         int loc_Texture_Shirt;
3531         int loc_Texture_FogHeightTexture;
3532         int loc_Texture_FogMask;
3533         int loc_Texture_Lightmap;
3534         int loc_Texture_Deluxemap;
3535         int loc_Texture_Attenuation;
3536         int loc_Texture_Cube;
3537         int loc_Texture_Refraction;
3538         int loc_Texture_Reflection;
3539         int loc_Texture_ShadowMapRect;
3540         int loc_Texture_ShadowMapCube;
3541         int loc_Texture_ShadowMap2D;
3542         int loc_Texture_CubeProjection;
3543         int loc_Texture_ScreenDepth;
3544         int loc_Texture_ScreenNormalMap;
3545         int loc_Texture_ScreenDiffuse;
3546         int loc_Texture_ScreenSpecular;
3547         int loc_Texture_ReflectMask;
3548         int loc_Texture_ReflectCube;
3549         int loc_Alpha;
3550         int loc_BloomBlur_Parameters;
3551         int loc_ClientTime;
3552         int loc_Color_Ambient;
3553         int loc_Color_Diffuse;
3554         int loc_Color_Specular;
3555         int loc_Color_Glow;
3556         int loc_Color_Pants;
3557         int loc_Color_Shirt;
3558         int loc_DeferredColor_Ambient;
3559         int loc_DeferredColor_Diffuse;
3560         int loc_DeferredColor_Specular;
3561         int loc_DeferredMod_Diffuse;
3562         int loc_DeferredMod_Specular;
3563         int loc_DistortScaleRefractReflect;
3564         int loc_EyePosition;
3565         int loc_FogColor;
3566         int loc_FogHeightFade;
3567         int loc_FogPlane;
3568         int loc_FogPlaneViewDist;
3569         int loc_FogRangeRecip;
3570         int loc_LightColor;
3571         int loc_LightDir;
3572         int loc_LightPosition;
3573         int loc_OffsetMapping_Scale;
3574         int loc_PixelSize;
3575         int loc_ReflectColor;
3576         int loc_ReflectFactor;
3577         int loc_ReflectOffset;
3578         int loc_RefractColor;
3579         int loc_Saturation;
3580         int loc_ScreenCenterRefractReflect;
3581         int loc_ScreenScaleRefractReflect;
3582         int loc_ScreenToDepth;
3583         int loc_ShadowMap_Parameters;
3584         int loc_ShadowMap_TextureScale;
3585         int loc_SpecularPower;
3586         int loc_UserVec1;
3587         int loc_UserVec2;
3588         int loc_UserVec3;
3589         int loc_UserVec4;
3590         int loc_ViewTintColor;
3591         int loc_ViewToLight;
3592         int loc_ModelToLight;
3593         int loc_TexMatrix;
3594         int loc_BackgroundTexMatrix;
3595         int loc_ModelViewProjectionMatrix;
3596         int loc_ModelViewMatrix;
3597         int loc_PixelToScreenTexCoord;
3598         int loc_ModelToReflectCube;
3599         int loc_ShadowMapMatrix;
3600         int loc_BloomColorSubtract;
3601 }
3602 r_glsl_permutation_t;
3603
3604 #define SHADERPERMUTATION_HASHSIZE 256
3605
3606 /// information about each possible shader permutation
3607 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3608 /// currently selected permutation
3609 r_glsl_permutation_t *r_glsl_permutation;
3610 /// storage for permutations linked in the hash table
3611 memexpandablearray_t r_glsl_permutationarray;
3612
3613 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3614 {
3615         //unsigned int hashdepth = 0;
3616         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3617         r_glsl_permutation_t *p;
3618         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3619         {
3620                 if (p->mode == mode && p->permutation == permutation)
3621                 {
3622                         //if (hashdepth > 10)
3623                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3624                         return p;
3625                 }
3626                 //hashdepth++;
3627         }
3628         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3629         p->mode = mode;
3630         p->permutation = permutation;
3631         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3632         r_glsl_permutationhash[mode][hashindex] = p;
3633         //if (hashdepth > 10)
3634         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3635         return p;
3636 }
3637
3638 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3639 {
3640         char *shaderstring;
3641         if (!filename || !filename[0])
3642                 return NULL;
3643         if (!strcmp(filename, "glsl/default.glsl"))
3644         {
3645                 if (!glslshaderstring)
3646                 {
3647                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3648                         if (glslshaderstring)
3649                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3650                         else
3651                                 glslshaderstring = (char *)builtinshaderstring;
3652                 }
3653                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3654                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3655                 return shaderstring;
3656         }
3657         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3658         if (shaderstring)
3659         {
3660                 if (printfromdisknotice)
3661                         Con_DPrintf("from disk %s... ", filename);
3662                 return shaderstring;
3663         }
3664         return shaderstring;
3665 }
3666
3667 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3668 {
3669         int i;
3670         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3671         int vertstrings_count = 0;
3672         int geomstrings_count = 0;
3673         int fragstrings_count = 0;
3674         char *vertexstring, *geometrystring, *fragmentstring;
3675         const char *vertstrings_list[32+3];
3676         const char *geomstrings_list[32+3];
3677         const char *fragstrings_list[32+3];
3678         char permutationname[256];
3679
3680         if (p->compiled)
3681                 return;
3682         p->compiled = true;
3683         p->program = 0;
3684
3685         permutationname[0] = 0;
3686         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3687         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3688         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3689
3690         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3691
3692         // the first pretext is which type of shader to compile as
3693         // (later these will all be bound together as a program object)
3694         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3695         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3696         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3697
3698         // the second pretext is the mode (for example a light source)
3699         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3700         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3701         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3702         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3703
3704         // now add all the permutation pretexts
3705         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3706         {
3707                 if (permutation & (1<<i))
3708                 {
3709                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3710                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3711                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3712                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3713                 }
3714                 else
3715                 {
3716                         // keep line numbers correct
3717                         vertstrings_list[vertstrings_count++] = "\n";
3718                         geomstrings_list[geomstrings_count++] = "\n";
3719                         fragstrings_list[fragstrings_count++] = "\n";
3720                 }
3721         }
3722
3723         // now append the shader text itself
3724         vertstrings_list[vertstrings_count++] = vertexstring;
3725         geomstrings_list[geomstrings_count++] = geometrystring;
3726         fragstrings_list[fragstrings_count++] = fragmentstring;
3727
3728         // if any sources were NULL, clear the respective list
3729         if (!vertexstring)
3730                 vertstrings_count = 0;
3731         if (!geometrystring)
3732                 geomstrings_count = 0;
3733         if (!fragmentstring)
3734                 fragstrings_count = 0;
3735
3736         // compile the shader program
3737         if (vertstrings_count + geomstrings_count + fragstrings_count)
3738                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3739         if (p->program)
3740         {
3741                 CHECKGLERROR
3742                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3743                 // look up all the uniform variable names we care about, so we don't
3744                 // have to look them up every time we set them
3745
3746                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3747                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3748                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3749                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3750                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3751                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3752                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3753                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3754                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3755                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3756                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3757                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3758                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3759                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3760                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3761                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3762                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3763                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3764                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3765                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3766                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3767                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3768                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3769                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3770                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3771                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3772                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3773                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3774                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3775                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3776                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3777                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3778                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3779                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3780                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3781                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3782                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3783                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3784                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3785                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3786                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3787                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3788                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3789                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3790                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3791                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3792                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3793                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3794                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3795                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3796                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3797                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3798                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3799                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3800                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3801                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3802                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3803                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3804                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3805                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3806                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3807                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3808                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3809                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3810                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3811                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3812                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3813                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3814                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3815                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3816                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3817                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3818                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3819                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3820                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3821                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3822                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3823                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3824                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3825                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3826                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3827                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3828                 p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3829                 // initialize the samplers to refer to the texture units we use
3830                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3831                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3832                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3833                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3834                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3835                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3836                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3837                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3838                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3839                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3840                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3841                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3842                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3843                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3844                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3845                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3846                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3847                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3848                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3849                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3850                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3851                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3852                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3853                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3854                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3855                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3856                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3857                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3858                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3859                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3860                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3861                 CHECKGLERROR
3862                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3863         }
3864         else
3865                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3866
3867         // free the strings
3868         if (vertexstring)
3869                 Mem_Free(vertexstring);
3870         if (geometrystring)
3871                 Mem_Free(geometrystring);
3872         if (fragmentstring)
3873                 Mem_Free(fragmentstring);
3874 }
3875
3876 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3877 {
3878         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3879         if (r_glsl_permutation != perm)
3880         {
3881                 r_glsl_permutation = perm;
3882                 if (!r_glsl_permutation->program)
3883                 {
3884                         if (!r_glsl_permutation->compiled)
3885                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3886                         if (!r_glsl_permutation->program)
3887                         {
3888                                 // remove features until we find a valid permutation
3889                                 int i;
3890                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3891                                 {
3892                                         // reduce i more quickly whenever it would not remove any bits
3893                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3894                                         if (!(permutation & j))
3895                                                 continue;
3896                                         permutation -= j;
3897                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3898                                         if (!r_glsl_permutation->compiled)
3899                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3900                                         if (r_glsl_permutation->program)
3901                                                 break;
3902                                 }
3903                                 if (i >= SHADERPERMUTATION_COUNT)
3904                                 {
3905                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3906                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3907                                         qglUseProgramObjectARB(0);CHECKGLERROR
3908                                         return; // no bit left to clear, entire mode is broken
3909                                 }
3910                         }
3911                 }
3912                 CHECKGLERROR
3913                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3914         }
3915         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3916         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3917         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3918 }
3919
3920 #ifdef SUPPORTCG
3921 #include <Cg/cgGL.h>
3922 struct r_cg_permutation_s;
3923 typedef struct r_cg_permutation_s
3924 {
3925         /// hash lookup data
3926         struct r_cg_permutation_s *hashnext;
3927         unsigned int mode;
3928         unsigned int permutation;
3929
3930         /// indicates if we have tried compiling this permutation already
3931         qboolean compiled;
3932         /// 0 if compilation failed
3933         CGprogram vprogram;
3934         CGprogram fprogram;
3935         /// locations of detected parameters in programs, or NULL if not found
3936         CGparameter vp_EyePosition;
3937         CGparameter vp_FogPlane;
3938         CGparameter vp_LightDir;
3939         CGparameter vp_LightPosition;
3940         CGparameter vp_ModelToLight;
3941         CGparameter vp_TexMatrix;
3942         CGparameter vp_BackgroundTexMatrix;
3943         CGparameter vp_ModelViewProjectionMatrix;
3944         CGparameter vp_ModelViewMatrix;
3945         CGparameter vp_ShadowMapMatrix;
3946
3947         CGparameter fp_Texture_First;
3948         CGparameter fp_Texture_Second;
3949         CGparameter fp_Texture_GammaRamps;
3950         CGparameter fp_Texture_Normal;
3951         CGparameter fp_Texture_Color;
3952         CGparameter fp_Texture_Gloss;
3953         CGparameter fp_Texture_Glow;
3954         CGparameter fp_Texture_SecondaryNormal;
3955         CGparameter fp_Texture_SecondaryColor;
3956         CGparameter fp_Texture_SecondaryGloss;
3957         CGparameter fp_Texture_SecondaryGlow;
3958         CGparameter fp_Texture_Pants;
3959         CGparameter fp_Texture_Shirt;
3960         CGparameter fp_Texture_FogHeightTexture;
3961         CGparameter fp_Texture_FogMask;
3962         CGparameter fp_Texture_Lightmap;
3963         CGparameter fp_Texture_Deluxemap;
3964         CGparameter fp_Texture_Attenuation;
3965         CGparameter fp_Texture_Cube;
3966         CGparameter fp_Texture_Refraction;
3967         CGparameter fp_Texture_Reflection;
3968         CGparameter fp_Texture_ShadowMapRect;
3969         CGparameter fp_Texture_ShadowMapCube;
3970         CGparameter fp_Texture_ShadowMap2D;
3971         CGparameter fp_Texture_CubeProjection;
3972         CGparameter fp_Texture_ScreenDepth;
3973         CGparameter fp_Texture_ScreenNormalMap;
3974         CGparameter fp_Texture_ScreenDiffuse;
3975         CGparameter fp_Texture_ScreenSpecular;
3976         CGparameter fp_Texture_ReflectMask;
3977         CGparameter fp_Texture_ReflectCube;
3978         CGparameter fp_Alpha;
3979         CGparameter fp_BloomBlur_Parameters;
3980         CGparameter fp_ClientTime;
3981         CGparameter fp_Color_Ambient;
3982         CGparameter fp_Color_Diffuse;
3983         CGparameter fp_Color_Specular;
3984         CGparameter fp_Color_Glow;
3985         CGparameter fp_Color_Pants;
3986         CGparameter fp_Color_Shirt;
3987         CGparameter fp_DeferredColor_Ambient;
3988         CGparameter fp_DeferredColor_Diffuse;
3989         CGparameter fp_DeferredColor_Specular;
3990         CGparameter fp_DeferredMod_Diffuse;
3991         CGparameter fp_DeferredMod_Specular;
3992         CGparameter fp_DistortScaleRefractReflect;
3993         CGparameter fp_EyePosition;
3994         CGparameter fp_FogColor;
3995         CGparameter fp_FogHeightFade;
3996         CGparameter fp_FogPlane;
3997         CGparameter fp_FogPlaneViewDist;
3998         CGparameter fp_FogRangeRecip;
3999         CGparameter fp_LightColor;
4000         CGparameter fp_LightDir;
4001         CGparameter fp_LightPosition;
4002         CGparameter fp_OffsetMapping_Scale;
4003         CGparameter fp_PixelSize;
4004         CGparameter fp_ReflectColor;
4005         CGparameter fp_ReflectFactor;
4006         CGparameter fp_ReflectOffset;
4007         CGparameter fp_RefractColor;
4008         CGparameter fp_Saturation;
4009         CGparameter fp_ScreenCenterRefractReflect;
4010         CGparameter fp_ScreenScaleRefractReflect;
4011         CGparameter fp_ScreenToDepth;
4012         CGparameter fp_ShadowMap_Parameters;
4013         CGparameter fp_ShadowMap_TextureScale;
4014         CGparameter fp_SpecularPower;
4015         CGparameter fp_UserVec1;
4016         CGparameter fp_UserVec2;
4017         CGparameter fp_UserVec3;
4018         CGparameter fp_UserVec4;
4019         CGparameter fp_ViewTintColor;
4020         CGparameter fp_ViewToLight;
4021         CGparameter fp_PixelToScreenTexCoord;
4022         CGparameter fp_ModelToReflectCube;
4023         CGparameter fp_BloomColorSubtract;
4024 }
4025 r_cg_permutation_t;
4026
4027 /// information about each possible shader permutation
4028 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4029 /// currently selected permutation
4030 r_cg_permutation_t *r_cg_permutation;
4031 /// storage for permutations linked in the hash table
4032 memexpandablearray_t r_cg_permutationarray;
4033
4034 #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));}}
4035
4036 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4037 {
4038         //unsigned int hashdepth = 0;
4039         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4040         r_cg_permutation_t *p;
4041         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4042         {
4043                 if (p->mode == mode && p->permutation == permutation)
4044                 {
4045                         //if (hashdepth > 10)
4046                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4047                         return p;
4048                 }
4049                 //hashdepth++;
4050         }
4051         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4052         p->mode = mode;
4053         p->permutation = permutation;
4054         p->hashnext = r_cg_permutationhash[mode][hashindex];
4055         r_cg_permutationhash[mode][hashindex] = p;
4056         //if (hashdepth > 10)
4057         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4058         return p;
4059 }
4060
4061 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4062 {
4063         char *shaderstring;
4064         if (!filename || !filename[0])
4065                 return NULL;
4066         if (!strcmp(filename, "cg/default.cg"))
4067         {
4068                 if (!cgshaderstring)
4069                 {
4070                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4071                         if (cgshaderstring)
4072                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4073                         else
4074                                 cgshaderstring = (char *)builtincgshaderstring;
4075                 }
4076                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4077                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4078                 return shaderstring;
4079         }
4080         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4081         if (shaderstring)
4082         {
4083                 if (printfromdisknotice)
4084                         Con_DPrintf("from disk %s... ", filename);
4085                 return shaderstring;
4086         }
4087         return shaderstring;
4088 }
4089
4090 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4091 {
4092         // TODO: load or create .fp and .vp shader files
4093 }
4094
4095 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4096 {
4097         int i;
4098         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4099         int vertstrings_count = 0, vertstring_length = 0;
4100         int geomstrings_count = 0, geomstring_length = 0;
4101         int fragstrings_count = 0, fragstring_length = 0;
4102         char *t;
4103         char *vertexstring, *geometrystring, *fragmentstring;
4104         char *vertstring, *geomstring, *fragstring;
4105         const char *vertstrings_list[32+3];
4106         const char *geomstrings_list[32+3];
4107         const char *fragstrings_list[32+3];
4108         char permutationname[256];
4109         char cachename[256];
4110         CGprofile vertexProfile;
4111         CGprofile fragmentProfile;
4112
4113         if (p->compiled)
4114                 return;
4115         p->compiled = true;
4116         p->vprogram = NULL;
4117         p->fprogram = NULL;
4118
4119         permutationname[0] = 0;
4120         cachename[0] = 0;
4121         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4122         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4123         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4124
4125         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4126         strlcat(cachename, "cg/", sizeof(cachename));
4127
4128         // the first pretext is which type of shader to compile as
4129         // (later these will all be bound together as a program object)
4130         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4131         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4132         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4133
4134         // the second pretext is the mode (for example a light source)
4135         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4136         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4137         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4138         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4139         strlcat(cachename, modeinfo->name, sizeof(cachename));
4140
4141         // now add all the permutation pretexts
4142         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4143         {
4144                 if (permutation & (1<<i))
4145                 {
4146                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4147                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4148                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4149                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4150                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4151                 }
4152                 else
4153                 {
4154                         // keep line numbers correct
4155                         vertstrings_list[vertstrings_count++] = "\n";
4156                         geomstrings_list[geomstrings_count++] = "\n";
4157                         fragstrings_list[fragstrings_count++] = "\n";
4158                 }
4159         }
4160
4161         // replace spaces in the cachename with _ characters
4162         for (i = 0;cachename[i];i++)
4163                 if (cachename[i] == ' ')
4164                         cachename[i] = '_';
4165
4166         // now append the shader text itself
4167         vertstrings_list[vertstrings_count++] = vertexstring;
4168         geomstrings_list[geomstrings_count++] = geometrystring;
4169         fragstrings_list[fragstrings_count++] = fragmentstring;
4170
4171         // if any sources were NULL, clear the respective list
4172         if (!vertexstring)
4173                 vertstrings_count = 0;
4174         if (!geometrystring)
4175                 geomstrings_count = 0;
4176         if (!fragmentstring)
4177                 fragstrings_count = 0;
4178
4179         vertstring_length = 0;
4180         for (i = 0;i < vertstrings_count;i++)
4181                 vertstring_length += strlen(vertstrings_list[i]);
4182         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4183         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4184                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4185
4186         geomstring_length = 0;
4187         for (i = 0;i < geomstrings_count;i++)
4188                 geomstring_length += strlen(geomstrings_list[i]);
4189         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4190         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4191                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4192
4193         fragstring_length = 0;
4194         for (i = 0;i < fragstrings_count;i++)
4195                 fragstring_length += strlen(fragstrings_list[i]);
4196         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4197         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4198                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4199
4200         CHECKGLERROR
4201         CHECKCGERROR
4202         //vertexProfile = CG_PROFILE_ARBVP1;
4203         //fragmentProfile = CG_PROFILE_ARBFP1;
4204         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4205         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4206         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4207         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4208         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4209         CHECKGLERROR
4210
4211         // try to load the cached shader, or generate one
4212         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4213
4214         // if caching failed, do a dynamic compile for now
4215         CHECKCGERROR
4216         if (vertstring[0] && !p->vprogram)
4217                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4218         CHECKCGERROR
4219         if (fragstring[0] && !p->fprogram)
4220                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4221         CHECKCGERROR
4222
4223         // look up all the uniform variable names we care about, so we don't
4224         // have to look them up every time we set them
4225         if (p->vprogram)
4226         {
4227                 CHECKCGERROR
4228                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4229                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4230                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4231                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4232                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4233                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4234                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4235                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4236                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4237                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4238                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4239                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4240                 CHECKCGERROR
4241         }
4242         if (p->fprogram)
4243         {
4244                 CHECKCGERROR
4245                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4246                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4247                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4248                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4249                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4250                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4251                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4252                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4253                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4254                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4255                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4256                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4257                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4258                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4259                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4260                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4261                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4262                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4263                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4264                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4265                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4266                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4267                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4268                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4269                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4270                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4271                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4272                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4273                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4274                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4275                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4276                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4277                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4278                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4279                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4280                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4281                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4282                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4283                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4284                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4285                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4286                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4287                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4288                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4289                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4290                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4291                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4292                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4293                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4294                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4295                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4296                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4297                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4298                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4299                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4300                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4301                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4302                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4303                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4304                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4305                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4306                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4307                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4308                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4309                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4310                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4311                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4312                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4313                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4314                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4315                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4316                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4317                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4318                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4319                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4320                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4321                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4322                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4323                 p->fp_BloomColorSubtract         = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4324                 CHECKCGERROR
4325         }
4326
4327         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4328                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4329         else
4330                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4331
4332         // free the strings
4333         if (vertstring)
4334                 Mem_Free(vertstring);
4335         if (geomstring)
4336                 Mem_Free(geomstring);
4337         if (fragstring)
4338                 Mem_Free(fragstring);
4339         if (vertexstring)
4340                 Mem_Free(vertexstring);
4341         if (geometrystring)
4342                 Mem_Free(geometrystring);
4343         if (fragmentstring)
4344                 Mem_Free(fragmentstring);
4345 }
4346
4347 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4348 {
4349         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4350         CHECKGLERROR
4351         CHECKCGERROR
4352         if (r_cg_permutation != perm)
4353         {
4354                 r_cg_permutation = perm;
4355                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4356                 {
4357                         if (!r_cg_permutation->compiled)
4358                                 R_CG_CompilePermutation(perm, mode, permutation);
4359                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4360                         {
4361                                 // remove features until we find a valid permutation
4362                                 int i;
4363                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4364                                 {
4365                                         // reduce i more quickly whenever it would not remove any bits
4366                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4367                                         if (!(permutation & j))
4368                                                 continue;
4369                                         permutation -= j;
4370                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4371                                         if (!r_cg_permutation->compiled)
4372                                                 R_CG_CompilePermutation(perm, mode, permutation);
4373                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4374                                                 break;
4375                                 }
4376                                 if (i >= SHADERPERMUTATION_COUNT)
4377                                 {
4378                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4379                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4380                                         return; // no bit left to clear, entire mode is broken
4381                                 }
4382                         }
4383                 }
4384                 CHECKGLERROR
4385                 CHECKCGERROR
4386                 if (r_cg_permutation->vprogram)
4387                 {
4388                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4389                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4390                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4391                 }
4392                 else
4393                 {
4394                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4395                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4396                 }
4397                 if (r_cg_permutation->fprogram)
4398                 {
4399                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4400                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4401                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4402                 }
4403                 else
4404                 {
4405                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4406                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4407                 }
4408         }
4409         CHECKCGERROR
4410         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4411         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4412         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4413 }
4414
4415 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4416 {
4417         cgGLSetTextureParameter(param, R_GetTexture(tex));
4418         cgGLEnableTextureParameter(param);
4419 }
4420 #endif
4421
4422 #ifdef SUPPORTD3D
4423
4424 #ifdef SUPPORTD3D
4425 #include <d3d9.h>
4426 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4427 extern D3DCAPS9 vid_d3d9caps;
4428 #endif
4429
4430 struct r_hlsl_permutation_s;
4431 typedef struct r_hlsl_permutation_s
4432 {
4433         /// hash lookup data
4434         struct r_hlsl_permutation_s *hashnext;
4435         unsigned int mode;
4436         unsigned int permutation;
4437
4438         /// indicates if we have tried compiling this permutation already
4439         qboolean compiled;
4440         /// NULL if compilation failed
4441         IDirect3DVertexShader9 *vertexshader;
4442         IDirect3DPixelShader9 *pixelshader;
4443 }
4444 r_hlsl_permutation_t;
4445
4446 typedef enum D3DVSREGISTER_e
4447 {
4448         D3DVSREGISTER_TexMatrix = 0, // float4x4
4449         D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4450         D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4451         D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4452         D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4453         D3DVSREGISTER_ModelToLight = 20, // float4x4
4454         D3DVSREGISTER_EyePosition = 24,
4455         D3DVSREGISTER_FogPlane = 25,
4456         D3DVSREGISTER_LightDir = 26,
4457         D3DVSREGISTER_LightPosition = 27,
4458 }
4459 D3DVSREGISTER_t;
4460
4461 typedef enum D3DPSREGISTER_e
4462 {
4463         D3DPSREGISTER_Alpha = 0,
4464         D3DPSREGISTER_BloomBlur_Parameters = 1,
4465         D3DPSREGISTER_ClientTime = 2,
4466         D3DPSREGISTER_Color_Ambient = 3,
4467         D3DPSREGISTER_Color_Diffuse = 4,
4468         D3DPSREGISTER_Color_Specular = 5,
4469         D3DPSREGISTER_Color_Glow = 6,
4470         D3DPSREGISTER_Color_Pants = 7,
4471         D3DPSREGISTER_Color_Shirt = 8,
4472         D3DPSREGISTER_DeferredColor_Ambient = 9,
4473         D3DPSREGISTER_DeferredColor_Diffuse = 10,
4474         D3DPSREGISTER_DeferredColor_Specular = 11,
4475         D3DPSREGISTER_DeferredMod_Diffuse = 12,
4476         D3DPSREGISTER_DeferredMod_Specular = 13,
4477         D3DPSREGISTER_DistortScaleRefractReflect = 14,
4478         D3DPSREGISTER_EyePosition = 15, // unused
4479         D3DPSREGISTER_FogColor = 16,
4480         D3DPSREGISTER_FogHeightFade = 17,
4481         D3DPSREGISTER_FogPlane = 18,
4482         D3DPSREGISTER_FogPlaneViewDist = 19,
4483         D3DPSREGISTER_FogRangeRecip = 20,
4484         D3DPSREGISTER_LightColor = 21,
4485         D3DPSREGISTER_LightDir = 22, // unused
4486         D3DPSREGISTER_LightPosition = 23,
4487         D3DPSREGISTER_OffsetMapping_Scale = 24,
4488         D3DPSREGISTER_PixelSize = 25,
4489         D3DPSREGISTER_ReflectColor = 26,
4490         D3DPSREGISTER_ReflectFactor = 27,
4491         D3DPSREGISTER_ReflectOffset = 28,
4492         D3DPSREGISTER_RefractColor = 29,
4493         D3DPSREGISTER_Saturation = 30,
4494         D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4495         D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4496         D3DPSREGISTER_ScreenToDepth = 33,
4497         D3DPSREGISTER_ShadowMap_Parameters = 34,
4498         D3DPSREGISTER_ShadowMap_TextureScale = 35,
4499         D3DPSREGISTER_SpecularPower = 36,
4500         D3DPSREGISTER_UserVec1 = 37,
4501         D3DPSREGISTER_UserVec2 = 38,
4502         D3DPSREGISTER_UserVec3 = 39,
4503         D3DPSREGISTER_UserVec4 = 40,
4504         D3DPSREGISTER_ViewTintColor = 41,
4505         D3DPSREGISTER_PixelToScreenTexCoord = 42,
4506         D3DPSREGISTER_BloomColorSubtract = 43,
4507         D3DPSREGISTER_ViewToLight = 44, // float4x4
4508         D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4509         // next at 52
4510 }
4511 D3DPSREGISTER_t;
4512
4513 /// information about each possible shader permutation
4514 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4515 /// currently selected permutation
4516 r_hlsl_permutation_t *r_hlsl_permutation;
4517 /// storage for permutations linked in the hash table
4518 memexpandablearray_t r_hlsl_permutationarray;
4519
4520 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4521 {
4522         //unsigned int hashdepth = 0;
4523         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4524         r_hlsl_permutation_t *p;
4525         for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4526         {
4527                 if (p->mode == mode && p->permutation == permutation)
4528                 {
4529                         //if (hashdepth > 10)
4530                         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4531                         return p;
4532                 }
4533                 //hashdepth++;
4534         }
4535         p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4536         p->mode = mode;
4537         p->permutation = permutation;
4538         p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4539         r_hlsl_permutationhash[mode][hashindex] = p;
4540         //if (hashdepth > 10)
4541         //      Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4542         return p;
4543 }
4544
4545 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4546 {
4547         char *shaderstring;
4548         if (!filename || !filename[0])
4549                 return NULL;
4550         if (!strcmp(filename, "hlsl/default.hlsl"))
4551         {
4552                 if (!hlslshaderstring)
4553                 {
4554                         hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4555                         if (hlslshaderstring)
4556                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4557                         else
4558                                 hlslshaderstring = (char *)builtincgshaderstring;
4559                 }
4560                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4561                 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4562                 return shaderstring;
4563         }
4564         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4565         if (shaderstring)
4566         {
4567                 if (printfromdisknotice)
4568                         Con_DPrintf("from disk %s... ", filename);
4569                 return shaderstring;
4570         }
4571         return shaderstring;
4572 }
4573
4574 #include <d3dx9.h>
4575 #include <d3dx9mesh.h>
4576 #pragma comment(lib, "d3dx9.lib")
4577
4578 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4579 {
4580         DWORD *vsbin = NULL;
4581         DWORD *psbin = NULL;
4582         fs_offset_t vsbinsize;
4583         fs_offset_t psbinsize;
4584 //      IDirect3DVertexShader9 *vs = NULL;
4585 //      IDirect3DPixelShader9 *ps = NULL;
4586         ID3DXBuffer *vslog = NULL;
4587         ID3DXBuffer *vsbuffer = NULL;
4588         ID3DXConstantTable *vsconstanttable = NULL;
4589         ID3DXBuffer *pslog = NULL;
4590         ID3DXBuffer *psbuffer = NULL;
4591         ID3DXConstantTable *psconstanttable = NULL;
4592         int vsresult = 0;
4593         int psresult = 0;
4594         char temp[MAX_INPUTLINE];
4595         const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4596         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4597         if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4598         vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4599         psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4600         if ((!vsbin && vertstring) || (!psbin && fragstring))
4601         {
4602                 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4603                 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4604                 if (vertstring && vertstring[0])
4605                 {
4606                         vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
4607                         if (vsbuffer)
4608                         {
4609                                 vsbinsize = vsbuffer->GetBufferSize();
4610                                 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4611                                 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4612                                 vsbuffer->Release();
4613                         }
4614                         if (vslog)
4615                         {
4616                                 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4617                                 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4618                                 vslog->Release();
4619                         }
4620                 }
4621                 if (fragstring && fragstring[0])
4622                 {
4623                         psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
4624                         if (psbuffer)
4625                         {
4626                                 psbinsize = psbuffer->GetBufferSize();
4627                                 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4628                                 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4629                                 psbuffer->Release();
4630                         }
4631                         if (pslog)
4632                         {
4633                                 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4634                                 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4635                                 pslog->Release();
4636                         }
4637                 }
4638         }
4639         if (vsbin)
4640         {
4641                 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4642                 if (FAILED(vsresult))
4643                         Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4644         }
4645         if (psbin)
4646         {
4647                 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4648                 if (FAILED(psresult))
4649                         Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4650         }
4651         // free the shader data
4652         vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4653         psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4654 }
4655
4656 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4657 {
4658         int i;
4659         shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4660         int vertstrings_count = 0, vertstring_length = 0;
4661         int geomstrings_count = 0, geomstring_length = 0;
4662         int fragstrings_count = 0, fragstring_length = 0;
4663         char *t;
4664         char *vertexstring, *geometrystring, *fragmentstring;
4665         char *vertstring, *geomstring, *fragstring;
4666         const char *vertstrings_list[32+3];
4667         const char *geomstrings_list[32+3];
4668         const char *fragstrings_list[32+3];
4669         char permutationname[256];
4670         char cachename[256];
4671
4672         if (p->compiled)
4673                 return;
4674         p->compiled = true;
4675         p->vertexshader = NULL;
4676         p->pixelshader = NULL;
4677
4678         permutationname[0] = 0;
4679         cachename[0] = 0;
4680         vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
4681         geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4682         fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4683
4684         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4685         strlcat(cachename, "hlsl/", sizeof(cachename));
4686
4687         // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4688         vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4689         geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4690         fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4691
4692         // the first pretext is which type of shader to compile as
4693         // (later these will all be bound together as a program object)
4694         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4695         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4696         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4697
4698         // the second pretext is the mode (for example a light source)
4699         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4700         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4701         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4702         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4703         strlcat(cachename, modeinfo->name, sizeof(cachename));
4704
4705         // now add all the permutation pretexts
4706         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4707         {
4708                 if (permutation & (1<<i))
4709                 {
4710                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4711                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4712                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4713                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4714                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4715                 }
4716                 else
4717                 {
4718                         // keep line numbers correct
4719                         vertstrings_list[vertstrings_count++] = "\n";
4720                         geomstrings_list[geomstrings_count++] = "\n";
4721                         fragstrings_list[fragstrings_count++] = "\n";
4722                 }
4723         }
4724
4725         // replace spaces in the cachename with _ characters
4726         for (i = 0;cachename[i];i++)
4727                 if (cachename[i] == ' ')
4728                         cachename[i] = '_';
4729
4730         // now append the shader text itself
4731         vertstrings_list[vertstrings_count++] = vertexstring;
4732         geomstrings_list[geomstrings_count++] = geometrystring;
4733         fragstrings_list[fragstrings_count++] = fragmentstring;
4734
4735         // if any sources were NULL, clear the respective list
4736         if (!vertexstring)
4737                 vertstrings_count = 0;
4738         if (!geometrystring)
4739                 geomstrings_count = 0;
4740         if (!fragmentstring)
4741                 fragstrings_count = 0;
4742
4743         vertstring_length = 0;
4744         for (i = 0;i < vertstrings_count;i++)
4745                 vertstring_length += strlen(vertstrings_list[i]);
4746         vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4747         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4748                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4749
4750         geomstring_length = 0;
4751         for (i = 0;i < geomstrings_count;i++)
4752                 geomstring_length += strlen(geomstrings_list[i]);
4753         geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4754         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4755                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4756
4757         fragstring_length = 0;
4758         for (i = 0;i < fragstrings_count;i++)
4759                 fragstring_length += strlen(fragstrings_list[i]);
4760         fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4761         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4762                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4763
4764         // try to load the cached shader, or generate one
4765         R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4766
4767         if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4768                 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4769         else
4770                 Con_Printf("^1HLSL shader %s failed!  some features may not work properly.\n", permutationname);
4771
4772         // free the strings
4773         if (vertstring)
4774                 Mem_Free(vertstring);
4775         if (geomstring)
4776                 Mem_Free(geomstring);
4777         if (fragstring)
4778                 Mem_Free(fragstring);
4779         if (vertexstring)
4780                 Mem_Free(vertexstring);
4781         if (geometrystring)
4782                 Mem_Free(geometrystring);
4783         if (fragmentstring)
4784                 Mem_Free(fragmentstring);
4785 }
4786
4787 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4788 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4789 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);}
4790 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);}
4791 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);}
4792 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);}
4793
4794 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4795 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4796 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);}
4797 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);}
4798 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);}
4799 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);}
4800
4801 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4802 {
4803         r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4804         if (r_hlsl_permutation != perm)
4805         {
4806                 r_hlsl_permutation = perm;
4807                 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4808                 {
4809                         if (!r_hlsl_permutation->compiled)
4810                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4811                         if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4812                         {
4813                                 // remove features until we find a valid permutation
4814                                 int i;
4815                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4816                                 {
4817                                         // reduce i more quickly whenever it would not remove any bits
4818                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4819                                         if (!(permutation & j))
4820                                                 continue;
4821                                         permutation -= j;
4822                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4823                                         if (!r_hlsl_permutation->compiled)
4824                                                 R_HLSL_CompilePermutation(perm, mode, permutation);
4825                                         if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4826                                                 break;
4827                                 }
4828                                 if (i >= SHADERPERMUTATION_COUNT)
4829                                 {
4830                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4831                                         r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4832                                         return; // no bit left to clear, entire mode is broken
4833                                 }
4834                         }
4835                 }
4836                 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4837                 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4838         }
4839         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4840         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4841         hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4842 }
4843 #endif
4844
4845 void R_GLSL_Restart_f(void)
4846 {
4847         unsigned int i, limit;
4848         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4849                 Mem_Free(glslshaderstring);
4850         glslshaderstring = NULL;
4851         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4852                 Mem_Free(cgshaderstring);
4853         cgshaderstring = NULL;
4854         if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4855                 Mem_Free(hlslshaderstring);
4856         hlslshaderstring = NULL;
4857         switch(vid.renderpath)
4858         {
4859         case RENDERPATH_D3D9:
4860 #ifdef SUPPORTD3D
4861                 {
4862                         r_hlsl_permutation_t *p;
4863                         r_hlsl_permutation = NULL;
4864 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4865 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4866 //                      cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4867 //                      cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4868                         limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4869                         for (i = 0;i < limit;i++)
4870                         {
4871                                 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4872                                 {
4873                                         if (p->vertexshader)
4874                                                 IDirect3DVertexShader9_Release(p->vertexshader);
4875                                         if (p->pixelshader)
4876                                                 IDirect3DPixelShader9_Release(p->pixelshader);
4877                                         Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4878                                 }
4879                         }
4880                         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4881                 }
4882 #endif
4883                 break;
4884         case RENDERPATH_D3D10:
4885                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4886                 break;
4887         case RENDERPATH_D3D11:
4888                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4889                 break;
4890         case RENDERPATH_GL20:
4891                 {
4892                         r_glsl_permutation_t *p;
4893                         r_glsl_permutation = NULL;
4894                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4895                         for (i = 0;i < limit;i++)
4896                         {
4897                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4898                                 {
4899                                         GL_Backend_FreeProgram(p->program);
4900                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4901                                 }
4902                         }
4903                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4904                 }
4905                 break;
4906         case RENDERPATH_CGGL:
4907 #ifdef SUPPORTCG
4908                 {
4909                         r_cg_permutation_t *p;
4910                         r_cg_permutation = NULL;
4911                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4912                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4913                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4914                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4915                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4916                         for (i = 0;i < limit;i++)
4917                         {
4918                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4919                                 {
4920                                         if (p->vprogram)
4921                                                 cgDestroyProgram(p->vprogram);
4922                                         if (p->fprogram)
4923                                                 cgDestroyProgram(p->fprogram);
4924                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4925                                 }
4926                         }
4927                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4928                 }
4929 #endif
4930                 break;
4931         case RENDERPATH_GL13:
4932         case RENDERPATH_GL11:
4933                 break;
4934         }
4935 }
4936
4937 void R_GLSL_DumpShader_f(void)
4938 {
4939         int i;
4940         qfile_t *file;
4941
4942         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4943         if (file)
4944         {
4945                 FS_Print(file, "/* The engine may define the following macros:\n");
4946                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4947                 for (i = 0;i < SHADERMODE_COUNT;i++)
4948                         FS_Print(file, glslshadermodeinfo[i].pretext);
4949                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4950                         FS_Print(file, shaderpermutationinfo[i].pretext);
4951                 FS_Print(file, "*/\n");
4952                 FS_Print(file, builtinshaderstring);
4953                 FS_Close(file);
4954                 Con_Printf("glsl/default.glsl written\n");
4955         }
4956         else
4957                 Con_Printf("failed to write to glsl/default.glsl\n");
4958
4959 #ifdef SUPPORTCG
4960         file = FS_OpenRealFile("cg/default.cg", "w", false);
4961         if (file)
4962         {
4963                 FS_Print(file, "/* The engine may define the following macros:\n");
4964                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4965                 for (i = 0;i < SHADERMODE_COUNT;i++)
4966                         FS_Print(file, cgshadermodeinfo[i].pretext);
4967                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4968                         FS_Print(file, shaderpermutationinfo[i].pretext);
4969                 FS_Print(file, "*/\n");
4970                 FS_Print(file, builtincgshaderstring);
4971                 FS_Close(file);
4972                 Con_Printf("cg/default.cg written\n");
4973         }
4974         else
4975                 Con_Printf("failed to write to cg/default.cg\n");
4976 #endif
4977
4978 #ifdef SUPPORTD3D
4979         file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4980         if (file)
4981         {
4982                 FS_Print(file, "/* The engine may define the following macros:\n");
4983                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4984                 for (i = 0;i < SHADERMODE_COUNT;i++)
4985                         FS_Print(file, hlslshadermodeinfo[i].pretext);
4986                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4987                         FS_Print(file, shaderpermutationinfo[i].pretext);
4988                 FS_Print(file, "*/\n");
4989                 FS_Print(file, builtincgshaderstring);
4990                 FS_Close(file);
4991                 Con_Printf("hlsl/default.hlsl written\n");
4992         }
4993         else
4994                 Con_Printf("failed to write to hlsl/default.hlsl\n");
4995 #endif
4996 }
4997
4998 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4999 {
5000         if (!second)
5001                 texturemode = GL_MODULATE;
5002         switch (vid.renderpath)
5003         {
5004         case RENDERPATH_D3D9:
5005 #ifdef SUPPORTD3D
5006                 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))));
5007                 R_Mesh_TexBind(GL20TU_FIRST , first );
5008                 R_Mesh_TexBind(GL20TU_SECOND, second);
5009 #endif
5010                 break;
5011         case RENDERPATH_D3D10:
5012                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5013                 break;
5014         case RENDERPATH_D3D11:
5015                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5016                 break;
5017         case RENDERPATH_GL20:
5018                 R_SetupShader_SetPermutationGLSL(SHADERMODE_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))));
5019                 R_Mesh_TexBind(GL20TU_FIRST , first );
5020                 R_Mesh_TexBind(GL20TU_SECOND, second);
5021                 break;
5022         case RENDERPATH_CGGL:
5023 #ifdef SUPPORTCG
5024                 CHECKCGERROR
5025                 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))));
5026                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5027                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5028 #endif
5029                 break;
5030         case RENDERPATH_GL13:
5031                 R_Mesh_TexBind(0, first );
5032                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5033                 R_Mesh_TexBind(1, second);
5034                 if (second)
5035                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5036                 break;
5037         case RENDERPATH_GL11:
5038                 R_Mesh_TexBind(0, first );
5039                 break;
5040         }
5041 }
5042
5043 void R_SetupShader_DepthOrShadow(void)
5044 {
5045         switch (vid.renderpath)
5046         {
5047         case RENDERPATH_D3D9:
5048 #ifdef SUPPORTD3D
5049                 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5050 #endif
5051                 break;
5052         case RENDERPATH_D3D10:
5053                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5054                 break;
5055         case RENDERPATH_D3D11:
5056                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5057                 break;
5058         case RENDERPATH_GL20:
5059                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5060                 break;
5061         case RENDERPATH_CGGL:
5062 #ifdef SUPPORTCG
5063                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5064 #endif
5065                 break;
5066         case RENDERPATH_GL13:
5067                 R_Mesh_TexBind(0, 0);
5068                 R_Mesh_TexBind(1, 0);
5069                 break;
5070         case RENDERPATH_GL11:
5071                 R_Mesh_TexBind(0, 0);
5072                 break;
5073         }
5074 }
5075
5076 void R_SetupShader_ShowDepth(void)
5077 {
5078         switch (vid.renderpath)
5079         {
5080         case RENDERPATH_D3D9:
5081 #ifdef SUPPORTHLSL
5082                 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5083 #endif
5084                 break;
5085         case RENDERPATH_D3D10:
5086                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5087                 break;
5088         case RENDERPATH_D3D11:
5089                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5090                 break;
5091         case RENDERPATH_GL20:
5092                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5093                 break;
5094         case RENDERPATH_CGGL:
5095 #ifdef SUPPORTCG
5096                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5097 #endif
5098                 break;
5099         case RENDERPATH_GL13:
5100                 break;
5101         case RENDERPATH_GL11:
5102                 break;
5103         }
5104 }
5105
5106 extern qboolean r_shadow_usingdeferredprepass;
5107 extern cvar_t r_shadow_deferred_8bitrange;
5108 extern rtexture_t *r_shadow_attenuationgradienttexture;
5109 extern rtexture_t *r_shadow_attenuation2dtexture;
5110 extern rtexture_t *r_shadow_attenuation3dtexture;
5111 extern qboolean r_shadow_usingshadowmaprect;
5112 extern qboolean r_shadow_usingshadowmapcube;
5113 extern qboolean r_shadow_usingshadowmap2d;
5114 extern qboolean r_shadow_usingshadowmaportho;
5115 extern float r_shadow_shadowmap_texturescale[2];
5116 extern float r_shadow_shadowmap_parameters[4];
5117 extern qboolean r_shadow_shadowmapvsdct;
5118 extern qboolean r_shadow_shadowmapsampler;
5119 extern int r_shadow_shadowmappcf;
5120 extern rtexture_t *r_shadow_shadowmaprectangletexture;
5121 extern rtexture_t *r_shadow_shadowmap2dtexture;
5122 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
5123 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5124 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5125 extern matrix4x4_t r_shadow_shadowmapmatrix;
5126 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5127 extern int r_shadow_prepass_width;
5128 extern int r_shadow_prepass_height;
5129 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5130 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5131 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5132 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5133 extern cvar_t gl_mesh_separatearrays;
5134 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)
5135 {
5136         // select a permutation of the lighting shader appropriate to this
5137         // combination of texture, entity, light source, and fogging, only use the
5138         // minimum features necessary to avoid wasting rendering time in the
5139         // fragment shader on features that are not being used
5140         unsigned int permutation = 0;
5141         unsigned int mode = 0;
5142         float m16f[16];
5143         r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5144         if (rsurfacepass == RSURFPASS_BACKGROUND)
5145         {
5146                 // distorted background
5147                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5148                         mode = SHADERMODE_WATER;
5149                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5150                         mode = SHADERMODE_REFRACTION;
5151                 else
5152                 {
5153                         mode = SHADERMODE_GENERIC;
5154                         permutation |= SHADERPERMUTATION_DIFFUSE;
5155                 }
5156                 GL_AlphaTest(false);
5157                 GL_BlendFunc(GL_ONE, GL_ZERO);
5158         }
5159         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5160         {
5161                 if (r_glsl_offsetmapping.integer)
5162                 {
5163                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5164                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5165                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5166                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5167                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5168                         {
5169                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5170                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5171                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5172                         }
5173                 }
5174                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5175                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5176                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5177                         permutation |= SHADERPERMUTATION_ALPHAKILL;
5178                 // normalmap (deferred prepass), may use alpha test on diffuse
5179                 mode = SHADERMODE_DEFERREDGEOMETRY;
5180                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5181                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5182                 GL_AlphaTest(false);
5183                 GL_BlendFunc(GL_ONE, GL_ZERO);
5184         }
5185         else if (rsurfacepass == RSURFPASS_RTLIGHT)
5186         {
5187                 if (r_glsl_offsetmapping.integer)
5188                 {
5189                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5190                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5191                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5192                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5193                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5194                         {
5195                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5196                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5197                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5198                         }
5199                 }
5200                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5201                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5202                 // light source
5203                 mode = SHADERMODE_LIGHTSOURCE;
5204                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5205                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5206                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5207                         permutation |= SHADERPERMUTATION_CUBEFILTER;
5208                 if (diffusescale > 0)
5209                         permutation |= SHADERPERMUTATION_DIFFUSE;
5210                 if (specularscale > 0)
5211                 {
5212                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5213                         if (r_shadow_glossexact.integer)
5214                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5215                 }
5216                 if (r_refdef.fogenabled)
5217                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5218                 if (rsurface.texture->colormapping)
5219                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5220                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5221                 {
5222                         if (r_shadow_usingshadowmaprect)
5223                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5224                         if (r_shadow_usingshadowmap2d)
5225                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5226                         if (r_shadow_usingshadowmapcube)
5227                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5228                         else if(r_shadow_shadowmapvsdct)
5229                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5230
5231                         if (r_shadow_shadowmapsampler)
5232                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5233                         if (r_shadow_shadowmappcf > 1)
5234                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5235                         else if (r_shadow_shadowmappcf)
5236                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5237                 }
5238                 if (rsurface.texture->reflectmasktexture)
5239                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5240                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5241                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5242         }
5243         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5244         {
5245                 if (r_glsl_offsetmapping.integer)
5246                 {
5247                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5248                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5249                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5250                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5251                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5252                         {
5253                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5254                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5255                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5256                         }
5257                 }
5258                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5259                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5260                 // unshaded geometry (fullbright or ambient model lighting)
5261                 mode = SHADERMODE_FLATCOLOR;
5262                 ambientscale = diffusescale = specularscale = 0;
5263                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5264                         permutation |= SHADERPERMUTATION_GLOW;
5265                 if (r_refdef.fogenabled)
5266                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5267                 if (rsurface.texture->colormapping)
5268                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5269                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5270                 {
5271                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5272                         if (r_shadow_usingshadowmaprect)
5273                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5274                         if (r_shadow_usingshadowmap2d)
5275                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5276
5277                         if (r_shadow_shadowmapsampler)
5278                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5279                         if (r_shadow_shadowmappcf > 1)
5280                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5281                         else if (r_shadow_shadowmappcf)
5282                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5283                 }
5284                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5285                         permutation |= SHADERPERMUTATION_REFLECTION;
5286                 if (rsurface.texture->reflectmasktexture)
5287                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5288                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5289                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5290         }
5291         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5292         {
5293                 if (r_glsl_offsetmapping.integer)
5294                 {
5295                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5296                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5297                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5298                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5299                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5300                         {
5301                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5302                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5303                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5304                         }
5305                 }
5306                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5307                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5308                 // directional model lighting
5309                 mode = SHADERMODE_LIGHTDIRECTION;
5310                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5311                         permutation |= SHADERPERMUTATION_GLOW;
5312                 permutation |= SHADERPERMUTATION_DIFFUSE;
5313                 if (specularscale > 0)
5314                 {
5315                         permutation |= SHADERPERMUTATION_SPECULAR;
5316                         if (r_shadow_glossexact.integer)
5317                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5318                 }
5319                 if (r_refdef.fogenabled)
5320                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5321                 if (rsurface.texture->colormapping)
5322                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5323                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5324                 {
5325                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5326                         if (r_shadow_usingshadowmaprect)
5327                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5328                         if (r_shadow_usingshadowmap2d)
5329                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5330
5331                         if (r_shadow_shadowmapsampler)
5332                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5333                         if (r_shadow_shadowmappcf > 1)
5334                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5335                         else if (r_shadow_shadowmappcf)
5336                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5337                 }
5338                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5339                         permutation |= SHADERPERMUTATION_REFLECTION;
5340                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5341                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5342                 if (rsurface.texture->reflectmasktexture)
5343                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5344                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5345                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5346         }
5347         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5348         {
5349                 if (r_glsl_offsetmapping.integer)
5350                 {
5351                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5352                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5353                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5354                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5355                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5356                         {
5357                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5358                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5359                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5360                         }
5361                 }
5362                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5363                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5364                 // ambient model lighting
5365                 mode = SHADERMODE_LIGHTDIRECTION;
5366                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5367                         permutation |= SHADERPERMUTATION_GLOW;
5368                 if (r_refdef.fogenabled)
5369                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5370                 if (rsurface.texture->colormapping)
5371                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5372                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5373                 {
5374                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5375                         if (r_shadow_usingshadowmaprect)
5376                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5377                         if (r_shadow_usingshadowmap2d)
5378                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5379
5380                         if (r_shadow_shadowmapsampler)
5381                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5382                         if (r_shadow_shadowmappcf > 1)
5383                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5384                         else if (r_shadow_shadowmappcf)
5385                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5386                 }
5387                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5388                         permutation |= SHADERPERMUTATION_REFLECTION;
5389                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5390                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5391                 if (rsurface.texture->reflectmasktexture)
5392                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5393                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5394                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5395         }
5396         else
5397         {
5398                 if (r_glsl_offsetmapping.integer)
5399                 {
5400                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5401                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5402                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5403                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5404                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5405                         {
5406                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5407                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5408                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5409                         }
5410                 }
5411                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5412                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5413                 // lightmapped wall
5414                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5415                         permutation |= SHADERPERMUTATION_GLOW;
5416                 if (r_refdef.fogenabled)
5417                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5418                 if (rsurface.texture->colormapping)
5419                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5420                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5421                 {
5422                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5423                         if (r_shadow_usingshadowmaprect)
5424                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5425                         if (r_shadow_usingshadowmap2d)
5426                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5427
5428                         if (r_shadow_shadowmapsampler)
5429                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5430                         if (r_shadow_shadowmappcf > 1)
5431                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5432                         else if (r_shadow_shadowmappcf)
5433                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5434                 }
5435                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5436                         permutation |= SHADERPERMUTATION_REFLECTION;
5437                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5438                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5439                 if (rsurface.texture->reflectmasktexture)
5440                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5441                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5442                 {
5443                         // deluxemapping (light direction texture)
5444                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5445                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5446                         else
5447                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5448                         permutation |= SHADERPERMUTATION_DIFFUSE;
5449                         if (specularscale > 0)
5450                         {
5451                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5452                                 if (r_shadow_glossexact.integer)
5453                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5454                         }
5455                 }
5456                 else if (r_glsl_deluxemapping.integer >= 2)
5457                 {
5458                         // fake deluxemapping (uniform light direction in tangentspace)
5459                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5460                         permutation |= SHADERPERMUTATION_DIFFUSE;
5461                         if (specularscale > 0)
5462                         {
5463                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5464                                 if (r_shadow_glossexact.integer)
5465                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5466                         }
5467                 }
5468                 else if (rsurface.uselightmaptexture)
5469                 {
5470                         // ordinary lightmapping (q1bsp, q3bsp)
5471                         mode = SHADERMODE_LIGHTMAP;
5472                 }
5473                 else
5474                 {
5475                         // ordinary vertex coloring (q3bsp)
5476                         mode = SHADERMODE_VERTEXCOLOR;
5477                 }
5478                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5479                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5480         }
5481         switch(vid.renderpath)
5482         {
5483         case RENDERPATH_D3D9:
5484 #ifdef SUPPORTD3D
5485                 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);
5486                 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5487                 R_SetupShader_SetPermutationHLSL(mode, permutation);
5488                 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5489                 if (mode == SHADERMODE_LIGHTSOURCE)
5490                 {
5491                         Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5492                         hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5493                 }
5494                 else
5495                 {
5496                         if (mode == SHADERMODE_LIGHTDIRECTION)                                   
5497                         {
5498                                 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5499                         }
5500                 }
5501                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5502                 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5503                 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5504                 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5505                 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5506
5507                 if (mode == SHADERMODE_LIGHTSOURCE)
5508                 {
5509                         hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5510                         hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5511                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5512                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5513                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5514
5515                         // additive passes are only darkened by fog, not tinted
5516                         hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5517                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5518                 }
5519                 else
5520                 {
5521                         if (mode == SHADERMODE_FLATCOLOR)
5522                         {
5523                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5524                         }
5525                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5526                         {
5527                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5528                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5529                                 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);
5530                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5531                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5532                                 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5533                                 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5534                         }
5535                         else
5536                         {
5537                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5538                                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5539                                 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);
5540                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5541                                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5542                         }
5543                         // additive passes are only darkened by fog, not tinted
5544                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5545                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5546                         else
5547                                 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5548                         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);
5549                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5550                         hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5551                         hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5552                         hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5553                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5554                         hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5555                         hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5556                 }
5557                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5558                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5559                 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5560                 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5561                 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5562                 if (rsurface.texture->pantstexture)
5563                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5564                 else
5565                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5566                 if (rsurface.texture->shirttexture)
5567                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5568                 else
5569                         hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5570                 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5571                 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5572                 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5573                 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5574                 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5575                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5576                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5577
5578                 R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5579                 R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5580                 R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5581                 R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5582                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5583                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5584                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5585                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5586                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5587                 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5588                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5589                 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5590                 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5591                 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5592                 R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5593                 R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5594                 if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5595                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5596                 {
5597                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5598                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5599                         R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5600                 }
5601                 else
5602                 {
5603                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5604                 }
5605 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5606 //              if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5607                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5608                 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5609                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5610                 {
5611                         R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5612                         if (rsurface.rtlight)
5613                         {
5614                                 if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5615                                 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5616                         }
5617                 }
5618 #endif
5619                 break;
5620         case RENDERPATH_D3D10:
5621                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5622                 break;
5623         case RENDERPATH_D3D11:
5624                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5625                 break;
5626         case RENDERPATH_GL20:
5627                 if (gl_mesh_separatearrays.integer)
5628                 {
5629                         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);
5630                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5631                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5632                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5633                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5634                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5635                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5636                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5637                 }
5638                 else
5639                 {
5640                         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);
5641                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5642                 }
5643                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5644                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5645                 if (mode == SHADERMODE_LIGHTSOURCE)
5646                 {
5647                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5648                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5649                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5650                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5651                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5652                         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);
5653         
5654                         // additive passes are only darkened by fog, not tinted
5655                         if (r_glsl_permutation->loc_FogColor >= 0)
5656                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5657                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5658                 }
5659                 else
5660                 {
5661                         if (mode == SHADERMODE_FLATCOLOR)
5662                         {
5663                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5664                         }
5665                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5666                         {
5667                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5668                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5669                                 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);
5670                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5671                                 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);
5672                                 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]);
5673                                 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]);
5674                         }
5675                         else
5676                         {
5677                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5678                                 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]);
5679                                 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);
5680                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5681                                 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);
5682                         }
5683                         // additive passes are only darkened by fog, not tinted
5684                         if (r_glsl_permutation->loc_FogColor >= 0)
5685                         {
5686                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5687                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5688                                 else
5689                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5690                         }
5691                         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);
5692                         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]);
5693                         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]);
5694                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5695                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5696                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5697                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5698                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5699                 }
5700                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5701                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5702                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5703                 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]);
5704                 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]);
5705
5706                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5707                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5708                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5709                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5710                 {
5711                         if (rsurface.texture->pantstexture)
5712                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5713                         else
5714                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5715                 }
5716                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5717                 {
5718                         if (rsurface.texture->shirttexture)
5719                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5720                         else
5721                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5722                 }
5723                 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]);
5724                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5725                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5726                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5727                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5728                 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]);
5729                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5730
5731         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5732         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5733         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5734                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5735                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5736                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5737                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5738                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5739                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5740                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5741                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5742                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5743                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5744                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5745                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5746                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5747                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5748                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5749                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5750                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5751                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5752                 {
5753                         R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5754                         R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5755                         R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5756                 }
5757                 else
5758                 {
5759                         if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5760                 }
5761 //              if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5762 //              if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5763                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5764                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5765                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5766                 {
5767                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5768                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5769                         if (rsurface.rtlight)
5770                         {
5771                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5772                                 if (r_shadow_usingshadowmapcube)
5773                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5774                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5775                         }
5776                 }
5777                 CHECKGLERROR
5778                 break;
5779         case RENDERPATH_CGGL:
5780 #ifdef SUPPORTCG
5781                 if (gl_mesh_separatearrays.integer)
5782                 {
5783                         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);
5784                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5785                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5786                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5787                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5788                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5789                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5790                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5791                 }
5792                 else
5793                 {
5794                         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);
5795                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5796                 }
5797                 R_SetupShader_SetPermutationCG(mode, permutation);
5798                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5799                 if (mode == SHADERMODE_LIGHTSOURCE)
5800                 {
5801                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5802                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5803                 }
5804                 else
5805                 {
5806                         if (mode == SHADERMODE_LIGHTDIRECTION)
5807                         {
5808                                 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
5809                         }
5810                 }
5811                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5812                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5813                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5814                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5815                 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
5816                 CHECKGLERROR
5817
5818                 if (mode == SHADERMODE_LIGHTSOURCE)
5819                 {
5820                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5821                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5822                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5823                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5824                         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
5825
5826                         // additive passes are only darkened by fog, not tinted
5827                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5828                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5829                 }
5830                 else
5831                 {
5832                         if (mode == SHADERMODE_FLATCOLOR)
5833                         {
5834                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5835                         }
5836                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5837                         {
5838                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5839                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5840                                 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
5841                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5842                                 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
5843                                 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
5844                                 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
5845                         }
5846                         else
5847                         {
5848                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5849                                 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
5850                                 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
5851                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5852                                 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
5853                         }
5854                         // additive passes are only darkened by fog, not tinted
5855                         if (r_cg_permutation->fp_FogColor)
5856                         {
5857                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5858                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5859                                 else
5860                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5861                                 CHECKCGERROR
5862                         }
5863                         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
5864                         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
5865                         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
5866                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5867                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5868                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5869                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5870                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5871                 }
5872                 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
5873                 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
5874                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5875                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5876                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5877                 if (r_cg_permutation->fp_Color_Pants)
5878                 {
5879                         if (rsurface.texture->pantstexture)
5880                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5881                         else
5882                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5883                         CHECKCGERROR
5884                 }
5885                 if (r_cg_permutation->fp_Color_Shirt)
5886                 {
5887                         if (rsurface.texture->shirttexture)
5888                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5889                         else
5890                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5891                         CHECKCGERROR
5892                 }
5893                 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
5894                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5895                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5896                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5897                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5898                 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
5899                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5900
5901         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5902         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5903         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5904                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5905                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5906                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5907                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5908                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5909                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5910                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5911                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5912                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5913                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5914                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5915                 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
5916                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5917                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5918                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
5919                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
5920                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5921                 if (rsurfacepass == RSURFPASS_BACKGROUND)
5922                 {
5923                         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
5924                         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
5925                         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
5926                 }
5927                 else
5928                 {
5929                         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
5930                 }
5931                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5932                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5933                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5934                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5935                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5936                 {
5937                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5938                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5939                         if (rsurface.rtlight)
5940                         {
5941                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5942                                 if (r_shadow_usingshadowmapcube)
5943                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5944                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5945                         }
5946                 }
5947
5948                 CHECKGLERROR
5949 #endif
5950                 break;
5951         case RENDERPATH_GL13:
5952         case RENDERPATH_GL11:
5953                 break;
5954         }
5955 }
5956
5957 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5958 {
5959         // select a permutation of the lighting shader appropriate to this
5960         // combination of texture, entity, light source, and fogging, only use the
5961         // minimum features necessary to avoid wasting rendering time in the
5962         // fragment shader on features that are not being used
5963         unsigned int permutation = 0;
5964         unsigned int mode = 0;
5965         const float *lightcolorbase = rtlight->currentcolor;
5966         float ambientscale = rtlight->ambientscale;
5967         float diffusescale = rtlight->diffusescale;
5968         float specularscale = rtlight->specularscale;
5969         // this is the location of the light in view space
5970         vec3_t viewlightorigin;
5971         // this transforms from view space (camera) to light space (cubemap)
5972         matrix4x4_t viewtolight;
5973         matrix4x4_t lighttoview;
5974         float viewtolight16f[16];
5975         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5976         // light source
5977         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5978         if (rtlight->currentcubemap != r_texture_whitecube)
5979                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5980         if (diffusescale > 0)
5981                 permutation |= SHADERPERMUTATION_DIFFUSE;
5982         if (specularscale > 0)
5983         {
5984                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5985                 if (r_shadow_glossexact.integer)
5986                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5987         }
5988         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5989         {
5990                 if (r_shadow_usingshadowmaprect)
5991                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5992                 if (r_shadow_usingshadowmap2d)
5993                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5994                 if (r_shadow_usingshadowmapcube)
5995                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5996                 else if(r_shadow_shadowmapvsdct)
5997                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5998
5999                 if (r_shadow_shadowmapsampler)
6000                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6001                 if (r_shadow_shadowmappcf > 1)
6002                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6003                 else if (r_shadow_shadowmappcf)
6004                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6005         }
6006         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6007         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6008         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6009         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6010         switch(vid.renderpath)
6011         {
6012         case RENDERPATH_D3D9:
6013 #ifdef SUPPORTD3D
6014                 R_SetupShader_SetPermutationHLSL(mode, permutation);
6015                 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6016                 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6017                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
6018                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
6019                 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6020                 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6021                 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6022                 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6023                 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6024                 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6025
6026                 R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6027                 R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6028                 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6029                 R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6030                 R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
6031                 if (r_shadow_usingshadowmapcube)
6032                         R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6033                 R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6034                 R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6035 #endif
6036                 break;
6037         case RENDERPATH_D3D10:
6038                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6039                 break;
6040         case RENDERPATH_D3D11:
6041                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6042                 break;
6043         case RENDERPATH_GL20:
6044                 R_SetupShader_SetPermutationGLSL(mode, permutation);
6045                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6046                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
6047                 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);
6048                 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);
6049                 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);
6050                 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]);
6051                 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]);
6052                 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));
6053                 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]);
6054                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6055
6056                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
6057                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
6058                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
6059                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
6060                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
6061                 if (r_shadow_usingshadowmapcube)
6062                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6063                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
6064                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
6065                 break;
6066         case RENDERPATH_CGGL:
6067 #ifdef SUPPORTCG
6068                 R_SetupShader_SetPermutationCG(mode, permutation);
6069                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6070                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6071                 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
6072                 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
6073                 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
6074                 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
6075                 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
6076                 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
6077                 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
6078                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6079
6080                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
6081                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
6082                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
6083                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
6084                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
6085                 if (r_shadow_usingshadowmapcube)
6086                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6087                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
6088                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
6089 #endif
6090                 break;
6091         case RENDERPATH_GL13:
6092         case RENDERPATH_GL11:
6093                 break;
6094         }
6095 }
6096
6097 #define SKINFRAME_HASH 1024
6098
6099 typedef struct
6100 {
6101         int loadsequence; // incremented each level change
6102         memexpandablearray_t array;
6103         skinframe_t *hash[SKINFRAME_HASH];
6104 }
6105 r_skinframe_t;
6106 r_skinframe_t r_skinframe;
6107
6108 void R_SkinFrame_PrepareForPurge(void)
6109 {
6110         r_skinframe.loadsequence++;
6111         // wrap it without hitting zero
6112         if (r_skinframe.loadsequence >= 200)
6113                 r_skinframe.loadsequence = 1;
6114 }
6115
6116 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6117 {
6118         if (!skinframe)
6119                 return;
6120         // mark the skinframe as used for the purging code
6121         skinframe->loadsequence = r_skinframe.loadsequence;
6122 }
6123
6124 void R_SkinFrame_Purge(void)
6125 {
6126         int i;
6127         skinframe_t *s;
6128         for (i = 0;i < SKINFRAME_HASH;i++)
6129         {
6130                 for (s = r_skinframe.hash[i];s;s = s->next)
6131                 {
6132                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6133                         {
6134                                 if (s->merged == s->base)
6135                                         s->merged = NULL;
6136                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6137                                 R_PurgeTexture(s->stain );s->stain  = NULL;
6138                                 R_PurgeTexture(s->merged);s->merged = NULL;
6139                                 R_PurgeTexture(s->base  );s->base   = NULL;
6140                                 R_PurgeTexture(s->pants );s->pants  = NULL;
6141                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
6142                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
6143                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
6144                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
6145                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
6146                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
6147                                 s->loadsequence = 0;
6148                         }
6149                 }
6150         }
6151 }
6152
6153 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6154         skinframe_t *item;
6155         char basename[MAX_QPATH];
6156
6157         Image_StripImageExtension(name, basename, sizeof(basename));
6158
6159         if( last == NULL ) {
6160                 int hashindex;
6161                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6162                 item = r_skinframe.hash[hashindex];
6163         } else {
6164                 item = last->next;
6165         }
6166
6167         // linearly search through the hash bucket
6168         for( ; item ; item = item->next ) {
6169                 if( !strcmp( item->basename, basename ) ) {
6170                         return item;
6171                 }
6172         }
6173         return NULL;
6174 }
6175
6176 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6177 {
6178         skinframe_t *item;
6179         int hashindex;
6180         char basename[MAX_QPATH];
6181
6182         Image_StripImageExtension(name, basename, sizeof(basename));
6183
6184         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6185         for (item = r_skinframe.hash[hashindex];item;item = item->next)
6186                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6187                         break;
6188
6189         if (!item) {
6190                 rtexture_t *dyntexture;
6191                 // check whether its a dynamic texture
6192                 dyntexture = CL_GetDynTexture( basename );
6193                 if (!add && !dyntexture)
6194                         return NULL;
6195                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6196                 memset(item, 0, sizeof(*item));
6197                 strlcpy(item->basename, basename, sizeof(item->basename));
6198                 item->base = dyntexture; // either NULL or dyntexture handle
6199                 item->textureflags = textureflags;
6200                 item->comparewidth = comparewidth;
6201                 item->compareheight = compareheight;
6202                 item->comparecrc = comparecrc;
6203                 item->next = r_skinframe.hash[hashindex];
6204                 r_skinframe.hash[hashindex] = item;
6205         }
6206         else if( item->base == NULL )
6207         {
6208                 rtexture_t *dyntexture;
6209                 // check whether its a dynamic texture
6210                 // 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]
6211                 dyntexture = CL_GetDynTexture( basename );
6212                 item->base = dyntexture; // either NULL or dyntexture handle
6213         }
6214
6215         R_SkinFrame_MarkUsed(item);
6216         return item;
6217 }
6218
6219 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6220         { \
6221                 unsigned long long avgcolor[5], wsum; \
6222                 int pix, comp, w; \
6223                 avgcolor[0] = 0; \
6224                 avgcolor[1] = 0; \
6225                 avgcolor[2] = 0; \
6226                 avgcolor[3] = 0; \
6227                 avgcolor[4] = 0; \
6228                 wsum = 0; \
6229                 for(pix = 0; pix < cnt; ++pix) \
6230                 { \
6231                         w = 0; \
6232                         for(comp = 0; comp < 3; ++comp) \
6233                                 w += getpixel; \
6234                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6235                         { \
6236                                 ++wsum; \
6237                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6238                                 w = getpixel; \
6239                                 for(comp = 0; comp < 3; ++comp) \
6240                                         avgcolor[comp] += getpixel * w; \
6241                                 avgcolor[3] += w; \
6242                         } \
6243                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6244                         avgcolor[4] += getpixel; \
6245                 } \
6246                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6247                         avgcolor[3] = 1; \
6248                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6249                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6250                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6251                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6252         }
6253
6254 extern cvar_t gl_picmip;
6255 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6256 {
6257         int j;
6258         unsigned char *pixels;
6259         unsigned char *bumppixels;
6260         unsigned char *basepixels = NULL;
6261         int basepixels_width = 0;
6262         int basepixels_height = 0;
6263         skinframe_t *skinframe;
6264         rtexture_t *ddsbase = NULL;
6265         qboolean ddshasalpha = false;
6266         float ddsavgcolor[4];
6267         char basename[MAX_QPATH];
6268         int miplevel = R_PicmipForFlags(textureflags);
6269         int savemiplevel = miplevel;
6270         int mymiplevel;
6271
6272         if (cls.state == ca_dedicated)
6273                 return NULL;
6274
6275         // return an existing skinframe if already loaded
6276         // if loading of the first image fails, don't make a new skinframe as it
6277         // would cause all future lookups of this to be missing
6278         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6279         if (skinframe && skinframe->base)
6280                 return skinframe;
6281
6282         Image_StripImageExtension(name, basename, sizeof(basename));
6283
6284         // check for DDS texture file first
6285         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6286         {
6287                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6288                 if (basepixels == NULL)
6289                         return NULL;
6290         }
6291
6292         // FIXME handle miplevel
6293
6294         if (developer_loading.integer)
6295                 Con_Printf("loading skin \"%s\"\n", name);
6296
6297         // we've got some pixels to store, so really allocate this new texture now
6298         if (!skinframe)
6299                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6300         skinframe->stain = NULL;
6301         skinframe->merged = NULL;
6302         skinframe->base = NULL;
6303         skinframe->pants = NULL;
6304         skinframe->shirt = NULL;
6305         skinframe->nmap = NULL;
6306         skinframe->gloss = NULL;
6307         skinframe->glow = NULL;
6308         skinframe->fog = NULL;
6309         skinframe->reflect = NULL;
6310         skinframe->hasalpha = false;
6311
6312         if (ddsbase)
6313         {
6314                 skinframe->base = ddsbase;
6315                 skinframe->hasalpha = ddshasalpha;
6316                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6317                 if (r_loadfog && skinframe->hasalpha)
6318                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6319                 //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]);
6320         }
6321         else
6322         {
6323                 basepixels_width = image_width;
6324                 basepixels_height = image_height;
6325                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6326                 if (textureflags & TEXF_ALPHA)
6327                 {
6328                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6329                         {
6330                                 if (basepixels[j] < 255)
6331                                 {
6332                                         skinframe->hasalpha = true;
6333                                         break;
6334                                 }
6335                         }
6336                         if (r_loadfog && skinframe->hasalpha)
6337                         {
6338                                 // has transparent pixels
6339                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6340                                 for (j = 0;j < image_width * image_height * 4;j += 4)
6341                                 {
6342                                         pixels[j+0] = 255;
6343                                         pixels[j+1] = 255;
6344                                         pixels[j+2] = 255;
6345                                         pixels[j+3] = basepixels[j+3];
6346                                 }
6347                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6348                                 Mem_Free(pixels);
6349                         }
6350                 }
6351                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6352                 //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]);
6353                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6354                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
6355                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6356                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
6357         }
6358
6359         if (r_loaddds)
6360         {
6361                 mymiplevel = savemiplevel;
6362                 if (r_loadnormalmap)
6363                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
6364                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6365                 if (r_loadgloss)
6366                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6367                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6368                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6369                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6370         }
6371
6372         // _norm is the name used by tenebrae and has been adopted as standard
6373         if (r_loadnormalmap && skinframe->nmap == NULL)
6374         {
6375                 mymiplevel = savemiplevel;
6376                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6377                 {
6378                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6379                         Mem_Free(pixels);
6380                         pixels = NULL;
6381                 }
6382                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6383                 {
6384                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6385                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6386                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6387                         Mem_Free(pixels);
6388                         Mem_Free(bumppixels);
6389                 }
6390                 else if (r_shadow_bumpscale_basetexture.value > 0)
6391                 {
6392                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6393                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6394                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6395                         Mem_Free(pixels);
6396                 }
6397                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6398                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
6399         }
6400
6401         // _luma is supported only for tenebrae compatibility
6402         // _glow is the preferred name
6403         mymiplevel = savemiplevel;
6404         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))))
6405         {
6406                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6407                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6408                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
6409                 Mem_Free(pixels);pixels = NULL;
6410         }
6411
6412         mymiplevel = savemiplevel;
6413         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6414         {
6415                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6416                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6417                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
6418                 Mem_Free(pixels);
6419                 pixels = NULL;
6420         }
6421
6422         mymiplevel = savemiplevel;
6423         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6424         {
6425                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6426                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6427                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
6428                 Mem_Free(pixels);
6429                 pixels = NULL;
6430         }
6431
6432         mymiplevel = savemiplevel;
6433         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6434         {
6435                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6436                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6437                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
6438                 Mem_Free(pixels);
6439                 pixels = NULL;
6440         }
6441
6442         mymiplevel = savemiplevel;
6443         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6444         {
6445                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6446                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6447                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
6448                 Mem_Free(pixels);
6449                 pixels = NULL;
6450         }
6451
6452         if (basepixels)
6453                 Mem_Free(basepixels);
6454
6455         return skinframe;
6456 }
6457
6458 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6459 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6460 {
6461         int i;
6462         unsigned char *temp1, *temp2;
6463         skinframe_t *skinframe;
6464
6465         if (cls.state == ca_dedicated)
6466                 return NULL;
6467
6468         // if already loaded just return it, otherwise make a new skinframe
6469         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6470         if (skinframe && skinframe->base)
6471                 return skinframe;
6472
6473         skinframe->stain = NULL;
6474         skinframe->merged = NULL;
6475         skinframe->base = NULL;
6476         skinframe->pants = NULL;
6477         skinframe->shirt = NULL;
6478         skinframe->nmap = NULL;
6479         skinframe->gloss = NULL;
6480         skinframe->glow = NULL;
6481         skinframe->fog = NULL;
6482         skinframe->reflect = NULL;
6483         skinframe->hasalpha = false;
6484
6485         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6486         if (!skindata)
6487                 return NULL;
6488
6489         if (developer_loading.integer)
6490                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6491
6492         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6493         {
6494                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6495                 temp2 = temp1 + width * height * 4;
6496                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6497                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
6498                 Mem_Free(temp1);
6499         }
6500         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
6501         if (textureflags & TEXF_ALPHA)
6502         {
6503                 for (i = 3;i < width * height * 4;i += 4)
6504                 {
6505                         if (skindata[i] < 255)
6506                         {
6507                                 skinframe->hasalpha = true;
6508                                 break;
6509                         }
6510                 }
6511                 if (r_loadfog && skinframe->hasalpha)
6512                 {
6513                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6514                         memcpy(fogpixels, skindata, width * height * 4);
6515                         for (i = 0;i < width * height * 4;i += 4)
6516                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6517                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
6518                         Mem_Free(fogpixels);
6519                 }
6520         }
6521
6522         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6523         //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]);
6524
6525         return skinframe;
6526 }
6527
6528 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6529 {
6530         int i;
6531         int featuresmask;
6532         skinframe_t *skinframe;
6533
6534         if (cls.state == ca_dedicated)
6535                 return NULL;
6536
6537         // if already loaded just return it, otherwise make a new skinframe
6538         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6539         if (skinframe && skinframe->base)
6540                 return skinframe;
6541
6542         skinframe->stain = NULL;
6543         skinframe->merged = NULL;
6544         skinframe->base = NULL;
6545         skinframe->pants = NULL;
6546         skinframe->shirt = NULL;
6547         skinframe->nmap = NULL;
6548         skinframe->gloss = NULL;
6549         skinframe->glow = NULL;
6550         skinframe->fog = NULL;
6551         skinframe->reflect = NULL;
6552         skinframe->hasalpha = false;
6553
6554         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6555         if (!skindata)
6556                 return NULL;
6557
6558         if (developer_loading.integer)
6559                 Con_Printf("loading quake skin \"%s\"\n", name);
6560
6561         // 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)
6562         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6563         memcpy(skinframe->qpixels, skindata, width*height);
6564         skinframe->qwidth = width;
6565         skinframe->qheight = height;
6566
6567         featuresmask = 0;
6568         for (i = 0;i < width * height;i++)
6569                 featuresmask |= palette_featureflags[skindata[i]];
6570
6571         skinframe->hasalpha = false;
6572         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6573         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6574         skinframe->qgeneratemerged = true;
6575         skinframe->qgeneratebase = skinframe->qhascolormapping;
6576         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6577
6578         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6579         //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]);
6580
6581         return skinframe;
6582 }
6583
6584 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6585 {
6586         int width;
6587         int height;
6588         unsigned char *skindata;
6589
6590         if (!skinframe->qpixels)
6591                 return;
6592
6593         if (!skinframe->qhascolormapping)
6594                 colormapped = false;
6595
6596         if (colormapped)
6597         {
6598                 if (!skinframe->qgeneratebase)
6599                         return;
6600         }
6601         else
6602         {
6603                 if (!skinframe->qgeneratemerged)
6604                         return;
6605         }
6606
6607         width = skinframe->qwidth;
6608         height = skinframe->qheight;
6609         skindata = skinframe->qpixels;
6610
6611         if (skinframe->qgeneratenmap)
6612         {
6613                 unsigned char *temp1, *temp2;
6614                 skinframe->qgeneratenmap = false;
6615                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6616                 temp2 = temp1 + width * height * 4;
6617                 // use either a custom palette or the quake palette
6618                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6619                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6620                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
6621                 Mem_Free(temp1);
6622         }
6623
6624         if (skinframe->qgenerateglow)
6625         {
6626                 skinframe->qgenerateglow = false;
6627                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6628         }
6629
6630         if (colormapped)
6631         {
6632                 skinframe->qgeneratebase = false;
6633                 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);
6634                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6635                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6636         }
6637         else
6638         {
6639                 skinframe->qgeneratemerged = false;
6640                 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);
6641         }
6642
6643         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6644         {
6645                 Mem_Free(skinframe->qpixels);
6646                 skinframe->qpixels = NULL;
6647         }
6648 }
6649
6650 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)
6651 {
6652         int i;
6653         skinframe_t *skinframe;
6654
6655         if (cls.state == ca_dedicated)
6656                 return NULL;
6657
6658         // if already loaded just return it, otherwise make a new skinframe
6659         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6660         if (skinframe && skinframe->base)
6661                 return skinframe;
6662
6663         skinframe->stain = NULL;
6664         skinframe->merged = NULL;
6665         skinframe->base = NULL;
6666         skinframe->pants = NULL;
6667         skinframe->shirt = NULL;
6668         skinframe->nmap = NULL;
6669         skinframe->gloss = NULL;
6670         skinframe->glow = NULL;
6671         skinframe->fog = NULL;
6672         skinframe->reflect = NULL;
6673         skinframe->hasalpha = false;
6674
6675         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6676         if (!skindata)
6677                 return NULL;
6678
6679         if (developer_loading.integer)
6680                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6681
6682         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
6683         if (textureflags & TEXF_ALPHA)
6684         {
6685                 for (i = 0;i < width * height;i++)
6686                 {
6687                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6688                         {
6689                                 skinframe->hasalpha = true;
6690                                 break;
6691                         }
6692                 }
6693                 if (r_loadfog && skinframe->hasalpha)
6694                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
6695         }
6696
6697         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6698         //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]);
6699
6700         return skinframe;
6701 }
6702
6703 skinframe_t *R_SkinFrame_LoadMissing(void)
6704 {
6705         skinframe_t *skinframe;
6706
6707         if (cls.state == ca_dedicated)
6708                 return NULL;
6709
6710         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6711         skinframe->stain = NULL;
6712         skinframe->merged = NULL;
6713         skinframe->base = NULL;
6714         skinframe->pants = NULL;
6715         skinframe->shirt = NULL;
6716         skinframe->nmap = NULL;
6717         skinframe->gloss = NULL;
6718         skinframe->glow = NULL;
6719         skinframe->fog = NULL;
6720         skinframe->reflect = NULL;
6721         skinframe->hasalpha = false;
6722
6723         skinframe->avgcolor[0] = rand() / RAND_MAX;
6724         skinframe->avgcolor[1] = rand() / RAND_MAX;
6725         skinframe->avgcolor[2] = rand() / RAND_MAX;
6726         skinframe->avgcolor[3] = 1;
6727
6728         return skinframe;
6729 }
6730
6731 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6732 typedef struct suffixinfo_s
6733 {
6734         char *suffix;
6735         qboolean flipx, flipy, flipdiagonal;
6736 }
6737 suffixinfo_t;
6738 static suffixinfo_t suffix[3][6] =
6739 {
6740         {
6741                 {"px",   false, false, false},
6742                 {"nx",   false, false, false},
6743                 {"py",   false, false, false},
6744                 {"ny",   false, false, false},
6745                 {"pz",   false, false, false},
6746                 {"nz",   false, false, false}
6747         },
6748         {
6749                 {"posx", false, false, false},
6750                 {"negx", false, false, false},
6751                 {"posy", false, false, false},
6752                 {"negy", false, false, false},
6753                 {"posz", false, false, false},
6754                 {"negz", false, false, false}
6755         },
6756         {
6757                 {"rt",    true, false,  true},
6758                 {"lf",   false,  true,  true},
6759                 {"ft",    true,  true, false},
6760                 {"bk",   false, false, false},
6761                 {"up",    true, false,  true},
6762                 {"dn",    true, false,  true}
6763         }
6764 };
6765
6766 static int componentorder[4] = {0, 1, 2, 3};
6767
6768 rtexture_t *R_LoadCubemap(const char *basename)
6769 {
6770         int i, j, cubemapsize;
6771         unsigned char *cubemappixels, *image_buffer;
6772         rtexture_t *cubemaptexture;
6773         char name[256];
6774         // must start 0 so the first loadimagepixels has no requested width/height
6775         cubemapsize = 0;
6776         cubemappixels = NULL;
6777         cubemaptexture = NULL;
6778         // keep trying different suffix groups (posx, px, rt) until one loads
6779         for (j = 0;j < 3 && !cubemappixels;j++)
6780         {
6781                 // load the 6 images in the suffix group
6782                 for (i = 0;i < 6;i++)
6783                 {
6784                         // generate an image name based on the base and and suffix
6785                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6786                         // load it
6787                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6788                         {
6789                                 // an image loaded, make sure width and height are equal
6790                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6791                                 {
6792                                         // if this is the first image to load successfully, allocate the cubemap memory
6793                                         if (!cubemappixels && image_width >= 1)
6794                                         {
6795                                                 cubemapsize = image_width;
6796                                                 // note this clears to black, so unavailable sides are black
6797                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6798                                         }
6799                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6800                                         if (cubemappixels)
6801                                                 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);
6802                                 }
6803                                 else
6804                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6805                                 // free the image
6806                                 Mem_Free(image_buffer);
6807                         }
6808                 }
6809         }
6810         // if a cubemap loaded, upload it
6811         if (cubemappixels)
6812         {
6813                 if (developer_loading.integer)
6814                         Con_Printf("loading cubemap \"%s\"\n", basename);
6815
6816                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6817                 Mem_Free(cubemappixels);
6818         }
6819         else
6820         {
6821                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6822                 if (developer_loading.integer)
6823                 {
6824                         Con_Printf("(tried tried images ");
6825                         for (j = 0;j < 3;j++)
6826                                 for (i = 0;i < 6;i++)
6827                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6828                         Con_Print(" and was unable to find any of them).\n");
6829                 }
6830         }
6831         return cubemaptexture;
6832 }
6833
6834 rtexture_t *R_GetCubemap(const char *basename)
6835 {
6836         int i;
6837         for (i = 0;i < r_texture_numcubemaps;i++)
6838                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6839                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6840         if (i >= MAX_CUBEMAPS)
6841                 return r_texture_whitecube;
6842         r_texture_numcubemaps++;
6843         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6844         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6845         return r_texture_cubemaps[i].texture;
6846 }
6847
6848 void R_FreeCubemaps(void)
6849 {
6850         int i;
6851         for (i = 0;i < r_texture_numcubemaps;i++)
6852         {
6853                 if (developer_loading.integer)
6854                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6855                 if (r_texture_cubemaps[i].texture)
6856                         R_FreeTexture(r_texture_cubemaps[i].texture);
6857         }
6858         r_texture_numcubemaps = 0;
6859 }
6860
6861 void R_Main_FreeViewCache(void)
6862 {
6863         if (r_refdef.viewcache.entityvisible)
6864                 Mem_Free(r_refdef.viewcache.entityvisible);
6865         if (r_refdef.viewcache.world_pvsbits)
6866                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6867         if (r_refdef.viewcache.world_leafvisible)
6868                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6869         if (r_refdef.viewcache.world_surfacevisible)
6870                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6871         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6872 }
6873
6874 void R_Main_ResizeViewCache(void)
6875 {
6876         int numentities = r_refdef.scene.numentities;
6877         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6878         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6879         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6880         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6881         if (r_refdef.viewcache.maxentities < numentities)
6882         {
6883                 r_refdef.viewcache.maxentities = numentities;
6884                 if (r_refdef.viewcache.entityvisible)
6885                         Mem_Free(r_refdef.viewcache.entityvisible);
6886                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6887         }
6888         if (r_refdef.viewcache.world_numclusters != numclusters)
6889         {
6890                 r_refdef.viewcache.world_numclusters = numclusters;
6891                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6892                 if (r_refdef.viewcache.world_pvsbits)
6893                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6894                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6895         }
6896         if (r_refdef.viewcache.world_numleafs != numleafs)
6897         {
6898                 r_refdef.viewcache.world_numleafs = numleafs;
6899                 if (r_refdef.viewcache.world_leafvisible)
6900                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6901                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6902         }
6903         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6904         {
6905                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6906                 if (r_refdef.viewcache.world_surfacevisible)
6907                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6908                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6909         }
6910 }
6911
6912 extern rtexture_t *loadingscreentexture;
6913 void gl_main_start(void)
6914 {
6915         loadingscreentexture = NULL;
6916         r_texture_blanknormalmap = NULL;
6917         r_texture_white = NULL;
6918         r_texture_grey128 = NULL;
6919         r_texture_black = NULL;
6920         r_texture_whitecube = NULL;
6921         r_texture_normalizationcube = NULL;
6922         r_texture_fogattenuation = NULL;
6923         r_texture_fogheighttexture = NULL;
6924         r_texture_gammaramps = NULL;
6925         r_texture_numcubemaps = 0;
6926
6927         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6928         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6929
6930         switch(vid.renderpath)
6931         {
6932         case RENDERPATH_GL20:
6933         case RENDERPATH_CGGL:
6934         case RENDERPATH_D3D9:
6935         case RENDERPATH_D3D10:
6936         case RENDERPATH_D3D11:
6937                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6938                 Cvar_SetValueQuick(&gl_combine, 1);
6939                 Cvar_SetValueQuick(&r_glsl, 1);
6940                 r_loadnormalmap = true;
6941                 r_loadgloss = true;
6942                 r_loadfog = false;
6943                 break;
6944         case RENDERPATH_GL13:
6945                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6946                 Cvar_SetValueQuick(&gl_combine, 1);
6947                 Cvar_SetValueQuick(&r_glsl, 0);
6948                 r_loadnormalmap = false;
6949                 r_loadgloss = false;
6950                 r_loadfog = true;
6951                 break;
6952         case RENDERPATH_GL11:
6953                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6954                 Cvar_SetValueQuick(&gl_combine, 0);
6955                 Cvar_SetValueQuick(&r_glsl, 0);
6956                 r_loadnormalmap = false;
6957                 r_loadgloss = false;
6958                 r_loadfog = true;
6959                 break;
6960         }
6961
6962         R_AnimCache_Free();
6963         R_FrameData_Reset();
6964
6965         r_numqueries = 0;
6966         r_maxqueries = 0;
6967         memset(r_queries, 0, sizeof(r_queries));
6968
6969         r_qwskincache = NULL;
6970         r_qwskincache_size = 0;
6971
6972         // set up r_skinframe loading system for textures
6973         memset(&r_skinframe, 0, sizeof(r_skinframe));
6974         r_skinframe.loadsequence = 1;
6975         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6976
6977         r_main_texturepool = R_AllocTexturePool();
6978         R_BuildBlankTextures();
6979         R_BuildNoTexture();
6980         if (vid.support.arb_texture_cube_map)
6981         {
6982                 R_BuildWhiteCube();
6983                 R_BuildNormalizationCube();
6984         }
6985         r_texture_fogattenuation = NULL;
6986         r_texture_fogheighttexture = NULL;
6987         r_texture_gammaramps = NULL;
6988         //r_texture_fogintensity = NULL;
6989         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6990         memset(&r_waterstate, 0, sizeof(r_waterstate));
6991         r_glsl_permutation = NULL;
6992         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6993         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6994         glslshaderstring = NULL;
6995 #ifdef SUPPORTCG
6996         r_cg_permutation = NULL;
6997         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6998         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6999         cgshaderstring = NULL;
7000 #endif
7001 #ifdef SUPPORTD3D
7002         r_hlsl_permutation = NULL;
7003         memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7004         Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7005         hlslshaderstring = NULL;
7006 #endif
7007         memset(&r_svbsp, 0, sizeof (r_svbsp));
7008
7009         r_refdef.fogmasktable_density = 0;
7010 }
7011
7012 void gl_main_shutdown(void)
7013 {
7014         R_AnimCache_Free();
7015         R_FrameData_Reset();
7016
7017         R_Main_FreeViewCache();
7018
7019         switch(vid.renderpath)
7020         {
7021         case RENDERPATH_GL11:
7022         case RENDERPATH_GL13:
7023         case RENDERPATH_GL20:
7024         case RENDERPATH_CGGL:
7025                 if (r_maxqueries)
7026                         qglDeleteQueriesARB(r_maxqueries, r_queries);
7027                 break;
7028         case RENDERPATH_D3D9:
7029                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7030                 break;
7031         case RENDERPATH_D3D10:
7032                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7033                 break;
7034         case RENDERPATH_D3D11:
7035                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7036                 break;
7037         }
7038
7039         r_numqueries = 0;
7040         r_maxqueries = 0;
7041         memset(r_queries, 0, sizeof(r_queries));
7042
7043         r_qwskincache = NULL;
7044         r_qwskincache_size = 0;
7045
7046         // clear out the r_skinframe state
7047         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7048         memset(&r_skinframe, 0, sizeof(r_skinframe));
7049
7050         if (r_svbsp.nodes)
7051                 Mem_Free(r_svbsp.nodes);
7052         memset(&r_svbsp, 0, sizeof (r_svbsp));
7053         R_FreeTexturePool(&r_main_texturepool);
7054         loadingscreentexture = NULL;
7055         r_texture_blanknormalmap = NULL;
7056         r_texture_white = NULL;
7057         r_texture_grey128 = NULL;
7058         r_texture_black = NULL;
7059         r_texture_whitecube = NULL;
7060         r_texture_normalizationcube = NULL;
7061         r_texture_fogattenuation = NULL;
7062         r_texture_fogheighttexture = NULL;
7063         r_texture_gammaramps = NULL;
7064         r_texture_numcubemaps = 0;
7065         //r_texture_fogintensity = NULL;
7066         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7067         memset(&r_waterstate, 0, sizeof(r_waterstate));
7068         R_GLSL_Restart_f();
7069 }
7070
7071 extern void CL_ParseEntityLump(char *entitystring);
7072 void gl_main_newmap(void)
7073 {
7074         // FIXME: move this code to client
7075         char *entities, entname[MAX_QPATH];
7076         if (r_qwskincache)
7077                 Mem_Free(r_qwskincache);
7078         r_qwskincache = NULL;
7079         r_qwskincache_size = 0;
7080         if (cl.worldmodel)
7081         {
7082                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7083                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7084                 {
7085                         CL_ParseEntityLump(entities);
7086                         Mem_Free(entities);
7087                         return;
7088                 }
7089                 if (cl.worldmodel->brush.entities)
7090                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
7091         }
7092         R_Main_FreeViewCache();
7093
7094         R_FrameData_Reset();
7095 }
7096
7097 void GL_Main_Init(void)
7098 {
7099         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7100
7101         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7102         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7103         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7104         if (gamemode == GAME_NEHAHRA)
7105         {
7106                 Cvar_RegisterVariable (&gl_fogenable);
7107                 Cvar_RegisterVariable (&gl_fogdensity);
7108                 Cvar_RegisterVariable (&gl_fogred);
7109                 Cvar_RegisterVariable (&gl_foggreen);
7110                 Cvar_RegisterVariable (&gl_fogblue);
7111                 Cvar_RegisterVariable (&gl_fogstart);
7112                 Cvar_RegisterVariable (&gl_fogend);
7113                 Cvar_RegisterVariable (&gl_skyclip);
7114         }
7115         Cvar_RegisterVariable(&r_motionblur);
7116         Cvar_RegisterVariable(&r_motionblur_maxblur);
7117         Cvar_RegisterVariable(&r_motionblur_bmin);
7118         Cvar_RegisterVariable(&r_motionblur_vmin);
7119         Cvar_RegisterVariable(&r_motionblur_vmax);
7120         Cvar_RegisterVariable(&r_motionblur_vcoeff);
7121         Cvar_RegisterVariable(&r_motionblur_randomize);
7122         Cvar_RegisterVariable(&r_damageblur);
7123         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7124         Cvar_RegisterVariable(&r_equalize_entities_minambient);
7125         Cvar_RegisterVariable(&r_equalize_entities_by);
7126         Cvar_RegisterVariable(&r_equalize_entities_to);
7127         Cvar_RegisterVariable(&r_depthfirst);
7128         Cvar_RegisterVariable(&r_useinfinitefarclip);
7129         Cvar_RegisterVariable(&r_farclip_base);
7130         Cvar_RegisterVariable(&r_farclip_world);
7131         Cvar_RegisterVariable(&r_nearclip);
7132         Cvar_RegisterVariable(&r_showbboxes);
7133         Cvar_RegisterVariable(&r_showsurfaces);
7134         Cvar_RegisterVariable(&r_showtris);
7135         Cvar_RegisterVariable(&r_shownormals);
7136         Cvar_RegisterVariable(&r_showlighting);
7137         Cvar_RegisterVariable(&r_showshadowvolumes);
7138         Cvar_RegisterVariable(&r_showcollisionbrushes);
7139         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7140         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7141         Cvar_RegisterVariable(&r_showdisabledepthtest);
7142         Cvar_RegisterVariable(&r_drawportals);
7143         Cvar_RegisterVariable(&r_drawentities);
7144         Cvar_RegisterVariable(&r_draw2d);
7145         Cvar_RegisterVariable(&r_drawworld);
7146         Cvar_RegisterVariable(&r_cullentities_trace);
7147         Cvar_RegisterVariable(&r_cullentities_trace_samples);
7148         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7149         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7150         Cvar_RegisterVariable(&r_cullentities_trace_delay);
7151         Cvar_RegisterVariable(&r_drawviewmodel);
7152         Cvar_RegisterVariable(&r_drawexteriormodel);
7153         Cvar_RegisterVariable(&r_speeds);
7154         Cvar_RegisterVariable(&r_fullbrights);
7155         Cvar_RegisterVariable(&r_wateralpha);
7156         Cvar_RegisterVariable(&r_dynamic);
7157         Cvar_RegisterVariable(&r_fullbright);
7158         Cvar_RegisterVariable(&r_shadows);
7159         Cvar_RegisterVariable(&r_shadows_darken);
7160         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7161         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7162         Cvar_RegisterVariable(&r_shadows_throwdistance);
7163         Cvar_RegisterVariable(&r_shadows_throwdirection);
7164         Cvar_RegisterVariable(&r_shadows_focus);
7165         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7166         Cvar_RegisterVariable(&r_q1bsp_skymasking);
7167         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7168         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7169         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7170         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7171         Cvar_RegisterVariable(&r_fog_exp2);
7172         Cvar_RegisterVariable(&r_drawfog);
7173         Cvar_RegisterVariable(&r_transparentdepthmasking);
7174         Cvar_RegisterVariable(&r_texture_dds_load);
7175         Cvar_RegisterVariable(&r_texture_dds_save);
7176         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7177         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7178         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7179         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7180         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7181         Cvar_RegisterVariable(&r_textureunits);
7182         Cvar_RegisterVariable(&gl_combine);
7183         Cvar_RegisterVariable(&r_glsl);
7184         Cvar_RegisterVariable(&r_glsl_deluxemapping);
7185         Cvar_RegisterVariable(&r_glsl_offsetmapping);
7186         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7187         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7188         Cvar_RegisterVariable(&r_glsl_postprocess);
7189         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7190         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7191         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7192         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7193         Cvar_RegisterVariable(&r_water);
7194         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7195         Cvar_RegisterVariable(&r_water_clippingplanebias);
7196         Cvar_RegisterVariable(&r_water_refractdistort);
7197         Cvar_RegisterVariable(&r_water_reflectdistort);
7198         Cvar_RegisterVariable(&r_lerpsprites);
7199         Cvar_RegisterVariable(&r_lerpmodels);
7200         Cvar_RegisterVariable(&r_lerplightstyles);
7201         Cvar_RegisterVariable(&r_waterscroll);
7202         Cvar_RegisterVariable(&r_bloom);
7203         Cvar_RegisterVariable(&r_bloom_colorscale);
7204         Cvar_RegisterVariable(&r_bloom_brighten);
7205         Cvar_RegisterVariable(&r_bloom_blur);
7206         Cvar_RegisterVariable(&r_bloom_resolution);
7207         Cvar_RegisterVariable(&r_bloom_colorexponent);
7208         Cvar_RegisterVariable(&r_bloom_colorsubtract);
7209         Cvar_RegisterVariable(&r_hdr);
7210         Cvar_RegisterVariable(&r_hdr_scenebrightness);
7211         Cvar_RegisterVariable(&r_hdr_glowintensity);
7212         Cvar_RegisterVariable(&r_hdr_range);
7213         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7214         Cvar_RegisterVariable(&developer_texturelogging);
7215         Cvar_RegisterVariable(&gl_lightmaps);
7216         Cvar_RegisterVariable(&r_test);
7217         Cvar_RegisterVariable(&r_glsl_saturation);
7218         Cvar_RegisterVariable(&r_framedatasize);
7219         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7220                 Cvar_SetValue("r_fullbrights", 0);
7221         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7222
7223         Cvar_RegisterVariable(&r_track_sprites);
7224         Cvar_RegisterVariable(&r_track_sprites_flags);
7225         Cvar_RegisterVariable(&r_track_sprites_scalew);
7226         Cvar_RegisterVariable(&r_track_sprites_scaleh);
7227         Cvar_RegisterVariable(&r_overheadsprites_perspective);
7228         Cvar_RegisterVariable(&r_overheadsprites_pushback);
7229 }
7230
7231 extern void R_Textures_Init(void);
7232 extern void GL_Draw_Init(void);
7233 extern void GL_Main_Init(void);
7234 extern void R_Shadow_Init(void);
7235 extern void R_Sky_Init(void);
7236 extern void GL_Surf_Init(void);
7237 extern void R_Particles_Init(void);
7238 extern void R_Explosion_Init(void);
7239 extern void gl_backend_init(void);
7240 extern void Sbar_Init(void);
7241 extern void R_LightningBeams_Init(void);
7242 extern void Mod_RenderInit(void);
7243 extern void Font_Init(void);
7244
7245 void Render_Init(void)
7246 {
7247         gl_backend_init();
7248         R_Textures_Init();
7249         GL_Main_Init();
7250         Font_Init();
7251         GL_Draw_Init();
7252         R_Shadow_Init();
7253         R_Sky_Init();
7254         GL_Surf_Init();
7255         Sbar_Init();
7256         R_Particles_Init();
7257         R_Explosion_Init();
7258         R_LightningBeams_Init();
7259         Mod_RenderInit();
7260 }
7261
7262 /*
7263 ===============
7264 GL_Init
7265 ===============
7266 */
7267 extern char *ENGINE_EXTENSIONS;
7268 void GL_Init (void)
7269 {
7270         gl_renderer = (const char *)qglGetString(GL_RENDERER);
7271         gl_vendor = (const char *)qglGetString(GL_VENDOR);
7272         gl_version = (const char *)qglGetString(GL_VERSION);
7273         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7274
7275         if (!gl_extensions)
7276                 gl_extensions = "";
7277         if (!gl_platformextensions)
7278                 gl_platformextensions = "";
7279
7280         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7281         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7282         Con_Printf("GL_VERSION: %s\n", gl_version);
7283         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7284         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7285
7286         VID_CheckExtensions();
7287
7288         // LordHavoc: report supported extensions
7289         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7290
7291         // clear to black (loading plaque will be seen over this)
7292         GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7293 }
7294
7295 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7296 {
7297         int i;
7298         mplane_t *p;
7299         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7300         {
7301                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7302                 if (i == 4)
7303                         continue;
7304                 p = r_refdef.view.frustum + i;
7305                 switch(p->signbits)
7306                 {
7307                 default:
7308                 case 0:
7309                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7310                                 return true;
7311                         break;
7312                 case 1:
7313                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7314                                 return true;
7315                         break;
7316                 case 2:
7317                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7318                                 return true;
7319                         break;
7320                 case 3:
7321                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7322                                 return true;
7323                         break;
7324                 case 4:
7325                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7326                                 return true;
7327                         break;
7328                 case 5:
7329                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7330                                 return true;
7331                         break;
7332                 case 6:
7333                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7334                                 return true;
7335                         break;
7336                 case 7:
7337                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7338                                 return true;
7339                         break;
7340                 }
7341         }
7342         return false;
7343 }
7344
7345 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7346 {
7347         int i;
7348         const mplane_t *p;
7349         for (i = 0;i < numplanes;i++)
7350         {
7351                 p = planes + i;
7352                 switch(p->signbits)
7353                 {
7354                 default:
7355                 case 0:
7356                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7357                                 return true;
7358                         break;
7359                 case 1:
7360                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7361                                 return true;
7362                         break;
7363                 case 2:
7364                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7365                                 return true;
7366                         break;
7367                 case 3:
7368                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7369                                 return true;
7370                         break;
7371                 case 4:
7372                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7373                                 return true;
7374                         break;
7375                 case 5:
7376                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7377                                 return true;
7378                         break;
7379                 case 6:
7380                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7381                                 return true;
7382                         break;
7383                 case 7:
7384                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7385                                 return true;
7386                         break;
7387                 }
7388         }
7389         return false;
7390 }
7391
7392 //==================================================================================
7393
7394 // LordHavoc: this stores temporary data used within the same frame
7395
7396 qboolean r_framedata_failed;
7397 static size_t r_framedata_size;
7398 static size_t r_framedata_current;
7399 static void *r_framedata_base;
7400
7401 void R_FrameData_Reset(void)
7402 {
7403         if (r_framedata_base)
7404                 Mem_Free(r_framedata_base);
7405         r_framedata_base = NULL;
7406         r_framedata_size = 0;
7407         r_framedata_current = 0;
7408         r_framedata_failed = false;
7409 }
7410
7411 void R_FrameData_NewFrame(void)
7412 {
7413         size_t wantedsize;
7414         if (r_framedata_failed)
7415                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7416         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7417         wantedsize = bound(65536, wantedsize, 128*1024*1024);
7418         if (r_framedata_size != wantedsize)
7419         {
7420                 r_framedata_size = wantedsize;
7421                 if (r_framedata_base)
7422                         Mem_Free(r_framedata_base);
7423                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7424         }
7425         r_framedata_current = 0;
7426         r_framedata_failed = false;
7427 }
7428
7429 void *R_FrameData_Alloc(size_t size)
7430 {
7431         void *data;
7432
7433         // align to 16 byte boundary
7434         size = (size + 15) & ~15;
7435         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7436         r_framedata_current += size;
7437
7438         // check overflow
7439         if (r_framedata_current > r_framedata_size)
7440                 r_framedata_failed = true;
7441
7442         // return NULL on everything after a failure
7443         if (r_framedata_failed)
7444                 return NULL;
7445
7446         return data;
7447 }
7448
7449 void *R_FrameData_Store(size_t size, void *data)
7450 {
7451         void *d = R_FrameData_Alloc(size);
7452         if (d)
7453                 memcpy(d, data, size);
7454         return d;
7455 }
7456
7457 //==================================================================================
7458
7459 // LordHavoc: animcache originally written by Echon, rewritten since then
7460
7461 /**
7462  * Animation cache prevents re-generating mesh data for an animated model
7463  * multiple times in one frame for lighting, shadowing, reflections, etc.
7464  */
7465
7466 void R_AnimCache_Free(void)
7467 {
7468 }
7469
7470 void R_AnimCache_ClearCache(void)
7471 {
7472         int i;
7473         entity_render_t *ent;
7474
7475         for (i = 0;i < r_refdef.scene.numentities;i++)
7476         {
7477                 ent = r_refdef.scene.entities[i];
7478                 ent->animcache_vertex3f = NULL;
7479                 ent->animcache_normal3f = NULL;
7480                 ent->animcache_svector3f = NULL;
7481                 ent->animcache_tvector3f = NULL;
7482                 ent->animcache_vertexposition = NULL;
7483                 ent->animcache_vertexmesh = NULL;
7484                 ent->animcache_vertexpositionbuffer = NULL;
7485                 ent->animcache_vertexmeshbuffer = NULL;
7486         }
7487 }
7488
7489 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7490 {
7491         int i;
7492         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7493                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7494         if (!ent->animcache_vertexposition)
7495                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7496         if (ent->animcache_vertexposition)
7497         {
7498                 for (i = 0;i < numvertices;i++)
7499                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
7500                 // TODO: upload vertex buffer?
7501         }
7502         if (ent->animcache_vertexmesh)
7503         {
7504                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7505                 for (i = 0;i < numvertices;i++)
7506                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
7507                 if (ent->animcache_svector3f)
7508                         for (i = 0;i < numvertices;i++)
7509                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
7510                 if (ent->animcache_tvector3f)
7511                         for (i = 0;i < numvertices;i++)
7512                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
7513                 if (ent->animcache_normal3f)
7514                         for (i = 0;i < numvertices;i++)
7515                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
7516                 // TODO: upload vertex buffer?
7517         }
7518 }
7519
7520 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7521 {
7522         dp_model_t *model = ent->model;
7523         int numvertices;
7524         // see if it's already cached this frame
7525         if (ent->animcache_vertex3f)
7526         {
7527                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7528                 if (wantnormals || wanttangents)
7529                 {
7530                         if (ent->animcache_normal3f)
7531                                 wantnormals = false;
7532                         if (ent->animcache_svector3f)
7533                                 wanttangents = false;
7534                         if (wantnormals || wanttangents)
7535                         {
7536                                 numvertices = model->surfmesh.num_vertices;
7537                                 if (wantnormals)
7538                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7539                                 if (wanttangents)
7540                                 {
7541                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7542                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7543                                 }
7544                                 if (!r_framedata_failed)
7545                                 {
7546                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7547                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7548                                 }
7549                         }
7550                 }
7551         }
7552         else
7553         {
7554                 // see if this ent is worth caching
7555                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7556                         return false;
7557                 // get some memory for this entity and generate mesh data
7558                 numvertices = model->surfmesh.num_vertices;
7559                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7560                 if (wantnormals)
7561                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7562                 if (wanttangents)
7563                 {
7564                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7565                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7566                 }
7567                 if (!r_framedata_failed)
7568                 {
7569                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7570                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7571                 }
7572         }
7573         return !r_framedata_failed;
7574 }
7575
7576 void R_AnimCache_CacheVisibleEntities(void)
7577 {
7578         int i;
7579         qboolean wantnormals = true;
7580         qboolean wanttangents = !r_showsurfaces.integer;
7581
7582         switch(vid.renderpath)
7583         {
7584         case RENDERPATH_GL20:
7585         case RENDERPATH_CGGL:
7586         case RENDERPATH_D3D9:
7587         case RENDERPATH_D3D10:
7588         case RENDERPATH_D3D11:
7589                 break;
7590         case RENDERPATH_GL13:
7591         case RENDERPATH_GL11:
7592                 wanttangents = false;
7593                 break;
7594         }
7595
7596         if (r_shownormals.integer)
7597                 wanttangents = wantnormals = true;
7598
7599         // TODO: thread this
7600         // NOTE: R_PrepareRTLights() also caches entities
7601
7602         for (i = 0;i < r_refdef.scene.numentities;i++)
7603                 if (r_refdef.viewcache.entityvisible[i])
7604                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7605 }
7606
7607 //==================================================================================
7608
7609 static void R_View_UpdateEntityLighting (void)
7610 {
7611         int i;
7612         entity_render_t *ent;
7613         vec3_t tempdiffusenormal, avg;
7614         vec_t f, fa, fd, fdd;
7615         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7616
7617         for (i = 0;i < r_refdef.scene.numentities;i++)
7618         {
7619                 ent = r_refdef.scene.entities[i];
7620
7621                 // skip unseen models
7622                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7623                         continue;
7624
7625                 // skip bsp models
7626                 if (ent->model && ent->model->brush.num_leafs)
7627                 {
7628                         // TODO: use modellight for r_ambient settings on world?
7629                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7630                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7631                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7632                         continue;
7633                 }
7634
7635                 // fetch the lighting from the worldmodel data
7636                 VectorClear(ent->modellight_ambient);
7637                 VectorClear(ent->modellight_diffuse);
7638                 VectorClear(tempdiffusenormal);
7639                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7640                 {
7641                         vec3_t org;
7642                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7643                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7644                         if(ent->flags & RENDER_EQUALIZE)
7645                         {
7646                                 // first fix up ambient lighting...
7647                                 if(r_equalize_entities_minambient.value > 0)
7648                                 {
7649                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7650                                         if(fd > 0)
7651                                         {
7652                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7653                                                 if(fa < r_equalize_entities_minambient.value * fd)
7654                                                 {
7655                                                         // solve:
7656                                                         //   fa'/fd' = minambient
7657                                                         //   fa'+0.25*fd' = fa+0.25*fd
7658                                                         //   ...
7659                                                         //   fa' = fd' * minambient
7660                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7661                                                         //   ...
7662                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7663                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7664                                                         //   ...
7665                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7666                                                         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
7667                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7668                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7669                                                 }
7670                                         }
7671                                 }
7672
7673                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7674                                 {
7675                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7676                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7677                                         if(f > 0)
7678                                         {
7679                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7680                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7681                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7682                                         }
7683                                 }
7684                         }
7685                 }
7686                 else // highly rare
7687                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7688
7689                 // move the light direction into modelspace coordinates for lighting code
7690                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7691                 if(VectorLength2(ent->modellight_lightdir) == 0)
7692                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7693                 VectorNormalize(ent->modellight_lightdir);
7694         }
7695 }
7696
7697 #define MAX_LINEOFSIGHTTRACES 64
7698
7699 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7700 {
7701         int i;
7702         vec3_t boxmins, boxmaxs;
7703         vec3_t start;
7704         vec3_t end;
7705         dp_model_t *model = r_refdef.scene.worldmodel;
7706
7707         if (!model || !model->brush.TraceLineOfSight)
7708                 return true;
7709
7710         // expand the box a little
7711         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7712         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7713         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7714         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7715         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7716         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7717
7718         // return true if eye is inside enlarged box
7719         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7720                 return true;
7721
7722         // try center
7723         VectorCopy(eye, start);
7724         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7725         if (model->brush.TraceLineOfSight(model, start, end))
7726                 return true;
7727
7728         // try various random positions
7729         for (i = 0;i < numsamples;i++)
7730         {
7731                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7732                 if (model->brush.TraceLineOfSight(model, start, end))
7733                         return true;
7734         }
7735
7736         return false;
7737 }
7738
7739
7740 static void R_View_UpdateEntityVisible (void)
7741 {
7742         int i;
7743         int renderimask;
7744         int samples;
7745         entity_render_t *ent;
7746
7747         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7748                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7749                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7750                 :                                                          RENDER_EXTERIORMODEL;
7751         if (!r_drawviewmodel.integer)
7752                 renderimask |= RENDER_VIEWMODEL;
7753         if (!r_drawexteriormodel.integer)
7754                 renderimask |= RENDER_EXTERIORMODEL;
7755         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7756         {
7757                 // worldmodel can check visibility
7758                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7759                 for (i = 0;i < r_refdef.scene.numentities;i++)
7760                 {
7761                         ent = r_refdef.scene.entities[i];
7762                         if (!(ent->flags & renderimask))
7763                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7764                         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))
7765                                 r_refdef.viewcache.entityvisible[i] = true;
7766                 }
7767                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7768                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7769                 {
7770                         for (i = 0;i < r_refdef.scene.numentities;i++)
7771                         {
7772                                 ent = r_refdef.scene.entities[i];
7773                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7774                                 {
7775                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7776                                         if (samples < 0)
7777                                                 continue; // temp entities do pvs only
7778                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7779                                                 ent->last_trace_visibility = realtime;
7780                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7781                                                 r_refdef.viewcache.entityvisible[i] = 0;
7782                                 }
7783                         }
7784                 }
7785         }
7786         else
7787         {
7788                 // no worldmodel or it can't check visibility
7789                 for (i = 0;i < r_refdef.scene.numentities;i++)
7790                 {
7791                         ent = r_refdef.scene.entities[i];
7792                         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));
7793                 }
7794         }
7795 }
7796
7797 /// only used if skyrendermasked, and normally returns false
7798 int R_DrawBrushModelsSky (void)
7799 {
7800         int i, sky;
7801         entity_render_t *ent;
7802
7803         sky = false;
7804         for (i = 0;i < r_refdef.scene.numentities;i++)
7805         {
7806                 if (!r_refdef.viewcache.entityvisible[i])
7807                         continue;
7808                 ent = r_refdef.scene.entities[i];
7809                 if (!ent->model || !ent->model->DrawSky)
7810                         continue;
7811                 ent->model->DrawSky(ent);
7812                 sky = true;
7813         }
7814         return sky;
7815 }
7816
7817 static void R_DrawNoModel(entity_render_t *ent);
7818 static void R_DrawModels(void)
7819 {
7820         int i;
7821         entity_render_t *ent;
7822
7823         for (i = 0;i < r_refdef.scene.numentities;i++)
7824         {
7825                 if (!r_refdef.viewcache.entityvisible[i])
7826                         continue;
7827                 ent = r_refdef.scene.entities[i];
7828                 r_refdef.stats.entities++;
7829                 if (ent->model && ent->model->Draw != NULL)
7830                         ent->model->Draw(ent);
7831                 else
7832                         R_DrawNoModel(ent);
7833         }
7834 }
7835
7836 static void R_DrawModelsDepth(void)
7837 {
7838         int i;
7839         entity_render_t *ent;
7840
7841         for (i = 0;i < r_refdef.scene.numentities;i++)
7842         {
7843                 if (!r_refdef.viewcache.entityvisible[i])
7844                         continue;
7845                 ent = r_refdef.scene.entities[i];
7846                 if (ent->model && ent->model->DrawDepth != NULL)
7847                         ent->model->DrawDepth(ent);
7848         }
7849 }
7850
7851 static void R_DrawModelsDebug(void)
7852 {
7853         int i;
7854         entity_render_t *ent;
7855
7856         for (i = 0;i < r_refdef.scene.numentities;i++)
7857         {
7858                 if (!r_refdef.viewcache.entityvisible[i])
7859                         continue;
7860                 ent = r_refdef.scene.entities[i];
7861                 if (ent->model && ent->model->DrawDebug != NULL)
7862                         ent->model->DrawDebug(ent);
7863         }
7864 }
7865
7866 static void R_DrawModelsAddWaterPlanes(void)
7867 {
7868         int i;
7869         entity_render_t *ent;
7870
7871         for (i = 0;i < r_refdef.scene.numentities;i++)
7872         {
7873                 if (!r_refdef.viewcache.entityvisible[i])
7874                         continue;
7875                 ent = r_refdef.scene.entities[i];
7876                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7877                         ent->model->DrawAddWaterPlanes(ent);
7878         }
7879 }
7880
7881 static void R_View_SetFrustum(void)
7882 {
7883         int i;
7884         double slopex, slopey;
7885         vec3_t forward, left, up, origin;
7886
7887         // we can't trust r_refdef.view.forward and friends in reflected scenes
7888         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7889
7890 #if 0
7891         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7892         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7893         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7894         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7895         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7896         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7897         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7898         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7899         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7900         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7901         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7902         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7903 #endif
7904
7905 #if 0
7906         zNear = r_refdef.nearclip;
7907         nudge = 1.0 - 1.0 / (1<<23);
7908         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7909         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7910         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7911         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7912         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7913         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7914         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7915         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7916 #endif
7917
7918
7919
7920 #if 0
7921         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7922         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7923         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7924         r_refdef.view.frustum[0].dist = m[15] - m[12];
7925
7926         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7927         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7928         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7929         r_refdef.view.frustum[1].dist = m[15] + m[12];
7930
7931         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7932         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7933         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7934         r_refdef.view.frustum[2].dist = m[15] - m[13];
7935
7936         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7937         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7938         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7939         r_refdef.view.frustum[3].dist = m[15] + m[13];
7940
7941         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7942         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7943         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7944         r_refdef.view.frustum[4].dist = m[15] - m[14];
7945
7946         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7947         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7948         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7949         r_refdef.view.frustum[5].dist = m[15] + m[14];
7950 #endif
7951
7952         if (r_refdef.view.useperspective)
7953         {
7954                 slopex = 1.0 / r_refdef.view.frustum_x;
7955                 slopey = 1.0 / r_refdef.view.frustum_y;
7956                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7957                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7958                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7959                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7960                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7961
7962                 // Leaving those out was a mistake, those were in the old code, and they
7963                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7964                 // I couldn't reproduce it after adding those normalizations. --blub
7965                 VectorNormalize(r_refdef.view.frustum[0].normal);
7966                 VectorNormalize(r_refdef.view.frustum[1].normal);
7967                 VectorNormalize(r_refdef.view.frustum[2].normal);
7968                 VectorNormalize(r_refdef.view.frustum[3].normal);
7969
7970                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7971                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7972                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7973                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7974                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7975
7976                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7977                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7978                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7979                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7980                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7981         }
7982         else
7983         {
7984                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7985                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7986                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7987                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7988                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7989                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7990                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7991                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7992                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7993                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7994         }
7995         r_refdef.view.numfrustumplanes = 5;
7996
7997         if (r_refdef.view.useclipplane)
7998         {
7999                 r_refdef.view.numfrustumplanes = 6;
8000                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8001         }
8002
8003         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8004                 PlaneClassify(r_refdef.view.frustum + i);
8005
8006         // LordHavoc: note to all quake engine coders, Quake had a special case
8007         // for 90 degrees which assumed a square view (wrong), so I removed it,
8008         // Quake2 has it disabled as well.
8009
8010         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8011         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8012         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8013         //PlaneClassify(&frustum[0]);
8014
8015         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8016         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8017         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8018         //PlaneClassify(&frustum[1]);
8019
8020         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8021         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8022         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8023         //PlaneClassify(&frustum[2]);
8024
8025         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8026         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8027         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8028         //PlaneClassify(&frustum[3]);
8029
8030         // nearclip plane
8031         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8032         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8033         //PlaneClassify(&frustum[4]);
8034 }
8035
8036 void R_View_Update(void)
8037 {
8038         R_Main_ResizeViewCache();
8039         R_View_SetFrustum();
8040         R_View_WorldVisibility(r_refdef.view.useclipplane);
8041         R_View_UpdateEntityVisible();
8042         R_View_UpdateEntityLighting();
8043 }
8044
8045 void R_SetupView(qboolean allowwaterclippingplane)
8046 {
8047         const float *customclipplane = NULL;
8048         float plane[4];
8049         if (r_refdef.view.useclipplane && allowwaterclippingplane)
8050         {
8051                 // LordHavoc: couldn't figure out how to make this approach the
8052                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8053                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8054                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8055                         dist = r_refdef.view.clipplane.dist;
8056                 plane[0] = r_refdef.view.clipplane.normal[0];
8057                 plane[1] = r_refdef.view.clipplane.normal[1];
8058                 plane[2] = r_refdef.view.clipplane.normal[2];
8059                 plane[3] = dist;
8060                 customclipplane = plane;
8061         }
8062
8063         if (!r_refdef.view.useperspective)
8064                 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);
8065         else if (vid.stencil && r_useinfinitefarclip.integer)
8066                 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);
8067         else
8068                 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);
8069         R_SetViewport(&r_refdef.view.viewport);
8070 }
8071
8072 void R_EntityMatrix(const matrix4x4_t *matrix)
8073 {
8074         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8075         {
8076                 gl_modelmatrixchanged = false;
8077                 gl_modelmatrix = *matrix;
8078                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8079                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8080                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8081                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8082                 CHECKGLERROR
8083                 switch(vid.renderpath)
8084                 {
8085                 case RENDERPATH_D3D9:
8086 #ifdef SUPPORTD3D
8087                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8088                         hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8089 #endif
8090                         break;
8091                 case RENDERPATH_D3D10:
8092                         Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8093                         break;
8094                 case RENDERPATH_D3D11:
8095                         Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8096                         break;
8097                 case RENDERPATH_GL20:
8098                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8099                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8100                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8101                         break;
8102                 case RENDERPATH_CGGL:
8103 #ifdef SUPPORTCG
8104                         CHECKCGERROR
8105                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8106                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8107                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8108 #endif
8109                         break;
8110                 case RENDERPATH_GL13:
8111                 case RENDERPATH_GL11:
8112                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8113                         break;
8114                 }
8115         }
8116 }
8117
8118 void R_ResetViewRendering2D(void)
8119 {
8120         r_viewport_t viewport;
8121         DrawQ_Finish();
8122
8123         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8124         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);
8125         R_SetViewport(&viewport);
8126         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8127         GL_Color(1, 1, 1, 1);
8128         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8129         GL_BlendFunc(GL_ONE, GL_ZERO);
8130         GL_AlphaTest(false);
8131         GL_ScissorTest(false);
8132         GL_DepthMask(false);
8133         GL_DepthRange(0, 1);
8134         GL_DepthTest(false);
8135         GL_DepthFunc(GL_LEQUAL);
8136         R_EntityMatrix(&identitymatrix);
8137         R_Mesh_ResetTextureState();
8138         GL_PolygonOffset(0, 0);
8139         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8140         switch(vid.renderpath)
8141         {
8142         case RENDERPATH_GL11:
8143         case RENDERPATH_GL13:
8144         case RENDERPATH_GL20:
8145         case RENDERPATH_CGGL:
8146                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8147                 break;
8148         case RENDERPATH_D3D9:
8149         case RENDERPATH_D3D10:
8150         case RENDERPATH_D3D11:
8151                 break;
8152         }
8153         GL_CullFace(GL_NONE);
8154 }
8155
8156 void R_ResetViewRendering3D(void)
8157 {
8158         DrawQ_Finish();
8159
8160         R_SetupView(true);
8161         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8162         GL_Color(1, 1, 1, 1);
8163         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8164         GL_BlendFunc(GL_ONE, GL_ZERO);
8165         GL_AlphaTest(false);
8166         GL_ScissorTest(true);
8167         GL_DepthMask(true);
8168         GL_DepthRange(0, 1);
8169         GL_DepthTest(true);
8170         GL_DepthFunc(GL_LEQUAL);
8171         R_EntityMatrix(&identitymatrix);
8172         R_Mesh_ResetTextureState();
8173         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8174         R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8175         switch(vid.renderpath)
8176         {
8177         case RENDERPATH_GL11:
8178         case RENDERPATH_GL13:
8179         case RENDERPATH_GL20:
8180         case RENDERPATH_CGGL:
8181                 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8182                 break;
8183         case RENDERPATH_D3D9:
8184         case RENDERPATH_D3D10:
8185         case RENDERPATH_D3D11:
8186                 break;
8187         }
8188         GL_CullFace(r_refdef.view.cullface_back);
8189 }
8190
8191 /*
8192 ================
8193 R_RenderView_UpdateViewVectors
8194 ================
8195 */
8196 static void R_RenderView_UpdateViewVectors(void)
8197 {
8198         // break apart the view matrix into vectors for various purposes
8199         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8200         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8201         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8202         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8203         // make an inverted copy of the view matrix for tracking sprites
8204         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8205 }
8206
8207 void R_RenderScene(void);
8208 void R_RenderWaterPlanes(void);
8209
8210 static void R_Water_StartFrame(void)
8211 {
8212         int i;
8213         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8214         r_waterstate_waterplane_t *p;
8215
8216         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8217                 return;
8218
8219         switch(vid.renderpath)
8220         {
8221         case RENDERPATH_GL20:
8222         case RENDERPATH_CGGL:
8223         case RENDERPATH_D3D9:
8224         case RENDERPATH_D3D10:
8225         case RENDERPATH_D3D11:
8226                 break;
8227         case RENDERPATH_GL13:
8228         case RENDERPATH_GL11:
8229                 return;
8230         }
8231
8232         // set waterwidth and waterheight to the water resolution that will be
8233         // used (often less than the screen resolution for faster rendering)
8234         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8235         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8236
8237         // calculate desired texture sizes
8238         // can't use water if the card does not support the texture size
8239         if (!r_water.integer || r_showsurfaces.integer)
8240                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8241         else if (vid.support.arb_texture_non_power_of_two)
8242         {
8243                 texturewidth = waterwidth;
8244                 textureheight = waterheight;
8245                 camerawidth = waterwidth;
8246                 cameraheight = waterheight;
8247         }
8248         else
8249         {
8250                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
8251                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
8252                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
8253                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
8254         }
8255
8256         // allocate textures as needed
8257         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8258         {
8259                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8260                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8261                 {
8262                         if (p->texture_refraction)
8263                                 R_FreeTexture(p->texture_refraction);
8264                         p->texture_refraction = NULL;
8265                         if (p->texture_reflection)
8266                                 R_FreeTexture(p->texture_reflection);
8267                         p->texture_reflection = NULL;
8268                         if (p->texture_camera)
8269                                 R_FreeTexture(p->texture_camera);
8270                         p->texture_camera = NULL;
8271                 }
8272                 memset(&r_waterstate, 0, sizeof(r_waterstate));
8273                 r_waterstate.texturewidth = texturewidth;
8274                 r_waterstate.textureheight = textureheight;
8275                 r_waterstate.camerawidth = camerawidth;
8276                 r_waterstate.cameraheight = cameraheight;
8277         }
8278
8279         if (r_waterstate.texturewidth)
8280         {
8281                 r_waterstate.enabled = true;
8282
8283                 // when doing a reduced render (HDR) we want to use a smaller area
8284                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8285                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8286
8287                 // set up variables that will be used in shader setup
8288                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8289                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8290                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8291                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8292         }
8293
8294         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8295         r_waterstate.numwaterplanes = 0;
8296 }
8297
8298 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8299 {
8300         int triangleindex, planeindex;
8301         const int *e;
8302         vec3_t vert[3];
8303         vec3_t normal;
8304         vec3_t center;
8305         mplane_t plane;
8306         int cam_ent;
8307         r_waterstate_waterplane_t *p;
8308         texture_t *t = R_GetCurrentTexture(surface->texture);
8309         cam_ent = t->camera_entity;
8310         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8311                 cam_ent = 0;
8312
8313         // just use the first triangle with a valid normal for any decisions
8314         VectorClear(normal);
8315         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8316         {
8317                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8318                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8319                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8320                 TriangleNormal(vert[0], vert[1], vert[2], normal);
8321                 if (VectorLength2(normal) >= 0.001)
8322                         break;
8323         }
8324
8325         VectorCopy(normal, plane.normal);
8326         VectorNormalize(plane.normal);
8327         plane.dist = DotProduct(vert[0], plane.normal);
8328         PlaneClassify(&plane);
8329         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8330         {
8331                 // skip backfaces (except if nocullface is set)
8332                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8333                         return;
8334                 VectorNegate(plane.normal, plane.normal);
8335                 plane.dist *= -1;
8336                 PlaneClassify(&plane);
8337         }
8338
8339
8340         // find a matching plane if there is one
8341         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8342                 if(p->camera_entity == t->camera_entity)
8343                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8344                                 break;
8345         if (planeindex >= r_waterstate.maxwaterplanes)
8346                 return; // nothing we can do, out of planes
8347
8348         // if this triangle does not fit any known plane rendered this frame, add one
8349         if (planeindex >= r_waterstate.numwaterplanes)
8350         {
8351                 // store the new plane
8352                 r_waterstate.numwaterplanes++;
8353                 p->plane = plane;
8354                 // clear materialflags and pvs
8355                 p->materialflags = 0;
8356                 p->pvsvalid = false;
8357                 p->camera_entity = t->camera_entity;
8358         }
8359         // merge this surface's materialflags into the waterplane
8360         p->materialflags |= t->currentmaterialflags;
8361         if(!(p->materialflags & MATERIALFLAG_CAMERA))
8362         {
8363                 // merge this surface's PVS into the waterplane
8364                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8365                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8366                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8367                 {
8368                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8369                         p->pvsvalid = true;
8370                 }
8371         }
8372 }
8373
8374 static void R_Water_ProcessPlanes(void)
8375 {
8376         r_refdef_view_t originalview;
8377         r_refdef_view_t myview;
8378         int planeindex;
8379         r_waterstate_waterplane_t *p;
8380         vec3_t visorigin;
8381
8382         originalview = r_refdef.view;
8383
8384         // make sure enough textures are allocated
8385         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8386         {
8387                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8388                 {
8389                         if (!p->texture_refraction)
8390                                 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);
8391                         if (!p->texture_refraction)
8392                                 goto error;
8393                 }
8394                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8395                 {
8396                         if (!p->texture_camera)
8397                                 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);
8398                         if (!p->texture_camera)
8399                                 goto error;
8400                 }
8401
8402                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8403                 {
8404                         if (!p->texture_reflection)
8405                                 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);
8406                         if (!p->texture_reflection)
8407                                 goto error;
8408                 }
8409         }
8410
8411         // render views
8412         r_refdef.view = originalview;
8413         r_refdef.view.showdebug = false;
8414         r_refdef.view.width = r_waterstate.waterwidth;
8415         r_refdef.view.height = r_waterstate.waterheight;
8416         r_refdef.view.useclipplane = true;
8417         myview = r_refdef.view;
8418         r_waterstate.renderingscene = true;
8419         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8420         {
8421                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8422                 {
8423                         r_refdef.view = myview;
8424                         // render reflected scene and copy into texture
8425                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8426                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8427                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8428                         r_refdef.view.clipplane = p->plane;
8429                         // reverse the cullface settings for this render
8430                         r_refdef.view.cullface_front = GL_FRONT;
8431                         r_refdef.view.cullface_back = GL_BACK;
8432                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8433                         {
8434                                 r_refdef.view.usecustompvs = true;
8435                                 if (p->pvsvalid)
8436                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8437                                 else
8438                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8439                         }
8440
8441                         R_ResetViewRendering3D();
8442                         R_ClearScreen(r_refdef.fogenabled);
8443                         R_View_Update();
8444                         R_RenderScene();
8445
8446                         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);
8447                 }
8448
8449                 // render the normal view scene and copy into texture
8450                 // (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)
8451                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8452                 {
8453                         r_waterstate.renderingrefraction = true;
8454                         r_refdef.view = myview;
8455
8456                         r_refdef.view.clipplane = p->plane;
8457                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8458                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8459
8460                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8461                         {
8462                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8463                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8464                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8465                                 R_RenderView_UpdateViewVectors();
8466                                 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);
8467                         }
8468
8469                         PlaneClassify(&r_refdef.view.clipplane);
8470
8471                         R_ResetViewRendering3D();
8472                         R_ClearScreen(r_refdef.fogenabled);
8473                         R_View_Update();
8474                         R_RenderScene();
8475
8476                         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);
8477                         r_waterstate.renderingrefraction = false;
8478                 }
8479                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8480                 {
8481                         r_refdef.view = myview;
8482
8483                         r_refdef.view.clipplane = p->plane;
8484                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8485                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8486
8487                         r_refdef.view.width = r_waterstate.camerawidth;
8488                         r_refdef.view.height = r_waterstate.cameraheight;
8489                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8490                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8491
8492                         if(p->camera_entity)
8493                         {
8494                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8495                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8496                         }
8497
8498                         // reverse the cullface settings for this render
8499                         r_refdef.view.cullface_front = GL_FRONT;
8500                         r_refdef.view.cullface_back = GL_BACK;
8501                         // also reverse the view matrix
8502                         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
8503                         R_RenderView_UpdateViewVectors();
8504                         if(p->camera_entity)
8505                                 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);
8506                         
8507                         // camera needs no clipplane
8508                         r_refdef.view.useclipplane = false;
8509
8510                         PlaneClassify(&r_refdef.view.clipplane);
8511
8512                         R_ResetViewRendering3D();
8513                         R_ClearScreen(r_refdef.fogenabled);
8514                         R_View_Update();
8515                         R_RenderScene();
8516
8517                         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);
8518                         r_waterstate.renderingrefraction = false;
8519                 }
8520
8521         }
8522         r_waterstate.renderingscene = false;
8523         r_refdef.view = originalview;
8524         R_ResetViewRendering3D();
8525         R_ClearScreen(r_refdef.fogenabled);
8526         R_View_Update();
8527         return;
8528 error:
8529         r_refdef.view = originalview;
8530         r_waterstate.renderingscene = false;
8531         Cvar_SetValueQuick(&r_water, 0);
8532         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8533         return;
8534 }
8535
8536 void R_Bloom_StartFrame(void)
8537 {
8538         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8539
8540         switch(vid.renderpath)
8541         {
8542         case RENDERPATH_GL20:
8543         case RENDERPATH_CGGL:
8544         case RENDERPATH_D3D9:
8545         case RENDERPATH_D3D10:
8546         case RENDERPATH_D3D11:
8547                 break;
8548         case RENDERPATH_GL13:
8549         case RENDERPATH_GL11:
8550                 return;
8551         }
8552
8553         // set bloomwidth and bloomheight to the bloom resolution that will be
8554         // used (often less than the screen resolution for faster rendering)
8555         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8556         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8557         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8558         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8559         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8560
8561         // calculate desired texture sizes
8562         if (vid.support.arb_texture_non_power_of_two)
8563         {
8564                 screentexturewidth = r_refdef.view.width;
8565                 screentextureheight = r_refdef.view.height;
8566                 bloomtexturewidth = r_bloomstate.bloomwidth;
8567                 bloomtextureheight = r_bloomstate.bloomheight;
8568         }
8569         else
8570         {
8571                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8572                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8573                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8574                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8575         }
8576
8577         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))
8578         {
8579                 Cvar_SetValueQuick(&r_hdr, 0);
8580                 Cvar_SetValueQuick(&r_bloom, 0);
8581                 Cvar_SetValueQuick(&r_motionblur, 0);
8582                 Cvar_SetValueQuick(&r_damageblur, 0);
8583         }
8584
8585         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)))
8586                 screentexturewidth = screentextureheight = 0;
8587         if (!r_hdr.integer && !r_bloom.integer)
8588                 bloomtexturewidth = bloomtextureheight = 0;
8589
8590         // allocate textures as needed
8591         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8592         {
8593                 if (r_bloomstate.texture_screen)
8594                         R_FreeTexture(r_bloomstate.texture_screen);
8595                 r_bloomstate.texture_screen = NULL;
8596                 r_bloomstate.screentexturewidth = screentexturewidth;
8597                 r_bloomstate.screentextureheight = screentextureheight;
8598                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8599                         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);
8600         }
8601         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8602         {
8603                 if (r_bloomstate.texture_bloom)
8604                         R_FreeTexture(r_bloomstate.texture_bloom);
8605                 r_bloomstate.texture_bloom = NULL;
8606                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8607                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8608                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8609                         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);
8610         }
8611
8612         // when doing a reduced render (HDR) we want to use a smaller area
8613         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8614         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8615         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8616         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8617         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8618
8619         // set up a texcoord array for the full resolution screen image
8620         // (we have to keep this around to copy back during final render)
8621         r_bloomstate.screentexcoord2f[0] = 0;
8622         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8623         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8624         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8625         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8626         r_bloomstate.screentexcoord2f[5] = 0;
8627         r_bloomstate.screentexcoord2f[6] = 0;
8628         r_bloomstate.screentexcoord2f[7] = 0;
8629
8630         // set up a texcoord array for the reduced resolution bloom image
8631         // (which will be additive blended over the screen image)
8632         r_bloomstate.bloomtexcoord2f[0] = 0;
8633         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8634         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8635         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8636         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8637         r_bloomstate.bloomtexcoord2f[5] = 0;
8638         r_bloomstate.bloomtexcoord2f[6] = 0;
8639         r_bloomstate.bloomtexcoord2f[7] = 0;
8640
8641         switch(vid.renderpath)
8642         {
8643         case RENDERPATH_D3D9:
8644         case RENDERPATH_D3D10:
8645         case RENDERPATH_D3D11:
8646                 {
8647                         int i;
8648                         for (i = 0;i < 4;i++)
8649                         {
8650                                 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8651                                 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8652                                 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8653                                 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8654                         }
8655                 }
8656                 break;
8657         }
8658
8659         if (r_hdr.integer || r_bloom.integer)
8660         {
8661                 r_bloomstate.enabled = true;
8662                 r_bloomstate.hdr = r_hdr.integer != 0;
8663         }
8664
8665         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);
8666 }
8667
8668 void R_Bloom_CopyBloomTexture(float colorscale)
8669 {
8670         r_refdef.stats.bloom++;
8671
8672         // scale down screen texture to the bloom texture size
8673         CHECKGLERROR
8674         R_SetViewport(&r_bloomstate.viewport);
8675         GL_BlendFunc(GL_ONE, GL_ZERO);
8676         GL_Color(colorscale, colorscale, colorscale, 1);
8677         // 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...
8678         switch(vid.renderpath)
8679         {
8680         case RENDERPATH_GL11:
8681         case RENDERPATH_GL13:
8682         case RENDERPATH_GL20:
8683         case RENDERPATH_CGGL:
8684                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8685                 break;
8686         case RENDERPATH_D3D9:
8687         case RENDERPATH_D3D10:
8688         case RENDERPATH_D3D11:
8689                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8690                 break;
8691         }
8692         // TODO: do boxfilter scale-down in shader?
8693         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8694         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8695         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8696
8697         // we now have a bloom image in the framebuffer
8698         // copy it into the bloom image texture for later processing
8699         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);
8700         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8701 }
8702
8703 void R_Bloom_CopyHDRTexture(void)
8704 {
8705         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);
8706         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8707 }
8708
8709 void R_Bloom_MakeTexture(void)
8710 {
8711         int x, range, dir;
8712         float xoffset, yoffset, r, brighten;
8713
8714         r_refdef.stats.bloom++;
8715
8716         R_ResetViewRendering2D();
8717
8718         // we have a bloom image in the framebuffer
8719         CHECKGLERROR
8720         R_SetViewport(&r_bloomstate.viewport);
8721
8722         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8723         {
8724                 x *= 2;
8725                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8726                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8727                 GL_Color(r,r,r,1);
8728                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8729                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8730                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8731                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8732
8733                 // copy the vertically blurred bloom view to a texture
8734                 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);
8735                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8736         }
8737
8738         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8739         brighten = r_bloom_brighten.value;
8740         if (r_hdr.integer)
8741                 brighten *= r_hdr_range.value;
8742         brighten = sqrt(brighten);
8743         if(range >= 1)
8744                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8745         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8746
8747         for (dir = 0;dir < 2;dir++)
8748         {
8749                 // blend on at multiple vertical offsets to achieve a vertical blur
8750                 // TODO: do offset blends using GLSL
8751                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8752                 GL_BlendFunc(GL_ONE, GL_ZERO);
8753                 for (x = -range;x <= range;x++)
8754                 {
8755                         if (!dir){xoffset = 0;yoffset = x;}
8756                         else {xoffset = x;yoffset = 0;}
8757                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8758                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8759                         // compute a texcoord array with the specified x and y offset
8760                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8761                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8762                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8763                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8764                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8765                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8766                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8767                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8768                         // this r value looks like a 'dot' particle, fading sharply to
8769                         // black at the edges
8770                         // (probably not realistic but looks good enough)
8771                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8772                         //r = brighten/(range*2+1);
8773                         r = brighten / (range * 2 + 1);
8774                         if(range >= 1)
8775                                 r *= (1 - x*x/(float)(range*range));
8776                         GL_Color(r, r, r, 1);
8777                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8778                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8779                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8780                         GL_BlendFunc(GL_ONE, GL_ONE);
8781                 }
8782
8783                 // copy the vertically blurred bloom view to a texture
8784                 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);
8785                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8786         }
8787 }
8788
8789 void R_HDR_RenderBloomTexture(void)
8790 {
8791         int oldwidth, oldheight;
8792         float oldcolorscale;
8793
8794         oldcolorscale = r_refdef.view.colorscale;
8795         oldwidth = r_refdef.view.width;
8796         oldheight = r_refdef.view.height;
8797         r_refdef.view.width = r_bloomstate.bloomwidth;
8798         r_refdef.view.height = r_bloomstate.bloomheight;
8799
8800         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8801         // TODO: add exposure compensation features
8802         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8803
8804         r_refdef.view.showdebug = false;
8805         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8806
8807         R_ResetViewRendering3D();
8808
8809         R_ClearScreen(r_refdef.fogenabled);
8810         if (r_timereport_active)
8811                 R_TimeReport("HDRclear");
8812
8813         R_View_Update();
8814         if (r_timereport_active)
8815                 R_TimeReport("visibility");
8816
8817         // only do secondary renders with HDR if r_hdr is 2 or higher
8818         r_waterstate.numwaterplanes = 0;
8819         if (r_waterstate.enabled && r_hdr.integer >= 2)
8820                 R_RenderWaterPlanes();
8821
8822         r_refdef.view.showdebug = true;
8823         R_RenderScene();
8824         r_waterstate.numwaterplanes = 0;
8825
8826         R_ResetViewRendering2D();
8827
8828         R_Bloom_CopyHDRTexture();
8829         R_Bloom_MakeTexture();
8830
8831         // restore the view settings
8832         r_refdef.view.width = oldwidth;
8833         r_refdef.view.height = oldheight;
8834         r_refdef.view.colorscale = oldcolorscale;
8835
8836         R_ResetViewRendering3D();
8837
8838         R_ClearScreen(r_refdef.fogenabled);
8839         if (r_timereport_active)
8840                 R_TimeReport("viewclear");
8841 }
8842
8843 static void R_BlendView(void)
8844 {
8845         unsigned int permutation;
8846         float uservecs[4][4];
8847
8848         switch (vid.renderpath)
8849         {
8850         case RENDERPATH_GL20:
8851         case RENDERPATH_CGGL:
8852         case RENDERPATH_D3D9:
8853         case RENDERPATH_D3D10:
8854         case RENDERPATH_D3D11:
8855                 permutation =
8856                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8857                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8858                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8859                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8860                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8861
8862                 if (r_bloomstate.texture_screen)
8863                 {
8864                         // make sure the buffer is available
8865                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8866
8867                         R_ResetViewRendering2D();
8868
8869                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8870                         {
8871                                 // declare variables
8872                                 float speed;
8873                                 static float avgspeed;
8874
8875                                 speed = VectorLength(cl.movement_velocity);
8876
8877                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8878                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8879
8880                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8881                                 speed = bound(0, speed, 1);
8882                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8883
8884                                 // calculate values into a standard alpha
8885                                 cl.motionbluralpha = 1 - exp(-
8886                                                 (
8887                                                  (r_motionblur.value * speed / 80)
8888                                                  +
8889                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8890                                                 )
8891                                                 /
8892                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8893                                            );
8894
8895                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8896                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8897                                 // apply the blur
8898                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8899                                 {
8900                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8901                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8902                                         switch(vid.renderpath)
8903                                         {
8904                                         case RENDERPATH_GL11:
8905                                         case RENDERPATH_GL13:
8906                                         case RENDERPATH_GL20:
8907                                         case RENDERPATH_CGGL:
8908                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8909                                                 break;
8910                                         case RENDERPATH_D3D9:
8911                                         case RENDERPATH_D3D10:
8912                                         case RENDERPATH_D3D11:
8913                                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8914                                                 break;
8915                                         }
8916                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8917                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8918                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8919                                 }
8920                         }
8921
8922                         // copy view into the screen texture
8923                         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);
8924                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8925                 }
8926                 else if (!r_bloomstate.texture_bloom)
8927                 {
8928                         // we may still have to do view tint...
8929                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8930                         {
8931                                 // apply a color tint to the whole view
8932                                 R_ResetViewRendering2D();
8933                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8934                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8935                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8936                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8937                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8938                         }
8939                         break; // no screen processing, no bloom, skip it
8940                 }
8941
8942                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8943                 {
8944                         // render simple bloom effect
8945                         // copy the screen and shrink it and darken it for the bloom process
8946                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8947                         // make the bloom texture
8948                         R_Bloom_MakeTexture();
8949                 }
8950
8951 #if _MSC_VER >= 1400
8952 #define sscanf sscanf_s
8953 #endif
8954                 memset(uservecs, 0, sizeof(uservecs));
8955                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8956                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8957                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8958                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8959
8960                 R_ResetViewRendering2D();
8961                 GL_Color(1, 1, 1, 1);
8962                 GL_BlendFunc(GL_ONE, GL_ZERO);
8963
8964                 switch(vid.renderpath)
8965                 {
8966                 case RENDERPATH_GL20:
8967                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8968                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8969                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8970                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8971                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8972                         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]);
8973                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8974                         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]);
8975                         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]);
8976                         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]);
8977                         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]);
8978                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8979                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8980                         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);
8981                         break;
8982                 case RENDERPATH_CGGL:
8983 #ifdef SUPPORTCG
8984                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8985                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8986                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8987                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8988                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8989                         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
8990                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8991                         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
8992                         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
8993                         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
8994                         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
8995                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8996                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8997                         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);
8998 #endif
8999                         break;
9000                 case RENDERPATH_D3D9:
9001 #ifdef SUPPORTD3D
9002                         // 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...
9003                         R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9004                         R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9005                         R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
9006                         R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
9007                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
9008                         hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9009                         hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9010                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec1             , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9011                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec2             , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9012                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec3             , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9013                         hlslPSSetParameter4f(D3DPSREGISTER_UserVec4             , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9014                         hlslPSSetParameter1f(D3DPSREGISTER_Saturation           , r_glsl_saturation.value);
9015                         hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9016                         hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9017 #endif
9018                         break;
9019                 case RENDERPATH_D3D10:
9020                         Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9021                         break;
9022                 case RENDERPATH_D3D11:
9023                         Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9024                         break;
9025                 default:
9026                         break;
9027                 }
9028                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9029                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9030                 break;
9031         case RENDERPATH_GL13:
9032         case RENDERPATH_GL11:
9033                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9034                 {
9035                         // apply a color tint to the whole view
9036                         R_ResetViewRendering2D();
9037                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9038                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9039                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9040                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9041                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9042                 }
9043                 break;
9044         }
9045 }
9046
9047 matrix4x4_t r_waterscrollmatrix;
9048
9049 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9050 {
9051         if (r_refdef.fog_density)
9052         {
9053                 r_refdef.fogcolor[0] = r_refdef.fog_red;
9054                 r_refdef.fogcolor[1] = r_refdef.fog_green;
9055                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9056
9057                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9058                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9059                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9060                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9061
9062                 {
9063                         vec3_t fogvec;
9064                         VectorCopy(r_refdef.fogcolor, fogvec);
9065                         //   color.rgb *= ContrastBoost * SceneBrightness;
9066                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9067                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9068                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9069                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9070                 }
9071         }
9072 }
9073
9074 void R_UpdateVariables(void)
9075 {
9076         R_Textures_Frame();
9077
9078         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9079
9080         r_refdef.farclip = r_farclip_base.value;
9081         if (r_refdef.scene.worldmodel)
9082                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9083         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9084
9085         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9086                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9087         r_refdef.polygonfactor = 0;
9088         r_refdef.polygonoffset = 0;
9089         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9090         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9091
9092         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9093         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9094         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9095         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9096         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9097         if (r_showsurfaces.integer)
9098         {
9099                 r_refdef.scene.rtworld = false;
9100                 r_refdef.scene.rtworldshadows = false;
9101                 r_refdef.scene.rtdlight = false;
9102                 r_refdef.scene.rtdlightshadows = false;
9103                 r_refdef.lightmapintensity = 0;
9104         }
9105
9106         if (gamemode == GAME_NEHAHRA)
9107         {
9108                 if (gl_fogenable.integer)
9109                 {
9110                         r_refdef.oldgl_fogenable = true;
9111                         r_refdef.fog_density = gl_fogdensity.value;
9112                         r_refdef.fog_red = gl_fogred.value;
9113                         r_refdef.fog_green = gl_foggreen.value;
9114                         r_refdef.fog_blue = gl_fogblue.value;
9115                         r_refdef.fog_alpha = 1;
9116                         r_refdef.fog_start = 0;
9117                         r_refdef.fog_end = gl_skyclip.value;
9118                         r_refdef.fog_height = 1<<30;
9119                         r_refdef.fog_fadedepth = 128;
9120                 }
9121                 else if (r_refdef.oldgl_fogenable)
9122                 {
9123                         r_refdef.oldgl_fogenable = false;
9124                         r_refdef.fog_density = 0;
9125                         r_refdef.fog_red = 0;
9126                         r_refdef.fog_green = 0;
9127                         r_refdef.fog_blue = 0;
9128                         r_refdef.fog_alpha = 0;
9129                         r_refdef.fog_start = 0;
9130                         r_refdef.fog_end = 0;
9131                         r_refdef.fog_height = 1<<30;
9132                         r_refdef.fog_fadedepth = 128;
9133                 }
9134         }
9135
9136         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9137         r_refdef.fog_start = max(0, r_refdef.fog_start);
9138         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9139
9140         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9141
9142         if (r_refdef.fog_density && r_drawfog.integer)
9143         {
9144                 r_refdef.fogenabled = true;
9145                 // this is the point where the fog reaches 0.9986 alpha, which we
9146                 // consider a good enough cutoff point for the texture
9147                 // (0.9986 * 256 == 255.6)
9148                 if (r_fog_exp2.integer)
9149                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9150                 else
9151                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9152                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9153                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9154                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9155                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9156                         R_BuildFogHeightTexture();
9157                 // fog color was already set
9158                 // update the fog texture
9159                 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)
9160                         R_BuildFogTexture();
9161                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9162                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9163         }
9164         else
9165                 r_refdef.fogenabled = false;
9166
9167         switch(vid.renderpath)
9168         {
9169         case RENDERPATH_GL20:
9170         case RENDERPATH_CGGL:
9171         case RENDERPATH_D3D9:
9172         case RENDERPATH_D3D10:
9173         case RENDERPATH_D3D11:
9174                 if(v_glslgamma.integer && !vid_gammatables_trivial)
9175                 {
9176                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9177                         {
9178                                 // build GLSL gamma texture
9179 #define RAMPWIDTH 256
9180                                 unsigned short ramp[RAMPWIDTH * 3];
9181                                 unsigned char rampbgr[RAMPWIDTH][4];
9182                                 int i;
9183
9184                                 r_texture_gammaramps_serial = vid_gammatables_serial;
9185
9186                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9187                                 for(i = 0; i < RAMPWIDTH; ++i)
9188                                 {
9189                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9190                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9191                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9192                                         rampbgr[i][3] = 0;
9193                                 }
9194                                 if (r_texture_gammaramps)
9195                                 {
9196                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9197                                 }
9198                                 else
9199                                 {
9200                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
9201                                 }
9202                         }
9203                 }
9204                 else
9205                 {
9206                         // remove GLSL gamma texture
9207                 }
9208                 break;
9209         case RENDERPATH_GL13:
9210         case RENDERPATH_GL11:
9211                 break;
9212         }
9213 }
9214
9215 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9216 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9217 /*
9218 ================
9219 R_SelectScene
9220 ================
9221 */
9222 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9223         if( scenetype != r_currentscenetype ) {
9224                 // store the old scenetype
9225                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9226                 r_currentscenetype = scenetype;
9227                 // move in the new scene
9228                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9229         }
9230 }
9231
9232 /*
9233 ================
9234 R_GetScenePointer
9235 ================
9236 */
9237 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9238 {
9239         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9240         if( scenetype == r_currentscenetype ) {
9241                 return &r_refdef.scene;
9242         } else {
9243                 return &r_scenes_store[ scenetype ];
9244         }
9245 }
9246
9247 /*
9248 ================
9249 R_RenderView
9250 ================
9251 */
9252 void R_RenderView(void)
9253 {
9254         if (r_timereport_active)
9255                 R_TimeReport("start");
9256         r_textureframe++; // used only by R_GetCurrentTexture
9257         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9258
9259         if (!r_drawentities.integer)
9260                 r_refdef.scene.numentities = 0;
9261
9262         R_AnimCache_ClearCache();
9263         R_FrameData_NewFrame();
9264
9265         if (r_refdef.view.isoverlay)
9266         {
9267                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9268                 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9269                 R_TimeReport("depthclear");
9270
9271                 r_refdef.view.showdebug = false;
9272
9273                 r_waterstate.enabled = false;
9274                 r_waterstate.numwaterplanes = 0;
9275
9276                 R_RenderScene();
9277
9278                 CHECKGLERROR
9279                 return;
9280         }
9281
9282         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9283                 return; //Host_Error ("R_RenderView: NULL worldmodel");
9284
9285         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9286
9287         R_RenderView_UpdateViewVectors();
9288
9289         R_Shadow_UpdateWorldLightSelection();
9290
9291         R_Bloom_StartFrame();
9292         R_Water_StartFrame();
9293
9294         CHECKGLERROR
9295         if (r_timereport_active)
9296                 R_TimeReport("viewsetup");
9297
9298         R_ResetViewRendering3D();
9299
9300         if (r_refdef.view.clear || r_refdef.fogenabled)
9301         {
9302                 R_ClearScreen(r_refdef.fogenabled);
9303                 if (r_timereport_active)
9304                         R_TimeReport("viewclear");
9305         }
9306         r_refdef.view.clear = true;
9307
9308         // this produces a bloom texture to be used in R_BlendView() later
9309         if (r_hdr.integer && r_bloomstate.bloomwidth)
9310         {
9311                 R_HDR_RenderBloomTexture();
9312                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9313                 r_textureframe++; // used only by R_GetCurrentTexture
9314         }
9315
9316         r_refdef.view.showdebug = true;
9317
9318         R_View_Update();
9319         if (r_timereport_active)
9320                 R_TimeReport("visibility");
9321
9322         r_waterstate.numwaterplanes = 0;
9323         if (r_waterstate.enabled)
9324                 R_RenderWaterPlanes();
9325
9326         R_RenderScene();
9327         r_waterstate.numwaterplanes = 0;
9328
9329         R_BlendView();
9330         if (r_timereport_active)
9331                 R_TimeReport("blendview");
9332
9333         GL_Scissor(0, 0, vid.width, vid.height);
9334         GL_ScissorTest(false);
9335         CHECKGLERROR
9336 }
9337
9338 void R_RenderWaterPlanes(void)
9339 {
9340         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9341         {
9342                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9343                 if (r_timereport_active)
9344                         R_TimeReport("waterworld");
9345         }
9346
9347         // don't let sound skip if going slow
9348         if (r_refdef.scene.extraupdate)
9349                 S_ExtraUpdate ();
9350
9351         R_DrawModelsAddWaterPlanes();
9352         if (r_timereport_active)
9353                 R_TimeReport("watermodels");
9354
9355         if (r_waterstate.numwaterplanes)
9356         {
9357                 R_Water_ProcessPlanes();
9358                 if (r_timereport_active)
9359                         R_TimeReport("waterscenes");
9360         }
9361 }
9362
9363 extern void R_DrawLightningBeams (void);
9364 extern void VM_CL_AddPolygonsToMeshQueue (void);
9365 extern void R_DrawPortals (void);
9366 extern cvar_t cl_locs_show;
9367 static void R_DrawLocs(void);
9368 static void R_DrawEntityBBoxes(void);
9369 static void R_DrawModelDecals(void);
9370 extern void R_DrawModelShadows(void);
9371 extern void R_DrawModelShadowMaps(void);
9372 extern cvar_t cl_decals_newsystem;
9373 extern qboolean r_shadow_usingdeferredprepass;
9374 void R_RenderScene(void)
9375 {
9376         qboolean shadowmapping = false;
9377
9378         if (r_timereport_active)
9379                 R_TimeReport("beginscene");
9380
9381         r_refdef.stats.renders++;
9382
9383         R_UpdateFogColor();
9384
9385         // don't let sound skip if going slow
9386         if (r_refdef.scene.extraupdate)
9387                 S_ExtraUpdate ();
9388
9389         R_MeshQueue_BeginScene();
9390
9391         R_SkyStartFrame();
9392
9393         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);
9394
9395         if (r_timereport_active)
9396                 R_TimeReport("skystartframe");
9397
9398         if (cl.csqc_vidvars.drawworld)
9399         {
9400                 // don't let sound skip if going slow
9401                 if (r_refdef.scene.extraupdate)
9402                         S_ExtraUpdate ();
9403
9404                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9405                 {
9406                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9407                         if (r_timereport_active)
9408                                 R_TimeReport("worldsky");
9409                 }
9410
9411                 if (R_DrawBrushModelsSky() && r_timereport_active)
9412                         R_TimeReport("bmodelsky");
9413
9414                 if (skyrendermasked && skyrenderlater)
9415                 {
9416                         // we have to force off the water clipping plane while rendering sky
9417                         R_SetupView(false);
9418                         R_Sky();
9419                         R_SetupView(true);
9420                         if (r_timereport_active)
9421                                 R_TimeReport("sky");
9422                 }
9423         }
9424
9425         R_AnimCache_CacheVisibleEntities();
9426         if (r_timereport_active)
9427                 R_TimeReport("animation");
9428
9429         R_Shadow_PrepareLights();
9430         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9431                 R_Shadow_PrepareModelShadows();
9432         if (r_timereport_active)
9433                 R_TimeReport("preparelights");
9434
9435         if (R_Shadow_ShadowMappingEnabled())
9436                 shadowmapping = true;
9437
9438         if (r_shadow_usingdeferredprepass)
9439                 R_Shadow_DrawPrepass();
9440
9441         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9442         {
9443                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9444                 if (r_timereport_active)
9445                         R_TimeReport("worlddepth");
9446         }
9447         if (r_depthfirst.integer >= 2)
9448         {
9449                 R_DrawModelsDepth();
9450                 if (r_timereport_active)
9451                         R_TimeReport("modeldepth");
9452         }
9453
9454         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9455         {
9456                 R_DrawModelShadowMaps();
9457                 R_ResetViewRendering3D();
9458                 // don't let sound skip if going slow
9459                 if (r_refdef.scene.extraupdate)
9460                         S_ExtraUpdate ();
9461         }
9462
9463         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9464         {
9465                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9466                 if (r_timereport_active)
9467                         R_TimeReport("world");
9468         }
9469
9470         // don't let sound skip if going slow
9471         if (r_refdef.scene.extraupdate)
9472                 S_ExtraUpdate ();
9473
9474         R_DrawModels();
9475         if (r_timereport_active)
9476                 R_TimeReport("models");
9477
9478         // don't let sound skip if going slow
9479         if (r_refdef.scene.extraupdate)
9480                 S_ExtraUpdate ();
9481
9482         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9483         {
9484                 R_DrawModelShadows();
9485                 R_ResetViewRendering3D();
9486                 // don't let sound skip if going slow
9487                 if (r_refdef.scene.extraupdate)
9488                         S_ExtraUpdate ();
9489         }
9490
9491         if (!r_shadow_usingdeferredprepass)
9492         {
9493                 R_Shadow_DrawLights();
9494                 if (r_timereport_active)
9495                         R_TimeReport("rtlights");
9496         }
9497
9498         // don't let sound skip if going slow
9499         if (r_refdef.scene.extraupdate)
9500                 S_ExtraUpdate ();
9501
9502         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9503         {
9504                 R_DrawModelShadows();
9505                 R_ResetViewRendering3D();
9506                 // don't let sound skip if going slow
9507                 if (r_refdef.scene.extraupdate)
9508                         S_ExtraUpdate ();
9509         }
9510
9511         if (cl.csqc_vidvars.drawworld)
9512         {
9513                 if (cl_decals_newsystem.integer)
9514                 {
9515                         R_DrawModelDecals();
9516                         if (r_timereport_active)
9517                                 R_TimeReport("modeldecals");
9518                 }
9519                 else
9520                 {
9521                         R_DrawDecals();
9522                         if (r_timereport_active)
9523                                 R_TimeReport("decals");
9524                 }
9525
9526                 R_DrawParticles();
9527                 if (r_timereport_active)
9528                         R_TimeReport("particles");
9529
9530                 R_DrawExplosions();
9531                 if (r_timereport_active)
9532                         R_TimeReport("explosions");
9533
9534                 R_DrawLightningBeams();
9535                 if (r_timereport_active)
9536                         R_TimeReport("lightning");
9537         }
9538
9539         VM_CL_AddPolygonsToMeshQueue();
9540
9541         if (r_refdef.view.showdebug)
9542         {
9543                 if (cl_locs_show.integer)
9544                 {
9545                         R_DrawLocs();
9546                         if (r_timereport_active)
9547                                 R_TimeReport("showlocs");
9548                 }
9549
9550                 if (r_drawportals.integer)
9551                 {
9552                         R_DrawPortals();
9553                         if (r_timereport_active)
9554                                 R_TimeReport("portals");
9555                 }
9556
9557                 if (r_showbboxes.value > 0)
9558                 {
9559                         R_DrawEntityBBoxes();
9560                         if (r_timereport_active)
9561                                 R_TimeReport("bboxes");
9562                 }
9563         }
9564
9565         R_MeshQueue_RenderTransparent();
9566         if (r_timereport_active)
9567                 R_TimeReport("drawtrans");
9568
9569         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))
9570         {
9571                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9572                 if (r_timereport_active)
9573                         R_TimeReport("worlddebug");
9574                 R_DrawModelsDebug();
9575                 if (r_timereport_active)
9576                         R_TimeReport("modeldebug");
9577         }
9578
9579         if (cl.csqc_vidvars.drawworld)
9580         {
9581                 R_Shadow_DrawCoronas();
9582                 if (r_timereport_active)
9583                         R_TimeReport("coronas");
9584         }
9585
9586         // don't let sound skip if going slow
9587         if (r_refdef.scene.extraupdate)
9588                 S_ExtraUpdate ();
9589
9590         R_ResetViewRendering2D();
9591 }
9592
9593 static const unsigned short bboxelements[36] =
9594 {
9595         5, 1, 3, 5, 3, 7,
9596         6, 2, 0, 6, 0, 4,
9597         7, 3, 2, 7, 2, 6,
9598         4, 0, 1, 4, 1, 5,
9599         4, 5, 7, 4, 7, 6,
9600         1, 0, 2, 1, 2, 3,
9601 };
9602
9603 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9604 {
9605         int i;
9606         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9607
9608         RSurf_ActiveWorldEntity();
9609
9610         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9611         GL_DepthMask(false);
9612         GL_DepthRange(0, 1);
9613         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9614         R_Mesh_ResetTextureState();
9615
9616         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9617         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9618         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9619         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9620         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9621         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9622         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9623         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9624         R_FillColors(color4f, 8, cr, cg, cb, ca);
9625         if (r_refdef.fogenabled)
9626         {
9627                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9628                 {
9629                         f1 = RSurf_FogVertex(v);
9630                         f2 = 1 - f1;
9631                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9632                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9633                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9634                 }
9635         }
9636         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9637         R_Mesh_ResetTextureState();
9638         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9639         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9640 }
9641
9642 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9643 {
9644         int i;
9645         float color[4];
9646         prvm_edict_t *edict;
9647         prvm_prog_t *prog_save = prog;
9648
9649         // this function draws bounding boxes of server entities
9650         if (!sv.active)
9651                 return;
9652
9653         GL_CullFace(GL_NONE);
9654         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9655
9656         prog = 0;
9657         SV_VM_Begin();
9658         for (i = 0;i < numsurfaces;i++)
9659         {
9660                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9661                 switch ((int)edict->fields.server->solid)
9662                 {
9663                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9664                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9665                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9666                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9667                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9668                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9669                 }
9670                 color[3] *= r_showbboxes.value;
9671                 color[3] = bound(0, color[3], 1);
9672                 GL_DepthTest(!r_showdisabledepthtest.integer);
9673                 GL_CullFace(r_refdef.view.cullface_front);
9674                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9675         }
9676         SV_VM_End();
9677         prog = prog_save;
9678 }
9679
9680 static void R_DrawEntityBBoxes(void)
9681 {
9682         int i;
9683         prvm_edict_t *edict;
9684         vec3_t center;
9685         prvm_prog_t *prog_save = prog;
9686
9687         // this function draws bounding boxes of server entities
9688         if (!sv.active)
9689                 return;
9690
9691         prog = 0;
9692         SV_VM_Begin();
9693         for (i = 0;i < prog->num_edicts;i++)
9694         {
9695                 edict = PRVM_EDICT_NUM(i);
9696                 if (edict->priv.server->free)
9697                         continue;
9698                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9699                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9700                         continue;
9701                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9702                         continue;
9703                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9704                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9705         }
9706         SV_VM_End();
9707         prog = prog_save;
9708 }
9709
9710 static const int nomodelelement3i[24] =
9711 {
9712         5, 2, 0,
9713         5, 1, 2,
9714         5, 0, 3,
9715         5, 3, 1,
9716         0, 2, 4,
9717         2, 1, 4,
9718         3, 0, 4,
9719         1, 3, 4
9720 };
9721
9722 static const unsigned short nomodelelement3s[24] =
9723 {
9724         5, 2, 0,
9725         5, 1, 2,
9726         5, 0, 3,
9727         5, 3, 1,
9728         0, 2, 4,
9729         2, 1, 4,
9730         3, 0, 4,
9731         1, 3, 4
9732 };
9733
9734 static const float nomodelvertex3f[6*3] =
9735 {
9736         -16,   0,   0,
9737          16,   0,   0,
9738           0, -16,   0,
9739           0,  16,   0,
9740           0,   0, -16,
9741           0,   0,  16
9742 };
9743
9744 static const float nomodelcolor4f[6*4] =
9745 {
9746         0.0f, 0.0f, 0.5f, 1.0f,
9747         0.0f, 0.0f, 0.5f, 1.0f,
9748         0.0f, 0.5f, 0.0f, 1.0f,
9749         0.0f, 0.5f, 0.0f, 1.0f,
9750         0.5f, 0.0f, 0.0f, 1.0f,
9751         0.5f, 0.0f, 0.0f, 1.0f
9752 };
9753
9754 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9755 {
9756         int i;
9757         float f1, f2, *c;
9758         float color4f[6*4];
9759
9760         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);
9761
9762         // this is only called once per entity so numsurfaces is always 1, and
9763         // surfacelist is always {0}, so this code does not handle batches
9764
9765         if (rsurface.ent_flags & RENDER_ADDITIVE)
9766         {
9767                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9768                 GL_DepthMask(false);
9769         }
9770         else if (rsurface.colormod[3] < 1)
9771         {
9772                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9773                 GL_DepthMask(false);
9774         }
9775         else
9776         {
9777                 GL_BlendFunc(GL_ONE, GL_ZERO);
9778                 GL_DepthMask(true);
9779         }
9780         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9781         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9782         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9783         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9784         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9785         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9786         for (i = 0, c = color4f;i < 6;i++, c += 4)
9787         {
9788                 c[0] *= rsurface.colormod[0];
9789                 c[1] *= rsurface.colormod[1];
9790                 c[2] *= rsurface.colormod[2];
9791                 c[3] *= rsurface.colormod[3];
9792         }
9793         if (r_refdef.fogenabled)
9794         {
9795                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9796                 {
9797                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9798                         f2 = 1 - f1;
9799                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9800                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9801                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9802                 }
9803         }
9804         R_Mesh_ResetTextureState();
9805         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9806         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9807 }
9808
9809 void R_DrawNoModel(entity_render_t *ent)
9810 {
9811         vec3_t org;
9812         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9813         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9814                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9815         else
9816                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9817 }
9818
9819 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9820 {
9821         vec3_t right1, right2, diff, normal;
9822
9823         VectorSubtract (org2, org1, normal);
9824
9825         // calculate 'right' vector for start
9826         VectorSubtract (r_refdef.view.origin, org1, diff);
9827         CrossProduct (normal, diff, right1);
9828         VectorNormalize (right1);
9829
9830         // calculate 'right' vector for end
9831         VectorSubtract (r_refdef.view.origin, org2, diff);
9832         CrossProduct (normal, diff, right2);
9833         VectorNormalize (right2);
9834
9835         vert[ 0] = org1[0] + width * right1[0];
9836         vert[ 1] = org1[1] + width * right1[1];
9837         vert[ 2] = org1[2] + width * right1[2];
9838         vert[ 3] = org1[0] - width * right1[0];
9839         vert[ 4] = org1[1] - width * right1[1];
9840         vert[ 5] = org1[2] - width * right1[2];
9841         vert[ 6] = org2[0] - width * right2[0];
9842         vert[ 7] = org2[1] - width * right2[1];
9843         vert[ 8] = org2[2] - width * right2[2];
9844         vert[ 9] = org2[0] + width * right2[0];
9845         vert[10] = org2[1] + width * right2[1];
9846         vert[11] = org2[2] + width * right2[2];
9847 }
9848
9849 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)
9850 {
9851         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9852         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9853         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9854         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9855         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9856         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9857         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9858         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9859         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9860         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9861         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9862         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9863 }
9864
9865 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9866 {
9867         int i;
9868         float *vertex3f;
9869         float v[3];
9870         VectorSet(v, x, y, z);
9871         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9872                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9873                         break;
9874         if (i == mesh->numvertices)
9875         {
9876                 if (mesh->numvertices < mesh->maxvertices)
9877                 {
9878                         VectorCopy(v, vertex3f);
9879                         mesh->numvertices++;
9880                 }
9881                 return mesh->numvertices;
9882         }
9883         else
9884                 return i;
9885 }
9886
9887 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9888 {
9889         int i;
9890         int *e, element[3];
9891         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9892         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9893         e = mesh->element3i + mesh->numtriangles * 3;
9894         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9895         {
9896                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9897                 if (mesh->numtriangles < mesh->maxtriangles)
9898                 {
9899                         *e++ = element[0];
9900                         *e++ = element[1];
9901                         *e++ = element[2];
9902                         mesh->numtriangles++;
9903                 }
9904                 element[1] = element[2];
9905         }
9906 }
9907
9908 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9909 {
9910         int i;
9911         int *e, element[3];
9912         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9913         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9914         e = mesh->element3i + mesh->numtriangles * 3;
9915         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9916         {
9917                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9918                 if (mesh->numtriangles < mesh->maxtriangles)
9919                 {
9920                         *e++ = element[0];
9921                         *e++ = element[1];
9922                         *e++ = element[2];
9923                         mesh->numtriangles++;
9924                 }
9925                 element[1] = element[2];
9926         }
9927 }
9928
9929 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9930 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9931 {
9932         int planenum, planenum2;
9933         int w;
9934         int tempnumpoints;
9935         mplane_t *plane, *plane2;
9936         double maxdist;
9937         double temppoints[2][256*3];
9938         // figure out how large a bounding box we need to properly compute this brush
9939         maxdist = 0;
9940         for (w = 0;w < numplanes;w++)
9941                 maxdist = max(maxdist, fabs(planes[w].dist));
9942         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9943         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9944         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9945         {
9946                 w = 0;
9947                 tempnumpoints = 4;
9948                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9949                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9950                 {
9951                         if (planenum2 == planenum)
9952                                 continue;
9953                         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);
9954                         w = !w;
9955                 }
9956                 if (tempnumpoints < 3)
9957                         continue;
9958                 // generate elements forming a triangle fan for this polygon
9959                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9960         }
9961 }
9962
9963 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)
9964 {
9965         texturelayer_t *layer;
9966         layer = t->currentlayers + t->currentnumlayers++;
9967         layer->type = type;
9968         layer->depthmask = depthmask;
9969         layer->blendfunc1 = blendfunc1;
9970         layer->blendfunc2 = blendfunc2;
9971         layer->texture = texture;
9972         layer->texmatrix = *matrix;
9973         layer->color[0] = r;
9974         layer->color[1] = g;
9975         layer->color[2] = b;
9976         layer->color[3] = a;
9977 }
9978
9979 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9980 {
9981         if(parms[0] == 0 && parms[1] == 0)
9982                 return false;
9983         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9984                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9985                         return false;
9986         return true;
9987 }
9988
9989 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9990 {
9991         double index, f;
9992         index = parms[2] + r_refdef.scene.time * parms[3];
9993         index -= floor(index);
9994         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9995         {
9996         default:
9997         case Q3WAVEFUNC_NONE:
9998         case Q3WAVEFUNC_NOISE:
9999         case Q3WAVEFUNC_COUNT:
10000                 f = 0;
10001                 break;
10002         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10003         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10004         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10005         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10006         case Q3WAVEFUNC_TRIANGLE:
10007                 index *= 4;
10008                 f = index - floor(index);
10009                 if (index < 1)
10010                         f = f;
10011                 else if (index < 2)
10012                         f = 1 - f;
10013                 else if (index < 3)
10014                         f = -f;
10015                 else
10016                         f = -(1 - f);
10017                 break;
10018         }
10019         f = parms[0] + parms[1] * f;
10020         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10021                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10022         return (float) f;
10023 }
10024
10025 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10026 {
10027         int w, h, idx;
10028         float f;
10029         float tcmat[12];
10030         matrix4x4_t matrix, temp;
10031         switch(tcmod->tcmod)
10032         {
10033                 case Q3TCMOD_COUNT:
10034                 case Q3TCMOD_NONE:
10035                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10036                                 matrix = r_waterscrollmatrix;
10037                         else
10038                                 matrix = identitymatrix;
10039                         break;
10040                 case Q3TCMOD_ENTITYTRANSLATE:
10041                         // this is used in Q3 to allow the gamecode to control texcoord
10042                         // scrolling on the entity, which is not supported in darkplaces yet.
10043                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10044                         break;
10045                 case Q3TCMOD_ROTATE:
10046                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10047                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10048                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10049                         break;
10050                 case Q3TCMOD_SCALE:
10051                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10052                         break;
10053                 case Q3TCMOD_SCROLL:
10054                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10055                         break;
10056                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10057                         w = (int) tcmod->parms[0];
10058                         h = (int) tcmod->parms[1];
10059                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10060                         f = f - floor(f);
10061                         idx = (int) floor(f * w * h);
10062                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10063                         break;
10064                 case Q3TCMOD_STRETCH:
10065                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10066                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10067                         break;
10068                 case Q3TCMOD_TRANSFORM:
10069                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
10070                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
10071                         VectorSet(tcmat +  6, 0                   , 0                , 1);
10072                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
10073                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10074                         break;
10075                 case Q3TCMOD_TURBULENT:
10076                         // this is handled in the RSurf_PrepareVertices function
10077                         matrix = identitymatrix;
10078                         break;
10079         }
10080         temp = *texmatrix;
10081         Matrix4x4_Concat(texmatrix, &matrix, &temp);
10082 }
10083
10084 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10085 {
10086         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10087         char name[MAX_QPATH];
10088         skinframe_t *skinframe;
10089         unsigned char pixels[296*194];
10090         strlcpy(cache->name, skinname, sizeof(cache->name));
10091         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10092         if (developer_loading.integer)
10093                 Con_Printf("loading %s\n", name);
10094         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10095         if (!skinframe || !skinframe->base)
10096         {
10097                 unsigned char *f;
10098                 fs_offset_t filesize;
10099                 skinframe = NULL;
10100                 f = FS_LoadFile(name, tempmempool, true, &filesize);
10101                 if (f)
10102                 {
10103                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10104                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10105                         Mem_Free(f);
10106                 }
10107         }
10108         cache->skinframe = skinframe;
10109 }
10110
10111 texture_t *R_GetCurrentTexture(texture_t *t)
10112 {
10113         int i;
10114         const entity_render_t *ent = rsurface.entity;
10115         dp_model_t *model = ent->model;
10116         q3shaderinfo_layer_tcmod_t *tcmod;
10117
10118         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10119                 return t->currentframe;
10120         t->update_lastrenderframe = r_textureframe;
10121         t->update_lastrenderentity = (void *)ent;
10122
10123         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10124                 t->camera_entity = ent->entitynumber;
10125         else
10126                 t->camera_entity = 0;
10127
10128         // switch to an alternate material if this is a q1bsp animated material
10129         {
10130                 texture_t *texture = t;
10131                 int s = rsurface.ent_skinnum;
10132                 if ((unsigned int)s >= (unsigned int)model->numskins)
10133                         s = 0;
10134                 if (model->skinscenes)
10135                 {
10136                         if (model->skinscenes[s].framecount > 1)
10137                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10138                         else
10139                                 s = model->skinscenes[s].firstframe;
10140                 }
10141                 if (s > 0)
10142                         t = t + s * model->num_surfaces;
10143                 if (t->animated)
10144                 {
10145                         // use an alternate animation if the entity's frame is not 0,
10146                         // and only if the texture has an alternate animation
10147                         if (rsurface.ent_alttextures && t->anim_total[1])
10148                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10149                         else
10150                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10151                 }
10152                 texture->currentframe = t;
10153         }
10154
10155         // update currentskinframe to be a qw skin or animation frame
10156         if (rsurface.ent_qwskin >= 0)
10157         {
10158                 i = rsurface.ent_qwskin;
10159                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10160                 {
10161                         r_qwskincache_size = cl.maxclients;
10162                         if (r_qwskincache)
10163                                 Mem_Free(r_qwskincache);
10164                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10165                 }
10166                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10167                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10168                 t->currentskinframe = r_qwskincache[i].skinframe;
10169                 if (t->currentskinframe == NULL)
10170                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10171         }
10172         else if (t->numskinframes >= 2)
10173                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10174         if (t->backgroundnumskinframes >= 2)
10175                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10176
10177         t->currentmaterialflags = t->basematerialflags;
10178         t->currentalpha = rsurface.colormod[3];
10179         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10180                 t->currentalpha *= r_wateralpha.value;
10181         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10182                 t->currentalpha *= t->r_water_wateralpha;
10183         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10184                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10185         if (!(rsurface.ent_flags & RENDER_LIGHT))
10186                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10187         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10188         {
10189                 // pick a model lighting mode
10190                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10191                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10192                 else
10193                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10194         }
10195         if (rsurface.ent_flags & RENDER_ADDITIVE)
10196                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10197         else if (t->currentalpha < 1)
10198                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10199         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10200                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10201         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10202                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10203         if (t->backgroundnumskinframes)
10204                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10205         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10206         {
10207                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10208                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10209         }
10210         else
10211                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10212         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10213                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10214
10215         // there is no tcmod
10216         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10217         {
10218                 t->currenttexmatrix = r_waterscrollmatrix;
10219                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10220         }
10221         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10222         {
10223                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10224                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10225         }
10226
10227         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10228                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10229         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10230                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10231
10232         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10233         if (t->currentskinframe->qpixels)
10234                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10235         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10236         if (!t->basetexture)
10237                 t->basetexture = r_texture_notexture;
10238         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10239         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10240         t->nmaptexture = t->currentskinframe->nmap;
10241         if (!t->nmaptexture)
10242                 t->nmaptexture = r_texture_blanknormalmap;
10243         t->glosstexture = r_texture_black;
10244         t->glowtexture = t->currentskinframe->glow;
10245         t->fogtexture = t->currentskinframe->fog;
10246         t->reflectmasktexture = t->currentskinframe->reflect;
10247         if (t->backgroundnumskinframes)
10248         {
10249                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10250                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10251                 t->backgroundglosstexture = r_texture_black;
10252                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10253                 if (!t->backgroundnmaptexture)
10254                         t->backgroundnmaptexture = r_texture_blanknormalmap;
10255         }
10256         else
10257         {
10258                 t->backgroundbasetexture = r_texture_white;
10259                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10260                 t->backgroundglosstexture = r_texture_black;
10261                 t->backgroundglowtexture = NULL;
10262         }
10263         t->specularpower = r_shadow_glossexponent.value;
10264         // TODO: store reference values for these in the texture?
10265         t->specularscale = 0;
10266         if (r_shadow_gloss.integer > 0)
10267         {
10268                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10269                 {
10270                         if (r_shadow_glossintensity.value > 0)
10271                         {
10272                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10273                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10274                                 t->specularscale = r_shadow_glossintensity.value;
10275                         }
10276                 }
10277                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10278                 {
10279                         t->glosstexture = r_texture_white;
10280                         t->backgroundglosstexture = r_texture_white;
10281                         t->specularscale = r_shadow_gloss2intensity.value;
10282                         t->specularpower = r_shadow_gloss2exponent.value;
10283                 }
10284         }
10285         t->specularscale *= t->specularscalemod;
10286         t->specularpower *= t->specularpowermod;
10287
10288         // lightmaps mode looks bad with dlights using actual texturing, so turn
10289         // off the colormap and glossmap, but leave the normalmap on as it still
10290         // accurately represents the shading involved
10291         if (gl_lightmaps.integer)
10292         {
10293                 t->basetexture = r_texture_grey128;
10294                 t->pantstexture = r_texture_black;
10295                 t->shirttexture = r_texture_black;
10296                 t->nmaptexture = r_texture_blanknormalmap;
10297                 t->glosstexture = r_texture_black;
10298                 t->glowtexture = NULL;
10299                 t->fogtexture = NULL;
10300                 t->reflectmasktexture = NULL;
10301                 t->backgroundbasetexture = NULL;
10302                 t->backgroundnmaptexture = r_texture_blanknormalmap;
10303                 t->backgroundglosstexture = r_texture_black;
10304                 t->backgroundglowtexture = NULL;
10305                 t->specularscale = 0;
10306                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10307         }
10308
10309         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10310         VectorClear(t->dlightcolor);
10311         t->currentnumlayers = 0;
10312         if (t->currentmaterialflags & MATERIALFLAG_WALL)
10313         {
10314                 int blendfunc1, blendfunc2;
10315                 qboolean depthmask;
10316                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10317                 {
10318                         blendfunc1 = GL_SRC_ALPHA;
10319                         blendfunc2 = GL_ONE;
10320                 }
10321                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10322                 {
10323                         blendfunc1 = GL_SRC_ALPHA;
10324                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10325                 }
10326                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10327                 {
10328                         blendfunc1 = t->customblendfunc[0];
10329                         blendfunc2 = t->customblendfunc[1];
10330                 }
10331                 else
10332                 {
10333                         blendfunc1 = GL_ONE;
10334                         blendfunc2 = GL_ZERO;
10335                 }
10336                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10337                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10338                 {
10339                         // fullbright is not affected by r_refdef.lightmapintensity
10340                         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]);
10341                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10342                                 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]);
10343                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10344                                 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]);
10345                 }
10346                 else
10347                 {
10348                         vec3_t ambientcolor;
10349                         float colorscale;
10350                         // set the color tint used for lights affecting this surface
10351                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10352                         colorscale = 2;
10353                         // q3bsp has no lightmap updates, so the lightstylevalue that
10354                         // would normally be baked into the lightmap must be
10355                         // applied to the color
10356                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10357                         if (model->type == mod_brushq3)
10358                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10359                         colorscale *= r_refdef.lightmapintensity;
10360                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10361                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10362                         // basic lit geometry
10363                         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]);
10364                         // add pants/shirt if needed
10365                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10366                                 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]);
10367                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10368                                 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]);
10369                         // now add ambient passes if needed
10370                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10371                         {
10372                                 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]);
10373                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10374                                         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]);
10375                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10376                                         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]);
10377                         }
10378                 }
10379                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10380                         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]);
10381                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10382                 {
10383                         // if this is opaque use alpha blend which will darken the earlier
10384                         // passes cheaply.
10385                         //
10386                         // if this is an alpha blended material, all the earlier passes
10387                         // were darkened by fog already, so we only need to add the fog
10388                         // color ontop through the fog mask texture
10389                         //
10390                         // if this is an additive blended material, all the earlier passes
10391                         // were darkened by fog already, and we should not add fog color
10392                         // (because the background was not darkened, there is no fog color
10393                         // that was lost behind it).
10394                         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]);
10395                 }
10396         }
10397
10398         return t->currentframe;
10399 }
10400
10401 rsurfacestate_t rsurface;
10402
10403 void R_Mesh_ResizeArrays(int newvertices)
10404 {
10405         unsigned char *base;
10406         size_t size;
10407         if (rsurface.array_size >= newvertices)
10408                 return;
10409         if (rsurface.array_base)
10410                 Mem_Free(rsurface.array_base);
10411         rsurface.array_size = (newvertices + 1023) & ~1023;
10412         size = 0;
10413         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10414         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10415         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10416         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10417         size += rsurface.array_size * sizeof(float[3]);
10418         size += rsurface.array_size * sizeof(float[3]);
10419         size += rsurface.array_size * sizeof(float[3]);
10420         size += rsurface.array_size * sizeof(float[3]);
10421         size += rsurface.array_size * sizeof(float[3]);
10422         size += rsurface.array_size * sizeof(float[3]);
10423         size += rsurface.array_size * sizeof(float[3]);
10424         size += rsurface.array_size * sizeof(float[3]);
10425         size += rsurface.array_size * sizeof(float[4]);
10426         size += rsurface.array_size * sizeof(float[2]);
10427         size += rsurface.array_size * sizeof(float[2]);
10428         size += rsurface.array_size * sizeof(float[4]);
10429         size += rsurface.array_size * sizeof(int[3]);
10430         size += rsurface.array_size * sizeof(unsigned short[3]);
10431         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10432         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10433         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10434         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10435         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10436         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10437         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10438         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10439         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10440         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10441         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10442         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10443         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
10444         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10445         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10446         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
10447         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
10448         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
10449         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10450 }
10451
10452 void RSurf_ActiveWorldEntity(void)
10453 {
10454         dp_model_t *model = r_refdef.scene.worldmodel;
10455         //if (rsurface.entity == r_refdef.scene.worldentity)
10456         //      return;
10457         rsurface.entity = r_refdef.scene.worldentity;
10458         rsurface.skeleton = NULL;
10459         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10460         rsurface.ent_skinnum = 0;
10461         rsurface.ent_qwskin = -1;
10462         rsurface.ent_shadertime = 0;
10463         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10464         if (rsurface.array_size < model->surfmesh.num_vertices)
10465                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10466         rsurface.matrix = identitymatrix;
10467         rsurface.inversematrix = identitymatrix;
10468         rsurface.matrixscale = 1;
10469         rsurface.inversematrixscale = 1;
10470         R_EntityMatrix(&identitymatrix);
10471         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10472         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10473         rsurface.fograngerecip = r_refdef.fograngerecip;
10474         rsurface.fogheightfade = r_refdef.fogheightfade;
10475         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10476         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10477         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10478         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10479         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10480         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10481         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10482         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10483         rsurface.colormod[3] = 1;
10484         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);
10485         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10486         rsurface.frameblend[0].lerp = 1;
10487         rsurface.ent_alttextures = false;
10488         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10489         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10490         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10491         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10492         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10493         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10494         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10495         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10496         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10497         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10498         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10499         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10500         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10501         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10502         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10503         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10504         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10505         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10506         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10507         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10508         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10509         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10510         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10511         rsurface.modelelement3i = model->surfmesh.data_element3i;
10512         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10513         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10514         rsurface.modelelement3s = model->surfmesh.data_element3s;
10515         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10516         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10517         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10518         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10519         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10520         rsurface.modelsurfaces = model->data_surfaces;
10521         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10522         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10523         rsurface.modelvertexposition = model->surfmesh.vertexposition;
10524         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10525         rsurface.modelgeneratedvertex = false;
10526         rsurface.batchgeneratedvertex = false;
10527         rsurface.batchfirstvertex = 0;
10528         rsurface.batchnumvertices = 0;
10529         rsurface.batchfirsttriangle = 0;
10530         rsurface.batchnumtriangles = 0;
10531         rsurface.batchvertex3f  = NULL;
10532         rsurface.batchvertex3f_vertexbuffer = NULL;
10533         rsurface.batchvertex3f_bufferoffset = 0;
10534         rsurface.batchsvector3f = NULL;
10535         rsurface.batchsvector3f_vertexbuffer = NULL;
10536         rsurface.batchsvector3f_bufferoffset = 0;
10537         rsurface.batchtvector3f = NULL;
10538         rsurface.batchtvector3f_vertexbuffer = NULL;
10539         rsurface.batchtvector3f_bufferoffset = 0;
10540         rsurface.batchnormal3f  = NULL;
10541         rsurface.batchnormal3f_vertexbuffer = NULL;
10542         rsurface.batchnormal3f_bufferoffset = 0;
10543         rsurface.batchlightmapcolor4f = NULL;
10544         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10545         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10546         rsurface.batchtexcoordtexture2f = NULL;
10547         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10548         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10549         rsurface.batchtexcoordlightmap2f = NULL;
10550         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10551         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10552         rsurface.batchvertexmesh = NULL;
10553         rsurface.batchvertexmeshbuffer = NULL;
10554         rsurface.batchvertexposition = NULL;
10555         rsurface.batchvertexpositionbuffer = NULL;
10556         rsurface.batchelement3i = NULL;
10557         rsurface.batchelement3i_indexbuffer = NULL;
10558         rsurface.batchelement3i_bufferoffset = 0;
10559         rsurface.batchelement3s = NULL;
10560         rsurface.batchelement3s_indexbuffer = NULL;
10561         rsurface.batchelement3s_bufferoffset = 0;
10562         rsurface.passcolor4f = NULL;
10563         rsurface.passcolor4f_vertexbuffer = NULL;
10564         rsurface.passcolor4f_bufferoffset = 0;
10565 }
10566
10567 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10568 {
10569         dp_model_t *model = ent->model;
10570         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10571         //      return;
10572         rsurface.entity = (entity_render_t *)ent;
10573         rsurface.skeleton = ent->skeleton;
10574         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10575         rsurface.ent_skinnum = ent->skinnum;
10576         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;
10577         rsurface.ent_shadertime = ent->shadertime;
10578         rsurface.ent_flags = ent->flags;
10579         if (rsurface.array_size < model->surfmesh.num_vertices)
10580                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10581         rsurface.matrix = ent->matrix;
10582         rsurface.inversematrix = ent->inversematrix;
10583         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10584         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10585         R_EntityMatrix(&rsurface.matrix);
10586         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10587         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10588         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10589         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10590         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10591         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10592         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10593         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10594         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10595         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10596         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10597         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10598         rsurface.colormod[3] = ent->alpha;
10599         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10600         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10601         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10602         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10603         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10604         if (ent->model->brush.submodel && !prepass)
10605         {
10606                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10607                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10608         }
10609         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10610         {
10611                 if (ent->animcache_vertex3f && !r_framedata_failed)
10612                 {
10613                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10614                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10615                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10616                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10617                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10618                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10619                         rsurface.modelvertexposition = ent->animcache_vertexposition;
10620                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10621                 }
10622                 else if (wanttangents)
10623                 {
10624                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10625                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10626                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10627                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10628                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10629                         rsurface.modelvertexmesh = NULL;
10630                         rsurface.modelvertexmeshbuffer = NULL;
10631                         rsurface.modelvertexposition = NULL;
10632                         rsurface.modelvertexpositionbuffer = NULL;
10633                 }
10634                 else if (wantnormals)
10635                 {
10636                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10637                         rsurface.modelsvector3f = NULL;
10638                         rsurface.modeltvector3f = NULL;
10639                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10640                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10641                         rsurface.modelvertexmesh = NULL;
10642                         rsurface.modelvertexmeshbuffer = NULL;
10643                         rsurface.modelvertexposition = NULL;
10644                         rsurface.modelvertexpositionbuffer = NULL;
10645                 }
10646                 else
10647                 {
10648                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10649                         rsurface.modelsvector3f = NULL;
10650                         rsurface.modeltvector3f = NULL;
10651                         rsurface.modelnormal3f = NULL;
10652                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10653                         rsurface.modelvertexmesh = NULL;
10654                         rsurface.modelvertexmeshbuffer = NULL;
10655                         rsurface.modelvertexposition = NULL;
10656                         rsurface.modelvertexpositionbuffer = NULL;
10657                 }
10658                 rsurface.modelvertex3f_vertexbuffer = 0;
10659                 rsurface.modelvertex3f_bufferoffset = 0;
10660                 rsurface.modelsvector3f_vertexbuffer = 0;
10661                 rsurface.modelsvector3f_bufferoffset = 0;
10662                 rsurface.modeltvector3f_vertexbuffer = 0;
10663                 rsurface.modeltvector3f_bufferoffset = 0;
10664                 rsurface.modelnormal3f_vertexbuffer = 0;
10665                 rsurface.modelnormal3f_bufferoffset = 0;
10666                 rsurface.modelgeneratedvertex = true;
10667         }
10668         else
10669         {
10670                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10671                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10672                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10673                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10674                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10675                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10676                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10677                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10678                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10679                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10680                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10681                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10682                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10683                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10684                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10685                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10686                 rsurface.modelgeneratedvertex = false;
10687         }
10688         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10689         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10690         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10691         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10692         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10693         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10694         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10695         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10696         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10697         rsurface.modelelement3i = model->surfmesh.data_element3i;
10698         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10699         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10700         rsurface.modelelement3s = model->surfmesh.data_element3s;
10701         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10702         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10703         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10704         rsurface.modelnumvertices = model->surfmesh.num_vertices;
10705         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10706         rsurface.modelsurfaces = model->data_surfaces;
10707         rsurface.batchgeneratedvertex = false;
10708         rsurface.batchfirstvertex = 0;
10709         rsurface.batchnumvertices = 0;
10710         rsurface.batchfirsttriangle = 0;
10711         rsurface.batchnumtriangles = 0;
10712         rsurface.batchvertex3f  = NULL;
10713         rsurface.batchvertex3f_vertexbuffer = NULL;
10714         rsurface.batchvertex3f_bufferoffset = 0;
10715         rsurface.batchsvector3f = NULL;
10716         rsurface.batchsvector3f_vertexbuffer = NULL;
10717         rsurface.batchsvector3f_bufferoffset = 0;
10718         rsurface.batchtvector3f = NULL;
10719         rsurface.batchtvector3f_vertexbuffer = NULL;
10720         rsurface.batchtvector3f_bufferoffset = 0;
10721         rsurface.batchnormal3f  = NULL;
10722         rsurface.batchnormal3f_vertexbuffer = NULL;
10723         rsurface.batchnormal3f_bufferoffset = 0;
10724         rsurface.batchlightmapcolor4f = NULL;
10725         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10726         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10727         rsurface.batchtexcoordtexture2f = NULL;
10728         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10729         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10730         rsurface.batchtexcoordlightmap2f = NULL;
10731         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10732         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10733         rsurface.batchvertexmesh = NULL;
10734         rsurface.batchvertexmeshbuffer = NULL;
10735         rsurface.batchvertexposition = NULL;
10736         rsurface.batchvertexpositionbuffer = NULL;
10737         rsurface.batchelement3i = NULL;
10738         rsurface.batchelement3i_indexbuffer = NULL;
10739         rsurface.batchelement3i_bufferoffset = 0;
10740         rsurface.batchelement3s = NULL;
10741         rsurface.batchelement3s_indexbuffer = NULL;
10742         rsurface.batchelement3s_bufferoffset = 0;
10743         rsurface.passcolor4f = NULL;
10744         rsurface.passcolor4f_vertexbuffer = NULL;
10745         rsurface.passcolor4f_bufferoffset = 0;
10746 }
10747
10748 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)
10749 {
10750         int i;
10751
10752         rsurface.entity = r_refdef.scene.worldentity;
10753         rsurface.skeleton = NULL;
10754         rsurface.ent_skinnum = 0;
10755         rsurface.ent_qwskin = -1;
10756         rsurface.ent_shadertime = shadertime;
10757         rsurface.ent_flags = entflags;
10758         rsurface.modelnumvertices = numvertices;
10759         rsurface.modelnumtriangles = numtriangles;
10760         if (rsurface.array_size < rsurface.modelnumvertices)
10761                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10762         rsurface.matrix = *matrix;
10763         rsurface.inversematrix = *inversematrix;
10764         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10765         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10766         R_EntityMatrix(&rsurface.matrix);
10767         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10768         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10769         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10770         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10771         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10772         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10773         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10774         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10775         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10776         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10777         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10778         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10779         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);
10780         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10781         rsurface.frameblend[0].lerp = 1;
10782         rsurface.ent_alttextures = false;
10783         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10784         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10785         if (wanttangents)
10786         {
10787                 rsurface.modelvertex3f = vertex3f;
10788                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10789                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10790                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10791         }
10792         else if (wantnormals)
10793         {
10794                 rsurface.modelvertex3f = vertex3f;
10795                 rsurface.modelsvector3f = NULL;
10796                 rsurface.modeltvector3f = NULL;
10797                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10798         }
10799         else
10800         {
10801                 rsurface.modelvertex3f = vertex3f;
10802                 rsurface.modelsvector3f = NULL;
10803                 rsurface.modeltvector3f = NULL;
10804                 rsurface.modelnormal3f = NULL;
10805         }
10806         rsurface.modelvertexmesh = NULL;
10807         rsurface.modelvertexmeshbuffer = NULL;
10808         rsurface.modelvertexposition = NULL;
10809         rsurface.modelvertexpositionbuffer = NULL;
10810         rsurface.modelvertex3f_vertexbuffer = 0;
10811         rsurface.modelvertex3f_bufferoffset = 0;
10812         rsurface.modelsvector3f_vertexbuffer = 0;
10813         rsurface.modelsvector3f_bufferoffset = 0;
10814         rsurface.modeltvector3f_vertexbuffer = 0;
10815         rsurface.modeltvector3f_bufferoffset = 0;
10816         rsurface.modelnormal3f_vertexbuffer = 0;
10817         rsurface.modelnormal3f_bufferoffset = 0;
10818         rsurface.modelgeneratedvertex = true;
10819         rsurface.modellightmapcolor4f  = color4f;
10820         rsurface.modellightmapcolor4f_vertexbuffer = 0;
10821         rsurface.modellightmapcolor4f_bufferoffset = 0;
10822         rsurface.modeltexcoordtexture2f  = texcoord2f;
10823         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10824         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10825         rsurface.modeltexcoordlightmap2f  = NULL;
10826         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10827         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10828         rsurface.modelelement3i = element3i;
10829         rsurface.modelelement3i_indexbuffer = NULL;
10830         rsurface.modelelement3i_bufferoffset = 0;
10831         rsurface.modelelement3s = element3s;
10832         rsurface.modelelement3s_indexbuffer = NULL;
10833         rsurface.modelelement3s_bufferoffset = 0;
10834         rsurface.modellightmapoffsets = NULL;
10835         rsurface.modelsurfaces = NULL;
10836         rsurface.batchgeneratedvertex = false;
10837         rsurface.batchfirstvertex = 0;
10838         rsurface.batchnumvertices = 0;
10839         rsurface.batchfirsttriangle = 0;
10840         rsurface.batchnumtriangles = 0;
10841         rsurface.batchvertex3f  = NULL;
10842         rsurface.batchvertex3f_vertexbuffer = NULL;
10843         rsurface.batchvertex3f_bufferoffset = 0;
10844         rsurface.batchsvector3f = NULL;
10845         rsurface.batchsvector3f_vertexbuffer = NULL;
10846         rsurface.batchsvector3f_bufferoffset = 0;
10847         rsurface.batchtvector3f = NULL;
10848         rsurface.batchtvector3f_vertexbuffer = NULL;
10849         rsurface.batchtvector3f_bufferoffset = 0;
10850         rsurface.batchnormal3f  = NULL;
10851         rsurface.batchnormal3f_vertexbuffer = NULL;
10852         rsurface.batchnormal3f_bufferoffset = 0;
10853         rsurface.batchlightmapcolor4f = NULL;
10854         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10855         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10856         rsurface.batchtexcoordtexture2f = NULL;
10857         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10858         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10859         rsurface.batchtexcoordlightmap2f = NULL;
10860         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10861         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10862         rsurface.batchvertexmesh = NULL;
10863         rsurface.batchvertexmeshbuffer = NULL;
10864         rsurface.batchvertexposition = NULL;
10865         rsurface.batchvertexpositionbuffer = NULL;
10866         rsurface.batchelement3i = NULL;
10867         rsurface.batchelement3i_indexbuffer = NULL;
10868         rsurface.batchelement3i_bufferoffset = 0;
10869         rsurface.batchelement3s = NULL;
10870         rsurface.batchelement3s_indexbuffer = NULL;
10871         rsurface.batchelement3s_bufferoffset = 0;
10872         rsurface.passcolor4f = NULL;
10873         rsurface.passcolor4f_vertexbuffer = NULL;
10874         rsurface.passcolor4f_bufferoffset = 0;
10875
10876         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10877         {
10878                 if ((wantnormals || wanttangents) && !normal3f)
10879                 {
10880                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10881                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10882                 }
10883                 if (wanttangents && !svector3f)
10884                 {
10885                         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);
10886                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10887                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10888                 }
10889         }
10890
10891         // now convert arrays into vertexmesh structs
10892         for (i = 0;i < numvertices;i++)
10893         {
10894                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10895                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10896                 if (rsurface.modelsvector3f)
10897                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10898                 if (rsurface.modeltvector3f)
10899                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10900                 if (rsurface.modelnormal3f)
10901                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10902                 if (rsurface.modellightmapcolor4f)
10903                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10904                 if (rsurface.modeltexcoordtexture2f)
10905                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10906                 if (rsurface.modeltexcoordlightmap2f)
10907                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10908         }
10909 }
10910
10911 float RSurf_FogPoint(const float *v)
10912 {
10913         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10914         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10915         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10916         float FogHeightFade = r_refdef.fogheightfade;
10917         float fogfrac;
10918         unsigned int fogmasktableindex;
10919         if (r_refdef.fogplaneviewabove)
10920                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10921         else
10922                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10923         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10924         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10925 }
10926
10927 float RSurf_FogVertex(const float *v)
10928 {
10929         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10930         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10931         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10932         float FogHeightFade = rsurface.fogheightfade;
10933         float fogfrac;
10934         unsigned int fogmasktableindex;
10935         if (r_refdef.fogplaneviewabove)
10936                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10937         else
10938                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10939         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10940         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10941 }
10942
10943 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10944 {
10945         int i;
10946         for (i = 0;i < numelements;i++)
10947                 outelement3i[i] = inelement3i[i] + adjust;
10948 }
10949
10950 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10951 extern cvar_t gl_vbo;
10952 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10953 {
10954         int deformindex;
10955         int firsttriangle;
10956         int numtriangles;
10957         int firstvertex;
10958         int endvertex;
10959         int numvertices;
10960         int surfacefirsttriangle;
10961         int surfacenumtriangles;
10962         int surfacefirstvertex;
10963         int surfaceendvertex;
10964         int surfacenumvertices;
10965         int surfaceadjustvertex;
10966         int needsupdate;
10967         int i, j;
10968         qboolean gaps;
10969         qboolean dynamicvertex;
10970         float amplitude;
10971         float animpos;
10972         float scale;
10973         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10974         float waveparms[4];
10975         q3shaderinfo_deform_t *deform;
10976         const msurface_t *surface, *firstsurface;
10977         r_vertexposition_t *vertexposition;
10978         r_vertexmesh_t *vertexmesh;
10979         if (!texturenumsurfaces)
10980                 return;
10981         // find vertex range of this surface batch
10982         gaps = false;
10983         firstsurface = texturesurfacelist[0];
10984         firsttriangle = firstsurface->num_firsttriangle;
10985         numtriangles = 0;
10986         firstvertex = endvertex = firstsurface->num_firstvertex;
10987         for (i = 0;i < texturenumsurfaces;i++)
10988         {
10989                 surface = texturesurfacelist[i];
10990                 if (surface != firstsurface + i)
10991                         gaps = true;
10992                 surfacefirstvertex = surface->num_firstvertex;
10993                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10994                 surfacenumtriangles = surface->num_triangles;
10995                 if (firstvertex > surfacefirstvertex)
10996                         firstvertex = surfacefirstvertex;
10997                 if (endvertex < surfaceendvertex)
10998                         endvertex = surfaceendvertex;
10999                 numtriangles += surfacenumtriangles;
11000         }
11001         if (!numtriangles)
11002                 return;
11003
11004         // we now know the vertex range used, and if there are any gaps in it
11005         rsurface.batchfirstvertex = firstvertex;
11006         rsurface.batchnumvertices = endvertex - firstvertex;
11007         rsurface.batchfirsttriangle = firsttriangle;
11008         rsurface.batchnumtriangles = numtriangles;
11009
11010         // this variable holds flags for which properties have been updated that
11011         // may require regenerating vertexmesh or vertexposition arrays...
11012         needsupdate = 0;
11013
11014         // check if any dynamic vertex processing must occur
11015         dynamicvertex = false;
11016
11017         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11018                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11019         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11020         {
11021                 switch (deform->deform)
11022                 {
11023                 default:
11024                 case Q3DEFORM_PROJECTIONSHADOW:
11025                 case Q3DEFORM_TEXT0:
11026                 case Q3DEFORM_TEXT1:
11027                 case Q3DEFORM_TEXT2:
11028                 case Q3DEFORM_TEXT3:
11029                 case Q3DEFORM_TEXT4:
11030                 case Q3DEFORM_TEXT5:
11031                 case Q3DEFORM_TEXT6:
11032                 case Q3DEFORM_TEXT7:
11033                 case Q3DEFORM_NONE:
11034                         break;
11035                 case Q3DEFORM_AUTOSPRITE:
11036                         dynamicvertex = true;
11037                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11038                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11039                         break;
11040                 case Q3DEFORM_AUTOSPRITE2:
11041                         dynamicvertex = true;
11042                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11043                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11044                         break;
11045                 case Q3DEFORM_NORMAL:
11046                         dynamicvertex = true;
11047                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11048                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11049                         break;
11050                 case Q3DEFORM_WAVE:
11051                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11052                                 break; // if wavefunc is a nop, ignore this transform
11053                         dynamicvertex = true;
11054                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11055                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11056                         break;
11057                 case Q3DEFORM_BULGE:
11058                         dynamicvertex = true;
11059                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11060                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11061                         break;
11062                 case Q3DEFORM_MOVE:
11063                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11064                                 break; // if wavefunc is a nop, ignore this transform
11065                         dynamicvertex = true;
11066                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11067                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11068                         break;
11069                 }
11070         }
11071         switch(rsurface.texture->tcgen.tcgen)
11072         {
11073         default:
11074         case Q3TCGEN_TEXTURE:
11075                 break;
11076         case Q3TCGEN_LIGHTMAP:
11077                 dynamicvertex = true;
11078                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11079                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11080                 break;
11081         case Q3TCGEN_VECTOR:
11082                 dynamicvertex = true;
11083                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11084                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11085                 break;
11086         case Q3TCGEN_ENVIRONMENT:
11087                 dynamicvertex = true;
11088                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11089                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11090                 break;
11091         }
11092         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11093         {
11094                 dynamicvertex = true;
11095                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11096                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11097         }
11098
11099         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11100         {
11101                 dynamicvertex = true;
11102                 batchneed |= BATCHNEED_NOGAPS;
11103                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11104         }
11105
11106         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11107         {
11108                 dynamicvertex = true;
11109                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11110                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11111         }
11112
11113         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11114         {
11115                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11116                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
11117                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
11118                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
11119                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11120                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11121                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11122         }
11123
11124         // when the model data has no vertex buffer (dynamic mesh), we need to
11125         // eliminate gaps
11126         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
11127                 batchneed |= BATCHNEED_NOGAPS;
11128
11129         // if needsupdate, we have to do a dynamic vertex batch for sure
11130         if (needsupdate & batchneed)
11131                 dynamicvertex = true;
11132
11133         // see if we need to build vertexmesh from arrays
11134         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11135                 dynamicvertex = true;
11136
11137         // see if we need to build vertexposition from arrays
11138         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11139                 dynamicvertex = true;
11140
11141         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11142         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11143                 dynamicvertex = true;
11144
11145         // if there is a chance of animated vertex colors, it's a dynamic batch
11146         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11147                 dynamicvertex = true;
11148
11149         rsurface.batchvertex3f = rsurface.modelvertex3f;
11150         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11151         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11152         rsurface.batchsvector3f = rsurface.modelsvector3f;
11153         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11154         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11155         rsurface.batchtvector3f = rsurface.modeltvector3f;
11156         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11157         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11158         rsurface.batchnormal3f = rsurface.modelnormal3f;
11159         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11160         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11161         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11162         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
11163         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
11164         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11165         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
11166         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
11167         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11168         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11169         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11170         rsurface.batchvertexposition = rsurface.modelvertexposition;
11171         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11172         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11173         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11174         rsurface.batchelement3i = rsurface.modelelement3i;
11175         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11176         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11177         rsurface.batchelement3s = rsurface.modelelement3s;
11178         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11179         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11180
11181         // if any dynamic vertex processing has to occur in software, we copy the
11182         // entire surface list together before processing to rebase the vertices
11183         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11184         //
11185         // if any gaps exist and we do not have a static vertex buffer, we have to
11186         // copy the surface list together to avoid wasting upload bandwidth on the
11187         // vertices in the gaps.
11188         //
11189         // if gaps exist and we have a static vertex buffer, we still have to
11190         // combine the index buffer ranges into one dynamic index buffer.
11191         //
11192         // in all cases we end up with data that can be drawn in one call.
11193
11194         if (!dynamicvertex)
11195         {
11196                 // static vertex data, just set pointers...
11197                 rsurface.batchgeneratedvertex = false;
11198                 // if there are gaps, we want to build a combined index buffer,
11199                 // otherwise use the original static buffer with an appropriate offset
11200                 if (gaps)
11201                 {
11202                         firsttriangle = 0;
11203                         numtriangles = 0;
11204                         for (i = 0;i < texturenumsurfaces;i++)
11205                         {
11206                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11207                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11208                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11209                                 numtriangles += surfacenumtriangles;
11210                         }
11211                         rsurface.batchelement3i = rsurface.array_batchelement3i;
11212                         rsurface.batchelement3i_indexbuffer = NULL;
11213                         rsurface.batchelement3i_bufferoffset = 0;
11214                         rsurface.batchelement3s = NULL;
11215                         rsurface.batchelement3s_indexbuffer = NULL;
11216                         rsurface.batchelement3s_bufferoffset = 0;
11217                         if (endvertex <= 65536)
11218                         {
11219                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
11220                                 for (i = 0;i < numtriangles*3;i++)
11221                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11222                         }
11223                         rsurface.batchfirsttriangle = firsttriangle;
11224                         rsurface.batchnumtriangles = numtriangles;
11225                 }
11226                 return;
11227         }
11228
11229         // something needs software processing, do it for real...
11230         // we only directly handle interleaved array data in this case...
11231         rsurface.batchgeneratedvertex = true;
11232
11233         // now copy the vertex data into a combined array and make an index array
11234         // (this is what Quake3 does all the time)
11235         //if (gaps || rsurface.batchfirstvertex)
11236         {
11237                 rsurface.batchvertexposition = NULL;
11238                 rsurface.batchvertexpositionbuffer = NULL;
11239                 rsurface.batchvertexmesh = NULL;
11240                 rsurface.batchvertexmeshbuffer = NULL;
11241                 rsurface.batchvertex3f = NULL;
11242                 rsurface.batchvertex3f_vertexbuffer = NULL;
11243                 rsurface.batchvertex3f_bufferoffset = 0;
11244                 rsurface.batchsvector3f = NULL;
11245                 rsurface.batchsvector3f_vertexbuffer = NULL;
11246                 rsurface.batchsvector3f_bufferoffset = 0;
11247                 rsurface.batchtvector3f = NULL;
11248                 rsurface.batchtvector3f_vertexbuffer = NULL;
11249                 rsurface.batchtvector3f_bufferoffset = 0;
11250                 rsurface.batchnormal3f = NULL;
11251                 rsurface.batchnormal3f_vertexbuffer = NULL;
11252                 rsurface.batchnormal3f_bufferoffset = 0;
11253                 rsurface.batchlightmapcolor4f = NULL;
11254                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11255                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11256                 rsurface.batchtexcoordtexture2f = NULL;
11257                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11258                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11259                 rsurface.batchtexcoordlightmap2f = NULL;
11260                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11261                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11262                 rsurface.batchelement3i = rsurface.array_batchelement3i;
11263                 rsurface.batchelement3i_indexbuffer = NULL;
11264                 rsurface.batchelement3i_bufferoffset = 0;
11265                 rsurface.batchelement3s = NULL;
11266                 rsurface.batchelement3s_indexbuffer = NULL;
11267                 rsurface.batchelement3s_bufferoffset = 0;
11268                 // we'll only be setting up certain arrays as needed
11269                 if (batchneed & BATCHNEED_VERTEXPOSITION)
11270                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11271                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11272                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11273                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11274                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11275                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11276                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11277                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11278                 {
11279                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11280                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11281                 }
11282                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11283                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11284                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11285                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11286                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11287                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11288                 numvertices = 0;
11289                 numtriangles = 0;
11290                 for (i = 0;i < texturenumsurfaces;i++)
11291                 {
11292                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11293                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
11294                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11295                         surfaceadjustvertex = numvertices - surfacefirstvertex;
11296                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11297                         // copy only the data requested
11298                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11299                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11300                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11301                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11302                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11303                         {
11304                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11305                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11306                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11307                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11308                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11309                                 {
11310                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11311                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11312                                 }
11313                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11314                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11315                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11316                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11317                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11318                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11319                         }
11320                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11321                         numvertices += surfacenumvertices;
11322                         numtriangles += surfacenumtriangles;
11323                 }
11324
11325                 // generate a 16bit index array as well if possible
11326                 // (in general, dynamic batches fit)
11327                 if (numvertices <= 65536)
11328                 {
11329                         rsurface.batchelement3s = rsurface.array_batchelement3s;
11330                         for (i = 0;i < numtriangles*3;i++)
11331                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11332                 }
11333
11334                 // since we've copied everything, the batch now starts at 0
11335                 rsurface.batchfirstvertex = 0;
11336                 rsurface.batchnumvertices = numvertices;
11337                 rsurface.batchfirsttriangle = 0;
11338                 rsurface.batchnumtriangles = numtriangles;
11339         }
11340
11341         // q1bsp surfaces rendered in vertex color mode have to have colors
11342         // calculated based on lightstyles
11343         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11344         {
11345                 // generate color arrays for the surfaces in this list
11346                 int c[4];
11347                 int scale;
11348                 int size3;
11349                 const int *offsets;
11350                 const unsigned char *lm;
11351                 numvertices = 0;
11352                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11353                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11354                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11355                 for (i = 0;i < texturenumsurfaces;i++)
11356                 {
11357                         surface = texturesurfacelist[i];
11358                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11359                         surfacenumvertices = surface->num_vertices;
11360                         if (surface->lightmapinfo->samples)
11361                         {
11362                                 for (j = 0;j < surfacenumvertices;j++)
11363                                 {
11364                                         lm = surface->lightmapinfo->samples + offsets[j];
11365                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11366                                         VectorScale(lm, scale, c);
11367                                         if (surface->lightmapinfo->styles[1] != 255)
11368                                         {
11369                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11370                                                 lm += size3;
11371                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11372                                                 VectorMA(c, scale, lm, c);
11373                                                 if (surface->lightmapinfo->styles[2] != 255)
11374                                                 {
11375                                                         lm += size3;
11376                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11377                                                         VectorMA(c, scale, lm, c);
11378                                                         if (surface->lightmapinfo->styles[3] != 255)
11379                                                         {
11380                                                                 lm += size3;
11381                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11382                                                                 VectorMA(c, scale, lm, c);
11383                                                         }
11384                                                 }
11385                                         }
11386                                         c[0] >>= 15;
11387                                         c[1] >>= 15;
11388                                         c[2] >>= 15;
11389                                         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);
11390                                         numvertices++;
11391                                 }
11392                         }
11393                         else
11394                         {
11395                                 for (j = 0;j < surfacenumvertices;j++)
11396                                 {
11397                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11398                                         numvertices++;
11399                                 }
11400                         }
11401                 }
11402         }
11403
11404         // if vertices are deformed (sprite flares and things in maps, possibly
11405         // water waves, bulges and other deformations), modify the copied vertices
11406         // in place
11407         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11408         {
11409                 switch (deform->deform)
11410                 {
11411                 default:
11412                 case Q3DEFORM_PROJECTIONSHADOW:
11413                 case Q3DEFORM_TEXT0:
11414                 case Q3DEFORM_TEXT1:
11415                 case Q3DEFORM_TEXT2:
11416                 case Q3DEFORM_TEXT3:
11417                 case Q3DEFORM_TEXT4:
11418                 case Q3DEFORM_TEXT5:
11419                 case Q3DEFORM_TEXT6:
11420                 case Q3DEFORM_TEXT7:
11421                 case Q3DEFORM_NONE:
11422                         break;
11423                 case Q3DEFORM_AUTOSPRITE:
11424                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11425                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11426                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11427                         VectorNormalize(newforward);
11428                         VectorNormalize(newright);
11429                         VectorNormalize(newup);
11430                         // a single autosprite surface can contain multiple sprites...
11431                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11432                         {
11433                                 VectorClear(center);
11434                                 for (i = 0;i < 4;i++)
11435                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11436                                 VectorScale(center, 0.25f, center);
11437                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11438                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11439                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11440                                 for (i = 0;i < 4;i++)
11441                                 {
11442                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11443                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11444                                 }
11445                         }
11446                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11447                         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);
11448                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11449                         rsurface.batchvertex3f_vertexbuffer = NULL;
11450                         rsurface.batchvertex3f_bufferoffset = 0;
11451                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11452                         rsurface.batchsvector3f_vertexbuffer = NULL;
11453                         rsurface.batchsvector3f_bufferoffset = 0;
11454                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11455                         rsurface.batchtvector3f_vertexbuffer = NULL;
11456                         rsurface.batchtvector3f_bufferoffset = 0;
11457                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11458                         rsurface.batchnormal3f_vertexbuffer = NULL;
11459                         rsurface.batchnormal3f_bufferoffset = 0;
11460                         break;
11461                 case Q3DEFORM_AUTOSPRITE2:
11462                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11463                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11464                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11465                         VectorNormalize(newforward);
11466                         VectorNormalize(newright);
11467                         VectorNormalize(newup);
11468                         {
11469                                 const float *v1, *v2;
11470                                 vec3_t start, end;
11471                                 float f, l;
11472                                 struct
11473                                 {
11474                                         float length2;
11475                                         const float *v1;
11476                                         const float *v2;
11477                                 }
11478                                 shortest[2];
11479                                 memset(shortest, 0, sizeof(shortest));
11480                                 // a single autosprite surface can contain multiple sprites...
11481                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11482                                 {
11483                                         VectorClear(center);
11484                                         for (i = 0;i < 4;i++)
11485                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11486                                         VectorScale(center, 0.25f, center);
11487                                         // find the two shortest edges, then use them to define the
11488                                         // axis vectors for rotating around the central axis
11489                                         for (i = 0;i < 6;i++)
11490                                         {
11491                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11492                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11493                                                 l = VectorDistance2(v1, v2);
11494                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11495                                                 if (v1[2] != v2[2])
11496                                                         l += (1.0f / 1024.0f);
11497                                                 if (shortest[0].length2 > l || i == 0)
11498                                                 {
11499                                                         shortest[1] = shortest[0];
11500                                                         shortest[0].length2 = l;
11501                                                         shortest[0].v1 = v1;
11502                                                         shortest[0].v2 = v2;
11503                                                 }
11504                                                 else if (shortest[1].length2 > l || i == 1)
11505                                                 {
11506                                                         shortest[1].length2 = l;
11507                                                         shortest[1].v1 = v1;
11508                                                         shortest[1].v2 = v2;
11509                                                 }
11510                                         }
11511                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11512                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11513                                         // this calculates the right vector from the shortest edge
11514                                         // and the up vector from the edge midpoints
11515                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11516                                         VectorNormalize(right);
11517                                         VectorSubtract(end, start, up);
11518                                         VectorNormalize(up);
11519                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11520                                         VectorSubtract(rsurface.localvieworigin, center, forward);
11521                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11522                                         VectorNegate(forward, forward);
11523                                         VectorReflect(forward, 0, up, forward);
11524                                         VectorNormalize(forward);
11525                                         CrossProduct(up, forward, newright);
11526                                         VectorNormalize(newright);
11527                                         // rotate the quad around the up axis vector, this is made
11528                                         // especially easy by the fact we know the quad is flat,
11529                                         // so we only have to subtract the center position and
11530                                         // measure distance along the right vector, and then
11531                                         // multiply that by the newright vector and add back the
11532                                         // center position
11533                                         // we also need to subtract the old position to undo the
11534                                         // displacement from the center, which we do with a
11535                                         // DotProduct, the subtraction/addition of center is also
11536                                         // optimized into DotProducts here
11537                                         l = DotProduct(right, center);
11538                                         for (i = 0;i < 4;i++)
11539                                         {
11540                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
11541                                                 f = DotProduct(right, v1) - l;
11542                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11543                                         }
11544                                 }
11545                         }
11546                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11547                         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);
11548                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11549                         rsurface.batchvertex3f_vertexbuffer = NULL;
11550                         rsurface.batchvertex3f_bufferoffset = 0;
11551                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11552                         rsurface.batchsvector3f_vertexbuffer = NULL;
11553                         rsurface.batchsvector3f_bufferoffset = 0;
11554                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11555                         rsurface.batchtvector3f_vertexbuffer = NULL;
11556                         rsurface.batchtvector3f_bufferoffset = 0;
11557                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11558                         rsurface.batchnormal3f_vertexbuffer = NULL;
11559                         rsurface.batchnormal3f_bufferoffset = 0;
11560                         break;
11561                 case Q3DEFORM_NORMAL:
11562                         // deform the normals to make reflections wavey
11563                         for (j = 0;j < rsurface.batchnumvertices;j++)
11564                         {
11565                                 float vertex[3];
11566                                 float *normal = rsurface.array_batchnormal3f + 3*j;
11567                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11568                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11569                                 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]);
11570                                 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]);
11571                                 VectorNormalize(normal);
11572                         }
11573                         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);
11574                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11575                         rsurface.batchsvector3f_vertexbuffer = NULL;
11576                         rsurface.batchsvector3f_bufferoffset = 0;
11577                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11578                         rsurface.batchtvector3f_vertexbuffer = NULL;
11579                         rsurface.batchtvector3f_bufferoffset = 0;
11580                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11581                         rsurface.batchnormal3f_vertexbuffer = NULL;
11582                         rsurface.batchnormal3f_bufferoffset = 0;
11583                         break;
11584                 case Q3DEFORM_WAVE:
11585                         // deform vertex array to make wavey water and flags and such
11586                         waveparms[0] = deform->waveparms[0];
11587                         waveparms[1] = deform->waveparms[1];
11588                         waveparms[2] = deform->waveparms[2];
11589                         waveparms[3] = deform->waveparms[3];
11590                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11591                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11592                         // this is how a divisor of vertex influence on deformation
11593                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11594                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11595                         for (j = 0;j < rsurface.batchnumvertices;j++)
11596                         {
11597                                 // if the wavefunc depends on time, evaluate it per-vertex
11598                                 if (waveparms[3])
11599                                 {
11600                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11601                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11602                                 }
11603                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11604                         }
11605                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11606                         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);
11607                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11608                         rsurface.batchvertex3f_vertexbuffer = NULL;
11609                         rsurface.batchvertex3f_bufferoffset = 0;
11610                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11611                         rsurface.batchsvector3f_vertexbuffer = NULL;
11612                         rsurface.batchsvector3f_bufferoffset = 0;
11613                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11614                         rsurface.batchtvector3f_vertexbuffer = NULL;
11615                         rsurface.batchtvector3f_bufferoffset = 0;
11616                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11617                         rsurface.batchnormal3f_vertexbuffer = NULL;
11618                         rsurface.batchnormal3f_bufferoffset = 0;
11619                         break;
11620                 case Q3DEFORM_BULGE:
11621                         // deform vertex array to make the surface have moving bulges
11622                         for (j = 0;j < rsurface.batchnumvertices;j++)
11623                         {
11624                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11625                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11626                         }
11627                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11628                         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);
11629                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11630                         rsurface.batchvertex3f_vertexbuffer = NULL;
11631                         rsurface.batchvertex3f_bufferoffset = 0;
11632                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11633                         rsurface.batchsvector3f_vertexbuffer = NULL;
11634                         rsurface.batchsvector3f_bufferoffset = 0;
11635                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11636                         rsurface.batchtvector3f_vertexbuffer = NULL;
11637                         rsurface.batchtvector3f_bufferoffset = 0;
11638                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11639                         rsurface.batchnormal3f_vertexbuffer = NULL;
11640                         rsurface.batchnormal3f_bufferoffset = 0;
11641                         break;
11642                 case Q3DEFORM_MOVE:
11643                         // deform vertex array
11644                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11645                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
11646                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11647                         VectorScale(deform->parms, scale, waveparms);
11648                         for (j = 0;j < rsurface.batchnumvertices;j++)
11649                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11650                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11651                         rsurface.batchvertex3f_vertexbuffer = NULL;
11652                         rsurface.batchvertex3f_bufferoffset = 0;
11653                         break;
11654                 }
11655         }
11656
11657         // generate texcoords based on the chosen texcoord source
11658         switch(rsurface.texture->tcgen.tcgen)
11659         {
11660         default:
11661         case Q3TCGEN_TEXTURE:
11662                 break;
11663         case Q3TCGEN_LIGHTMAP:
11664                 if (rsurface.batchtexcoordlightmap2f)
11665                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11666                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11667                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11668                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11669                 break;
11670         case Q3TCGEN_VECTOR:
11671                 for (j = 0;j < rsurface.batchnumvertices;j++)
11672                 {
11673                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11674                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11675                 }
11676                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11677                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11678                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11679                 break;
11680         case Q3TCGEN_ENVIRONMENT:
11681                 // make environment reflections using a spheremap
11682                 for (j = 0;j < rsurface.batchnumvertices;j++)
11683                 {
11684                         // identical to Q3A's method, but executed in worldspace so
11685                         // carried models can be shiny too
11686
11687                         float viewer[3], d, reflected[3], worldreflected[3];
11688
11689                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11690                         // VectorNormalize(viewer);
11691
11692                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11693
11694                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11695                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11696                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11697                         // note: this is proportinal to viewer, so we can normalize later
11698
11699                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11700                         VectorNormalize(worldreflected);
11701
11702                         // note: this sphere map only uses world x and z!
11703                         // so positive and negative y will LOOK THE SAME.
11704                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11705                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11706                 }
11707                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11708                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11709                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11710                 break;
11711         }
11712         // the only tcmod that needs software vertex processing is turbulent, so
11713         // check for it here and apply the changes if needed
11714         // and we only support that as the first one
11715         // (handling a mixture of turbulent and other tcmods would be problematic
11716         //  without punting it entirely to a software path)
11717         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11718         {
11719                 amplitude = rsurface.texture->tcmods[0].parms[1];
11720                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11721                 for (j = 0;j < rsurface.batchnumvertices;j++)
11722                 {
11723                         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);
11724                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11725                 }
11726                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11727                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11728                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11729         }
11730
11731         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11732         {
11733                 // convert the modified arrays to vertex structs
11734                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11735                 rsurface.batchvertexmeshbuffer = NULL;
11736                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11737                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11738                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11739                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11740                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11741                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11742                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11743                 {
11744                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11745                         {
11746                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11747                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11748                         }
11749                 }
11750                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11751                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11752                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11753                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11754                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11755                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11756                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11757                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11758                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11759         }
11760
11761         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11762         {
11763                 // convert the modified arrays to vertex structs
11764                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11765                 rsurface.batchvertexpositionbuffer = NULL;
11766                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11767                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11768                 else
11769                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11770                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11771         }
11772 }
11773
11774 void RSurf_DrawBatch(void)
11775 {
11776         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);
11777 }
11778
11779 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11780 {
11781         // pick the closest matching water plane
11782         int planeindex, vertexindex, bestplaneindex = -1;
11783         float d, bestd;
11784         vec3_t vert;
11785         const float *v;
11786         r_waterstate_waterplane_t *p;
11787         bestd = 0;
11788         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11789         {
11790                 if(p->camera_entity != rsurface.texture->camera_entity)
11791                         continue;
11792                 d = 0;
11793                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11794                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11795                 {
11796                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
11797                         d += fabs(PlaneDiff(vert, &p->plane));
11798                 }
11799                 if (bestd > d || bestplaneindex < 0)
11800                 {
11801                         bestd = d;
11802                         bestplaneindex = planeindex;
11803                 }
11804         }
11805         return bestplaneindex;
11806 }
11807
11808 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11809 {
11810         int i;
11811         for (i = 0;i < rsurface.batchnumvertices;i++)
11812                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11813         rsurface.passcolor4f = rsurface.array_passcolor4f;
11814         rsurface.passcolor4f_vertexbuffer = 0;
11815         rsurface.passcolor4f_bufferoffset = 0;
11816 }
11817
11818 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11819 {
11820         int i;
11821         float f;
11822         const float *v;
11823         const float *c;
11824         float *c2;
11825         if (rsurface.passcolor4f)
11826         {
11827                 // generate color arrays
11828                 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)
11829                 {
11830                         f = RSurf_FogVertex(v);
11831                         c2[0] = c[0] * f;
11832                         c2[1] = c[1] * f;
11833                         c2[2] = c[2] * f;
11834                         c2[3] = c[3];
11835                 }
11836         }
11837         else
11838         {
11839                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11840                 {
11841                         f = RSurf_FogVertex(v);
11842                         c2[0] = f;
11843                         c2[1] = f;
11844                         c2[2] = f;
11845                         c2[3] = 1;
11846                 }
11847         }
11848         rsurface.passcolor4f = rsurface.array_passcolor4f;
11849         rsurface.passcolor4f_vertexbuffer = 0;
11850         rsurface.passcolor4f_bufferoffset = 0;
11851 }
11852
11853 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11854 {
11855         int i;
11856         float f;
11857         const float *v;
11858         const float *c;
11859         float *c2;
11860         if (!rsurface.passcolor4f)
11861                 return;
11862         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)
11863         {
11864                 f = RSurf_FogVertex(v);
11865                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11866                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11867                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11868                 c2[3] = c[3];
11869         }
11870         rsurface.passcolor4f = rsurface.array_passcolor4f;
11871         rsurface.passcolor4f_vertexbuffer = 0;
11872         rsurface.passcolor4f_bufferoffset = 0;
11873 }
11874
11875 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11876 {
11877         int i;
11878         const float *c;
11879         float *c2;
11880         if (!rsurface.passcolor4f)
11881                 return;
11882         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11883         {
11884                 c2[0] = c[0] * r;
11885                 c2[1] = c[1] * g;
11886                 c2[2] = c[2] * b;
11887                 c2[3] = c[3] * a;
11888         }
11889         rsurface.passcolor4f = rsurface.array_passcolor4f;
11890         rsurface.passcolor4f_vertexbuffer = 0;
11891         rsurface.passcolor4f_bufferoffset = 0;
11892 }
11893
11894 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11895 {
11896         int i;
11897         const float *c;
11898         float *c2;
11899         if (!rsurface.passcolor4f)
11900                 return;
11901         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11902         {
11903                 c2[0] = c[0] + r_refdef.scene.ambient;
11904                 c2[1] = c[1] + r_refdef.scene.ambient;
11905                 c2[2] = c[2] + r_refdef.scene.ambient;
11906                 c2[3] = c[3];
11907         }
11908         rsurface.passcolor4f = rsurface.array_passcolor4f;
11909         rsurface.passcolor4f_vertexbuffer = 0;
11910         rsurface.passcolor4f_bufferoffset = 0;
11911 }
11912
11913 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11914 {
11915         // TODO: optimize
11916         rsurface.passcolor4f = NULL;
11917         rsurface.passcolor4f_vertexbuffer = 0;
11918         rsurface.passcolor4f_bufferoffset = 0;
11919         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11920         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11921         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11922         GL_Color(r, g, b, a);
11923         R_Mesh_TexBind(0, rsurface.lightmaptexture);
11924         RSurf_DrawBatch();
11925 }
11926
11927 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11928 {
11929         // TODO: optimize applyfog && applycolor case
11930         // just apply fog if necessary, and tint the fog color array if necessary
11931         rsurface.passcolor4f = NULL;
11932         rsurface.passcolor4f_vertexbuffer = 0;
11933         rsurface.passcolor4f_bufferoffset = 0;
11934         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11935         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11936         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11937         GL_Color(r, g, b, a);
11938         RSurf_DrawBatch();
11939 }
11940
11941 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11942 {
11943         // TODO: optimize
11944         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11945         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11946         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11947         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11948         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11949         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11950         GL_Color(r, g, b, a);
11951         RSurf_DrawBatch();
11952 }
11953
11954 static void RSurf_DrawBatch_GL11_ClampColor(void)
11955 {
11956         int i;
11957         const float *c1;
11958         float *c2;
11959         if (!rsurface.passcolor4f)
11960                 return;
11961         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11962         {
11963                 c2[0] = bound(0.0f, c1[0], 1.0f);
11964                 c2[1] = bound(0.0f, c1[1], 1.0f);
11965                 c2[2] = bound(0.0f, c1[2], 1.0f);
11966                 c2[3] = bound(0.0f, c1[3], 1.0f);
11967         }
11968 }
11969
11970 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11971 {
11972         int i;
11973         float f;
11974         float alpha;
11975         const float *v;
11976         const float *n;
11977         float *c;
11978         vec3_t ambientcolor;
11979         vec3_t diffusecolor;
11980         vec3_t lightdir;
11981         // TODO: optimize
11982         // model lighting
11983         VectorCopy(rsurface.modellight_lightdir, lightdir);
11984         f = 0.5f * r_refdef.lightmapintensity;
11985         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11986         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11987         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11988         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11989         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11990         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11991         alpha = *a;
11992         if (VectorLength2(diffusecolor) > 0)
11993         {
11994                 // q3-style directional shading
11995                 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)
11996                 {
11997                         if ((f = DotProduct(n, lightdir)) > 0)
11998                                 VectorMA(ambientcolor, f, diffusecolor, c);
11999                         else
12000                                 VectorCopy(ambientcolor, c);
12001                         c[3] = alpha;
12002                 }
12003                 *r = 1;
12004                 *g = 1;
12005                 *b = 1;
12006                 *a = 1;
12007                 rsurface.passcolor4f = rsurface.array_passcolor4f;
12008                 rsurface.passcolor4f_vertexbuffer = 0;
12009                 rsurface.passcolor4f_bufferoffset = 0;
12010                 *applycolor = false;
12011         }
12012         else
12013         {
12014                 *r = ambientcolor[0];
12015                 *g = ambientcolor[1];
12016                 *b = ambientcolor[2];
12017                 rsurface.passcolor4f = NULL;
12018                 rsurface.passcolor4f_vertexbuffer = 0;
12019                 rsurface.passcolor4f_bufferoffset = 0;
12020         }
12021 }
12022
12023 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12024 {
12025         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12026         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
12027         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12028         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12029         GL_Color(r, g, b, a);
12030         RSurf_DrawBatch();
12031 }
12032
12033 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12034 {
12035         int i;
12036         float f;
12037         const float *v;
12038         float *c;
12039         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12040         {
12041                 f = 1 - RSurf_FogVertex(v);
12042                 c[0] = r;
12043                 c[1] = g;
12044                 c[2] = b;
12045                 c[3] = f * a;
12046         }
12047 }
12048
12049 void RSurf_SetupDepthAndCulling(void)
12050 {
12051         // submodels are biased to avoid z-fighting with world surfaces that they
12052         // may be exactly overlapping (avoids z-fighting artifacts on certain
12053         // doors and things in Quake maps)
12054         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12055         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12056         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12057         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12058 }
12059
12060 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12061 {
12062         // transparent sky would be ridiculous
12063         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12064                 return;
12065         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12066         skyrenderlater = true;
12067         RSurf_SetupDepthAndCulling();
12068         GL_DepthMask(true);
12069         // LordHavoc: HalfLife maps have freaky skypolys so don't use
12070         // skymasking on them, and Quake3 never did sky masking (unlike
12071         // software Quake and software Quake2), so disable the sky masking
12072         // in Quake3 maps as it causes problems with q3map2 sky tricks,
12073         // and skymasking also looks very bad when noclipping outside the
12074         // level, so don't use it then either.
12075         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12076         {
12077                 R_Mesh_ResetTextureState();
12078                 if (skyrendermasked)
12079                 {
12080                         R_SetupShader_DepthOrShadow();
12081                         // depth-only (masking)
12082                         GL_ColorMask(0,0,0,0);
12083                         // just to make sure that braindead drivers don't draw
12084                         // anything despite that colormask...
12085                         GL_BlendFunc(GL_ZERO, GL_ONE);
12086                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12087                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12088                 }
12089                 else
12090                 {
12091                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12092                         // fog sky
12093                         GL_BlendFunc(GL_ONE, GL_ZERO);
12094                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12095                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12096                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12097                 }
12098                 RSurf_DrawBatch();
12099                 if (skyrendermasked)
12100                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12101         }
12102         R_Mesh_ResetTextureState();
12103         GL_Color(1, 1, 1, 1);
12104 }
12105
12106 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12107 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12108 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12109 {
12110         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12111                 return;
12112         if (prepass)
12113         {
12114                 // render screenspace normalmap to texture
12115                 GL_DepthMask(true);
12116                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12117                 RSurf_DrawBatch();
12118                 return;
12119         }
12120
12121         // bind lightmap texture
12122
12123         // water/refraction/reflection/camera surfaces have to be handled specially
12124         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12125         {
12126                 int start, end, startplaneindex;
12127                 for (start = 0;start < texturenumsurfaces;start = end)
12128                 {
12129                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12130                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12131                                 ;
12132                         // now that we have a batch using the same planeindex, render it
12133                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12134                         {
12135                                 // render water or distortion background
12136                                 GL_DepthMask(true);
12137                                 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));
12138                                 RSurf_DrawBatch();
12139                                 // blend surface on top
12140                                 GL_DepthMask(false);
12141                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12142                                 RSurf_DrawBatch();
12143                         }
12144                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12145                         {
12146                                 // render surface with reflection texture as input
12147                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12148                                 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));
12149                                 RSurf_DrawBatch();
12150                         }
12151                 }
12152                 return;
12153         }
12154
12155         // render surface batch normally
12156         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12157         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12158         RSurf_DrawBatch();
12159 }
12160
12161 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12162 {
12163         // OpenGL 1.3 path - anything not completely ancient
12164         qboolean applycolor;
12165         qboolean applyfog;
12166         int layerindex;
12167         const texturelayer_t *layer;
12168         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);
12169         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12170
12171         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12172         {
12173                 vec4_t layercolor;
12174                 int layertexrgbscale;
12175                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12176                 {
12177                         if (layerindex == 0)
12178                                 GL_AlphaTest(true);
12179                         else
12180                         {
12181                                 GL_AlphaTest(false);
12182                                 GL_DepthFunc(GL_EQUAL);
12183                         }
12184                 }
12185                 GL_DepthMask(layer->depthmask && writedepth);
12186                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12187                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12188                 {
12189                         layertexrgbscale = 4;
12190                         VectorScale(layer->color, 0.25f, layercolor);
12191                 }
12192                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12193                 {
12194                         layertexrgbscale = 2;
12195                         VectorScale(layer->color, 0.5f, layercolor);
12196                 }
12197                 else
12198                 {
12199                         layertexrgbscale = 1;
12200                         VectorScale(layer->color, 1.0f, layercolor);
12201                 }
12202                 layercolor[3] = layer->color[3];
12203                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12204                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12205                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12206                 switch (layer->type)
12207                 {
12208                 case TEXTURELAYERTYPE_LITTEXTURE:
12209                         // single-pass lightmapped texture with 2x rgbscale
12210                         R_Mesh_TexBind(0, r_texture_white);
12211                         R_Mesh_TexMatrix(0, NULL);
12212                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12213                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12214                         R_Mesh_TexBind(1, layer->texture);
12215                         R_Mesh_TexMatrix(1, &layer->texmatrix);
12216                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12217                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12218                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12219                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12220                         else if (rsurface.uselightmaptexture)
12221                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12222                         else
12223                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12224                         break;
12225                 case TEXTURELAYERTYPE_TEXTURE:
12226                         // singletexture unlit texture with transparency support
12227                         R_Mesh_TexBind(0, layer->texture);
12228                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12229                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12230                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12231                         R_Mesh_TexBind(1, 0);
12232                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12233                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12234                         break;
12235                 case TEXTURELAYERTYPE_FOG:
12236                         // singletexture fogging
12237                         if (layer->texture)
12238                         {
12239                                 R_Mesh_TexBind(0, layer->texture);
12240                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12241                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12242                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12243                         }
12244                         else
12245                         {
12246                                 R_Mesh_TexBind(0, 0);
12247                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12248                         }
12249                         R_Mesh_TexBind(1, 0);
12250                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12251                         // generate a color array for the fog pass
12252                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12253                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12254                         RSurf_DrawBatch();
12255                         break;
12256                 default:
12257                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12258                 }
12259         }
12260         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12261         {
12262                 GL_DepthFunc(GL_LEQUAL);
12263                 GL_AlphaTest(false);
12264         }
12265 }
12266
12267 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12268 {
12269         // OpenGL 1.1 - crusty old voodoo path
12270         qboolean applyfog;
12271         int layerindex;
12272         const texturelayer_t *layer;
12273         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);
12274         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12275
12276         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12277         {
12278                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12279                 {
12280                         if (layerindex == 0)
12281                                 GL_AlphaTest(true);
12282                         else
12283                         {
12284                                 GL_AlphaTest(false);
12285                                 GL_DepthFunc(GL_EQUAL);
12286                         }
12287                 }
12288                 GL_DepthMask(layer->depthmask && writedepth);
12289                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12290                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12291                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12292                 switch (layer->type)
12293                 {
12294                 case TEXTURELAYERTYPE_LITTEXTURE:
12295                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12296                         {
12297                                 // two-pass lit texture with 2x rgbscale
12298                                 // first the lightmap pass
12299                                 R_Mesh_TexBind(0, r_texture_white);
12300                                 R_Mesh_TexMatrix(0, NULL);
12301                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12302                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12303                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12304                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12305                                 else if (rsurface.uselightmaptexture)
12306                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12307                                 else
12308                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12309                                 // then apply the texture to it
12310                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12311                                 R_Mesh_TexBind(0, layer->texture);
12312                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12313                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12314                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12315                                 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);
12316                         }
12317                         else
12318                         {
12319                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12320                                 R_Mesh_TexBind(0, layer->texture);
12321                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12322                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12323                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12324                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12325                                         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);
12326                                 else
12327                                         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);
12328                         }
12329                         break;
12330                 case TEXTURELAYERTYPE_TEXTURE:
12331                         // singletexture unlit texture with transparency support
12332                         R_Mesh_TexBind(0, layer->texture);
12333                         R_Mesh_TexMatrix(0, &layer->texmatrix);
12334                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12335                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12336                         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);
12337                         break;
12338                 case TEXTURELAYERTYPE_FOG:
12339                         // singletexture fogging
12340                         if (layer->texture)
12341                         {
12342                                 R_Mesh_TexBind(0, layer->texture);
12343                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
12344                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12345                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12346                         }
12347                         else
12348                         {
12349                                 R_Mesh_TexBind(0, 0);
12350                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12351                         }
12352                         // generate a color array for the fog pass
12353                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12354                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12355                         RSurf_DrawBatch();
12356                         break;
12357                 default:
12358                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12359                 }
12360         }
12361         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12362         {
12363                 GL_DepthFunc(GL_LEQUAL);
12364                 GL_AlphaTest(false);
12365         }
12366 }
12367
12368 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12369 {
12370         int vi;
12371         int j;
12372         r_vertexgeneric_t *batchvertex;
12373         float c[4];
12374
12375         GL_AlphaTest(false);
12376         R_Mesh_ResetTextureState();
12377         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12378
12379         if(rsurface.texture && rsurface.texture->currentskinframe)
12380         {
12381                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12382                 c[3] *= rsurface.texture->currentalpha;
12383         }
12384         else
12385         {
12386                 c[0] = 1;
12387                 c[1] = 0;
12388                 c[2] = 1;
12389                 c[3] = 1;
12390         }
12391
12392         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12393         {
12394                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12395                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12396                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12397         }
12398
12399         // brighten it up (as texture value 127 means "unlit")
12400         c[0] *= 2 * r_refdef.view.colorscale;
12401         c[1] *= 2 * r_refdef.view.colorscale;
12402         c[2] *= 2 * r_refdef.view.colorscale;
12403
12404         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12405                 c[3] *= r_wateralpha.value;
12406
12407         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12408         {
12409                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12410                 GL_DepthMask(false);
12411         }
12412         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12413         {
12414                 GL_BlendFunc(GL_ONE, GL_ONE);
12415                 GL_DepthMask(false);
12416         }
12417         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12418         {
12419                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12420                 GL_DepthMask(false);
12421         }
12422         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12423         {
12424                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12425                 GL_DepthMask(false);
12426         }
12427         else
12428         {
12429                 GL_BlendFunc(GL_ONE, GL_ZERO);
12430                 GL_DepthMask(writedepth);
12431         }
12432
12433         if (r_showsurfaces.integer == 3)
12434         {
12435                 rsurface.passcolor4f = NULL;
12436
12437                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12438                 {
12439                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12440
12441                         rsurface.passcolor4f = NULL;
12442                         rsurface.passcolor4f_vertexbuffer = 0;
12443                         rsurface.passcolor4f_bufferoffset = 0;
12444                 }
12445                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12446                 {
12447                         qboolean applycolor = true;
12448                         float one = 1.0;
12449
12450                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12451
12452                         r_refdef.lightmapintensity = 1;
12453                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12454                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12455                 }
12456                 else
12457                 {
12458                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12459
12460                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12461                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12462                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12463                 }
12464
12465                 if(!rsurface.passcolor4f)
12466                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12467
12468                 RSurf_DrawBatch_GL11_ApplyAmbient();
12469                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12470                 if(r_refdef.fogenabled)
12471                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12472                 RSurf_DrawBatch_GL11_ClampColor();
12473
12474                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12475                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12476                 RSurf_DrawBatch();
12477         }
12478         else if (!r_refdef.view.showdebug)
12479         {
12480                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12481                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12482                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12483                 {
12484                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12485                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12486                 }
12487                 R_Mesh_PrepareVertices_Generic_Unlock();
12488                 RSurf_DrawBatch();
12489         }
12490         else if (r_showsurfaces.integer == 4)
12491         {
12492                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12493                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12494                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12495                 {
12496                         unsigned char c = vi << 3;
12497                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12498                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12499                 }
12500                 R_Mesh_PrepareVertices_Generic_Unlock();
12501                 RSurf_DrawBatch();
12502         }
12503         else if (r_showsurfaces.integer == 2)
12504         {
12505                 const int *e;
12506                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12507                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12508                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12509                 {
12510                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12511                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12512                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12513                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12514                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12515                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12516                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12517                 }
12518                 R_Mesh_PrepareVertices_Generic_Unlock();
12519                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12520         }
12521         else
12522         {
12523                 int texturesurfaceindex;
12524                 int k;
12525                 const msurface_t *surface;
12526                 unsigned char surfacecolor4ub[4];
12527                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12528                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12529                 vi = 0;
12530                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12531                 {
12532                         surface = texturesurfacelist[texturesurfaceindex];
12533                         k = (int)(((size_t)surface) / sizeof(msurface_t));
12534                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12535                         for (j = 0;j < surface->num_vertices;j++)
12536                         {
12537                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12538                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12539                                 vi++;
12540                         }
12541                 }
12542                 R_Mesh_PrepareVertices_Generic_Unlock();
12543                 RSurf_DrawBatch();
12544         }
12545 }
12546
12547 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12548 {
12549         CHECKGLERROR
12550         RSurf_SetupDepthAndCulling();
12551         if (r_showsurfaces.integer)
12552         {
12553                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12554                 return;
12555         }
12556         switch (vid.renderpath)
12557         {
12558         case RENDERPATH_GL20:
12559         case RENDERPATH_CGGL:
12560         case RENDERPATH_D3D9:
12561         case RENDERPATH_D3D10:
12562         case RENDERPATH_D3D11:
12563                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12564                 break;
12565         case RENDERPATH_GL13:
12566                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12567                 break;
12568         case RENDERPATH_GL11:
12569                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12570                 break;
12571         }
12572         CHECKGLERROR
12573 }
12574
12575 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12576 {
12577         CHECKGLERROR
12578         RSurf_SetupDepthAndCulling();
12579         if (r_showsurfaces.integer)
12580         {
12581                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12582                 return;
12583         }
12584         switch (vid.renderpath)
12585         {
12586         case RENDERPATH_GL20:
12587         case RENDERPATH_CGGL:
12588         case RENDERPATH_D3D9:
12589         case RENDERPATH_D3D10:
12590         case RENDERPATH_D3D11:
12591                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12592                 break;
12593         case RENDERPATH_GL13:
12594                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12595                 break;
12596         case RENDERPATH_GL11:
12597                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12598                 break;
12599         }
12600         CHECKGLERROR
12601 }
12602
12603 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12604 {
12605         int i, j;
12606         int texturenumsurfaces, endsurface;
12607         texture_t *texture;
12608         const msurface_t *surface;
12609 #define MAXBATCH_TRANSPARENTSURFACES 256
12610         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12611
12612         // if the model is static it doesn't matter what value we give for
12613         // wantnormals and wanttangents, so this logic uses only rules applicable
12614         // to a model, knowing that they are meaningless otherwise
12615         if (ent == r_refdef.scene.worldentity)
12616                 RSurf_ActiveWorldEntity();
12617         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12618                 RSurf_ActiveModelEntity(ent, false, false, false);
12619         else
12620         {
12621                 switch (vid.renderpath)
12622                 {
12623                 case RENDERPATH_GL20:
12624                 case RENDERPATH_CGGL:
12625                 case RENDERPATH_D3D9:
12626                 case RENDERPATH_D3D10:
12627                 case RENDERPATH_D3D11:
12628                         RSurf_ActiveModelEntity(ent, true, true, false);
12629                         break;
12630                 case RENDERPATH_GL13:
12631                 case RENDERPATH_GL11:
12632                         RSurf_ActiveModelEntity(ent, true, false, false);
12633                         break;
12634                 }
12635         }
12636
12637         if (r_transparentdepthmasking.integer)
12638         {
12639                 qboolean setup = false;
12640                 for (i = 0;i < numsurfaces;i = j)
12641                 {
12642                         j = i + 1;
12643                         surface = rsurface.modelsurfaces + surfacelist[i];
12644                         texture = surface->texture;
12645                         rsurface.texture = R_GetCurrentTexture(texture);
12646                         rsurface.lightmaptexture = NULL;
12647                         rsurface.deluxemaptexture = NULL;
12648                         rsurface.uselightmaptexture = false;
12649                         // scan ahead until we find a different texture
12650                         endsurface = min(i + 1024, numsurfaces);
12651                         texturenumsurfaces = 0;
12652                         texturesurfacelist[texturenumsurfaces++] = surface;
12653                         for (;j < endsurface;j++)
12654                         {
12655                                 surface = rsurface.modelsurfaces + surfacelist[j];
12656                                 if (texture != surface->texture)
12657                                         break;
12658                                 texturesurfacelist[texturenumsurfaces++] = surface;
12659                         }
12660                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12661                                 continue;
12662                         // render the range of surfaces as depth
12663                         if (!setup)
12664                         {
12665                                 setup = true;
12666                                 GL_ColorMask(0,0,0,0);
12667                                 GL_Color(1,1,1,1);
12668                                 GL_DepthTest(true);
12669                                 GL_BlendFunc(GL_ONE, GL_ZERO);
12670                                 GL_DepthMask(true);
12671                                 GL_AlphaTest(false);
12672                                 R_Mesh_ResetTextureState();
12673                                 R_SetupShader_DepthOrShadow();
12674                         }
12675                         RSurf_SetupDepthAndCulling();
12676                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12677                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12678                         RSurf_DrawBatch();
12679                 }
12680                 if (setup)
12681                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12682         }
12683
12684         for (i = 0;i < numsurfaces;i = j)
12685         {
12686                 j = i + 1;
12687                 surface = rsurface.modelsurfaces + surfacelist[i];
12688                 texture = surface->texture;
12689                 rsurface.texture = R_GetCurrentTexture(texture);
12690                 rsurface.lightmaptexture = surface->lightmaptexture;
12691                 rsurface.deluxemaptexture = surface->deluxemaptexture;
12692                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12693                 // scan ahead until we find a different texture
12694                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12695                 texturenumsurfaces = 0;
12696                 texturesurfacelist[texturenumsurfaces++] = surface;
12697                 for (;j < endsurface;j++)
12698                 {
12699                         surface = rsurface.modelsurfaces + surfacelist[j];
12700                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12701                                 break;
12702                         texturesurfacelist[texturenumsurfaces++] = surface;
12703                 }
12704                 // render the range of surfaces
12705                 if (ent == r_refdef.scene.worldentity)
12706                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12707                 else
12708                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12709         }
12710         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12711         GL_AlphaTest(false);
12712 }
12713
12714 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12715 {
12716         // transparent surfaces get pushed off into the transparent queue
12717         int surfacelistindex;
12718         const msurface_t *surface;
12719         vec3_t tempcenter, center;
12720         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12721         {
12722                 surface = texturesurfacelist[surfacelistindex];
12723                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12724                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12725                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12726                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12727                 if (queueentity->transparent_offset) // transparent offset
12728                 {
12729                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12730                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12731                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12732                 }
12733                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12734         }
12735 }
12736
12737 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12738 {
12739         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12740                 return;
12741         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12742                 return;
12743         RSurf_SetupDepthAndCulling();
12744         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12745         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12746         RSurf_DrawBatch();
12747 }
12748
12749 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12750 {
12751         const entity_render_t *queueentity = r_refdef.scene.worldentity;
12752         CHECKGLERROR
12753         if (depthonly)
12754                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12755         else if (prepass)
12756         {
12757                 if (!rsurface.texture->currentnumlayers)
12758                         return;
12759                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12760                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12761                 else
12762                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12763         }
12764         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12765                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12766         else if (!rsurface.texture->currentnumlayers)
12767                 return;
12768         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12769         {
12770                 // in the deferred case, transparent surfaces were queued during prepass
12771                 if (!r_shadow_usingdeferredprepass)
12772                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12773         }
12774         else
12775         {
12776                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12777                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12778         }
12779         CHECKGLERROR
12780 }
12781
12782 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12783 {
12784         int i, j;
12785         texture_t *texture;
12786         // break the surface list down into batches by texture and use of lightmapping
12787         for (i = 0;i < numsurfaces;i = j)
12788         {
12789                 j = i + 1;
12790                 // texture is the base texture pointer, rsurface.texture is the
12791                 // current frame/skin the texture is directing us to use (for example
12792                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12793                 // use skin 1 instead)
12794                 texture = surfacelist[i]->texture;
12795                 rsurface.texture = R_GetCurrentTexture(texture);
12796                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12797                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12798                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12799                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12800                 {
12801                         // if this texture is not the kind we want, skip ahead to the next one
12802                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12803                                 ;
12804                         continue;
12805                 }
12806                 // simply scan ahead until we find a different texture or lightmap state
12807                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12808                         ;
12809                 // render the range of surfaces
12810                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12811         }
12812 }
12813
12814 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12815 {
12816         CHECKGLERROR
12817         if (depthonly)
12818                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12819         else if (prepass)
12820         {
12821                 if (!rsurface.texture->currentnumlayers)
12822                         return;
12823                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12824                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12825                 else
12826                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12827         }
12828         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12829                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12830         else if (!rsurface.texture->currentnumlayers)
12831                 return;
12832         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12833         {
12834                 // in the deferred case, transparent surfaces were queued during prepass
12835                 if (!r_shadow_usingdeferredprepass)
12836                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12837         }
12838         else
12839         {
12840                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12841                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12842         }
12843         CHECKGLERROR
12844 }
12845
12846 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12847 {
12848         int i, j;
12849         texture_t *texture;
12850         // break the surface list down into batches by texture and use of lightmapping
12851         for (i = 0;i < numsurfaces;i = j)
12852         {
12853                 j = i + 1;
12854                 // texture is the base texture pointer, rsurface.texture is the
12855                 // current frame/skin the texture is directing us to use (for example
12856                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12857                 // use skin 1 instead)
12858                 texture = surfacelist[i]->texture;
12859                 rsurface.texture = R_GetCurrentTexture(texture);
12860                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12861                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12862                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12863                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12864                 {
12865                         // if this texture is not the kind we want, skip ahead to the next one
12866                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12867                                 ;
12868                         continue;
12869                 }
12870                 // simply scan ahead until we find a different texture or lightmap state
12871                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12872                         ;
12873                 // render the range of surfaces
12874                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12875         }
12876 }
12877
12878 float locboxvertex3f[6*4*3] =
12879 {
12880         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12881         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12882         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12883         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12884         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12885         1,0,0, 0,0,0, 0,1,0, 1,1,0
12886 };
12887
12888 unsigned short locboxelements[6*2*3] =
12889 {
12890          0, 1, 2, 0, 2, 3,
12891          4, 5, 6, 4, 6, 7,
12892          8, 9,10, 8,10,11,
12893         12,13,14, 12,14,15,
12894         16,17,18, 16,18,19,
12895         20,21,22, 20,22,23
12896 };
12897
12898 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12899 {
12900         int i, j;
12901         cl_locnode_t *loc = (cl_locnode_t *)ent;
12902         vec3_t mins, size;
12903         float vertex3f[6*4*3];
12904         CHECKGLERROR
12905         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12906         GL_DepthMask(false);
12907         GL_DepthRange(0, 1);
12908         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12909         GL_DepthTest(true);
12910         GL_CullFace(GL_NONE);
12911         R_EntityMatrix(&identitymatrix);
12912
12913         R_Mesh_ResetTextureState();
12914
12915         i = surfacelist[0];
12916         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12917                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12918                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12919                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12920
12921         if (VectorCompare(loc->mins, loc->maxs))
12922         {
12923                 VectorSet(size, 2, 2, 2);
12924                 VectorMA(loc->mins, -0.5f, size, mins);
12925         }
12926         else
12927         {
12928                 VectorCopy(loc->mins, mins);
12929                 VectorSubtract(loc->maxs, loc->mins, size);
12930         }
12931
12932         for (i = 0;i < 6*4*3;)
12933                 for (j = 0;j < 3;j++, i++)
12934                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12935
12936         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12937         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12938         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12939 }
12940
12941 void R_DrawLocs(void)
12942 {
12943         int index;
12944         cl_locnode_t *loc, *nearestloc;
12945         vec3_t center;
12946         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12947         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12948         {
12949                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12950                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12951         }
12952 }
12953
12954 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12955 {
12956         if (decalsystem->decals)
12957                 Mem_Free(decalsystem->decals);
12958         memset(decalsystem, 0, sizeof(*decalsystem));
12959 }
12960
12961 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)
12962 {
12963         tridecal_t *decal;
12964         tridecal_t *decals;
12965         int i;
12966
12967         // expand or initialize the system
12968         if (decalsystem->maxdecals <= decalsystem->numdecals)
12969         {
12970                 decalsystem_t old = *decalsystem;
12971                 qboolean useshortelements;
12972                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12973                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12974                 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)));
12975                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12976                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12977                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12978                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12979                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12980                 if (decalsystem->numdecals)
12981                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12982                 if (old.decals)
12983                         Mem_Free(old.decals);
12984                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12985                         decalsystem->element3i[i] = i;
12986                 if (useshortelements)
12987                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12988                                 decalsystem->element3s[i] = i;
12989         }
12990
12991         // grab a decal and search for another free slot for the next one
12992         decals = decalsystem->decals;
12993         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12994         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12995                 ;
12996         decalsystem->freedecal = i;
12997         if (decalsystem->numdecals <= i)
12998                 decalsystem->numdecals = i + 1;
12999
13000         // initialize the decal
13001         decal->lived = 0;
13002         decal->triangleindex = triangleindex;
13003         decal->surfaceindex = surfaceindex;
13004         decal->decalsequence = decalsequence;
13005         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13006         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13007         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13008         decal->color4ub[0][3] = 255;
13009         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13010         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13011         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13012         decal->color4ub[1][3] = 255;
13013         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13014         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13015         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13016         decal->color4ub[2][3] = 255;
13017         decal->vertex3f[0][0] = v0[0];
13018         decal->vertex3f[0][1] = v0[1];
13019         decal->vertex3f[0][2] = v0[2];
13020         decal->vertex3f[1][0] = v1[0];
13021         decal->vertex3f[1][1] = v1[1];
13022         decal->vertex3f[1][2] = v1[2];
13023         decal->vertex3f[2][0] = v2[0];
13024         decal->vertex3f[2][1] = v2[1];
13025         decal->vertex3f[2][2] = v2[2];
13026         decal->texcoord2f[0][0] = t0[0];
13027         decal->texcoord2f[0][1] = t0[1];
13028         decal->texcoord2f[1][0] = t1[0];
13029         decal->texcoord2f[1][1] = t1[1];
13030         decal->texcoord2f[2][0] = t2[0];
13031         decal->texcoord2f[2][1] = t2[1];
13032 }
13033
13034 extern cvar_t cl_decals_bias;
13035 extern cvar_t cl_decals_models;
13036 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13037 // baseparms, parms, temps
13038 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)
13039 {
13040         int cornerindex;
13041         int index;
13042         float v[9][3];
13043         const float *vertex3f;
13044         int numpoints;
13045         float points[2][9][3];
13046         float temp[3];
13047         float tc[9][2];
13048         float f;
13049         float c[9][4];
13050         const int *e;
13051
13052         e = rsurface.modelelement3i + 3*triangleindex;
13053
13054         vertex3f = rsurface.modelvertex3f;
13055
13056         for (cornerindex = 0;cornerindex < 3;cornerindex++)
13057         {
13058                 index = 3*e[cornerindex];
13059                 VectorCopy(vertex3f + index, v[cornerindex]);
13060         }
13061         // cull backfaces
13062         //TriangleNormal(v[0], v[1], v[2], normal);
13063         //if (DotProduct(normal, localnormal) < 0.0f)
13064         //      continue;
13065         // clip by each of the box planes formed from the projection matrix
13066         // if anything survives, we emit the decal
13067         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]);
13068         if (numpoints < 3)
13069                 return;
13070         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]);
13071         if (numpoints < 3)
13072                 return;
13073         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]);
13074         if (numpoints < 3)
13075                 return;
13076         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]);
13077         if (numpoints < 3)
13078                 return;
13079         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]);
13080         if (numpoints < 3)
13081                 return;
13082         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]);
13083         if (numpoints < 3)
13084                 return;
13085         // some part of the triangle survived, so we have to accept it...
13086         if (dynamic)
13087         {
13088                 // dynamic always uses the original triangle
13089                 numpoints = 3;
13090                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13091                 {
13092                         index = 3*e[cornerindex];
13093                         VectorCopy(vertex3f + index, v[cornerindex]);
13094                 }
13095         }
13096         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13097         {
13098                 // convert vertex positions to texcoords
13099                 Matrix4x4_Transform(projection, v[cornerindex], temp);
13100                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13101                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13102                 // calculate distance fade from the projection origin
13103                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13104                 f = bound(0.0f, f, 1.0f);
13105                 c[cornerindex][0] = r * f;
13106                 c[cornerindex][1] = g * f;
13107                 c[cornerindex][2] = b * f;
13108                 c[cornerindex][3] = 1.0f;
13109                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13110         }
13111         if (dynamic)
13112                 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);
13113         else
13114                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13115                         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);
13116 }
13117 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)
13118 {
13119         matrix4x4_t projection;
13120         decalsystem_t *decalsystem;
13121         qboolean dynamic;
13122         dp_model_t *model;
13123         const msurface_t *surface;
13124         const msurface_t *surfaces;
13125         const int *surfacelist;
13126         const texture_t *texture;
13127         int numtriangles;
13128         int numsurfacelist;
13129         int surfacelistindex;
13130         int surfaceindex;
13131         int triangleindex;
13132         float localorigin[3];
13133         float localnormal[3];
13134         float localmins[3];
13135         float localmaxs[3];
13136         float localsize;
13137         //float normal[3];
13138         float planes[6][4];
13139         float angles[3];
13140         bih_t *bih;
13141         int bih_triangles_count;
13142         int bih_triangles[256];
13143         int bih_surfaces[256];
13144
13145         decalsystem = &ent->decalsystem;
13146         model = ent->model;
13147         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13148         {
13149                 R_DecalSystem_Reset(&ent->decalsystem);
13150                 return;
13151         }
13152
13153         if (!model->brush.data_nodes && !cl_decals_models.integer)
13154         {
13155                 if (decalsystem->model)
13156                         R_DecalSystem_Reset(decalsystem);
13157                 return;
13158         }
13159
13160         if (decalsystem->model != model)
13161                 R_DecalSystem_Reset(decalsystem);
13162         decalsystem->model = model;
13163
13164         RSurf_ActiveModelEntity(ent, false, false, false);
13165
13166         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13167         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13168         VectorNormalize(localnormal);
13169         localsize = worldsize*rsurface.inversematrixscale;
13170         localmins[0] = localorigin[0] - localsize;
13171         localmins[1] = localorigin[1] - localsize;
13172         localmins[2] = localorigin[2] - localsize;
13173         localmaxs[0] = localorigin[0] + localsize;
13174         localmaxs[1] = localorigin[1] + localsize;
13175         localmaxs[2] = localorigin[2] + localsize;
13176
13177         //VectorCopy(localnormal, planes[4]);
13178         //VectorVectors(planes[4], planes[2], planes[0]);
13179         AnglesFromVectors(angles, localnormal, NULL, false);
13180         AngleVectors(angles, planes[0], planes[2], planes[4]);
13181         VectorNegate(planes[0], planes[1]);
13182         VectorNegate(planes[2], planes[3]);
13183         VectorNegate(planes[4], planes[5]);
13184         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13185         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13186         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13187         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13188         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13189         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13190
13191 #if 1
13192 // works
13193 {
13194         matrix4x4_t forwardprojection;
13195         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13196         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13197 }
13198 #else
13199 // broken
13200 {
13201         float projectionvector[4][3];
13202         VectorScale(planes[0], ilocalsize, projectionvector[0]);
13203         VectorScale(planes[2], ilocalsize, projectionvector[1]);
13204         VectorScale(planes[4], ilocalsize, projectionvector[2]);
13205         projectionvector[0][0] = planes[0][0] * ilocalsize;
13206         projectionvector[0][1] = planes[1][0] * ilocalsize;
13207         projectionvector[0][2] = planes[2][0] * ilocalsize;
13208         projectionvector[1][0] = planes[0][1] * ilocalsize;
13209         projectionvector[1][1] = planes[1][1] * ilocalsize;
13210         projectionvector[1][2] = planes[2][1] * ilocalsize;
13211         projectionvector[2][0] = planes[0][2] * ilocalsize;
13212         projectionvector[2][1] = planes[1][2] * ilocalsize;
13213         projectionvector[2][2] = planes[2][2] * ilocalsize;
13214         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13215         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13216         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13217         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13218 }
13219 #endif
13220
13221         dynamic = model->surfmesh.isanimated;
13222         numsurfacelist = model->nummodelsurfaces;
13223         surfacelist = model->sortedmodelsurfaces;
13224         surfaces = model->data_surfaces;
13225
13226         bih = NULL;
13227         bih_triangles_count = -1;
13228         if(!dynamic)
13229         {
13230                 if(model->render_bih.numleafs)
13231                         bih = &model->render_bih;
13232                 else if(model->collision_bih.numleafs)
13233                         bih = &model->collision_bih;
13234         }
13235         if(bih)
13236                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13237         if(bih_triangles_count == 0)
13238                 return;
13239         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13240                 return;
13241         if(bih_triangles_count > 0)
13242         {
13243                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13244                 {
13245                         surfaceindex = bih_surfaces[triangleindex];
13246                         surface = surfaces + surfaceindex;
13247                         texture = surface->texture;
13248                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13249                                 continue;
13250                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13251                                 continue;
13252                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13253                 }
13254         }
13255         else
13256         {
13257                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13258                 {
13259                         surfaceindex = surfacelist[surfacelistindex];
13260                         surface = surfaces + surfaceindex;
13261                         // check cull box first because it rejects more than any other check
13262                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13263                                 continue;
13264                         // skip transparent surfaces
13265                         texture = surface->texture;
13266                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13267                                 continue;
13268                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13269                                 continue;
13270                         numtriangles = surface->num_triangles;
13271                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13272                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13273                 }
13274         }
13275 }
13276
13277 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13278 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)
13279 {
13280         int renderentityindex;
13281         float worldmins[3];
13282         float worldmaxs[3];
13283         entity_render_t *ent;
13284
13285         if (!cl_decals_newsystem.integer)
13286                 return;
13287
13288         worldmins[0] = worldorigin[0] - worldsize;
13289         worldmins[1] = worldorigin[1] - worldsize;
13290         worldmins[2] = worldorigin[2] - worldsize;
13291         worldmaxs[0] = worldorigin[0] + worldsize;
13292         worldmaxs[1] = worldorigin[1] + worldsize;
13293         worldmaxs[2] = worldorigin[2] + worldsize;
13294
13295         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13296
13297         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13298         {
13299                 ent = r_refdef.scene.entities[renderentityindex];
13300                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13301                         continue;
13302
13303                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13304         }
13305 }
13306
13307 typedef struct r_decalsystem_splatqueue_s
13308 {
13309         vec3_t worldorigin;
13310         vec3_t worldnormal;
13311         float color[4];
13312         float tcrange[4];
13313         float worldsize;
13314         int decalsequence;
13315 }
13316 r_decalsystem_splatqueue_t;
13317
13318 int r_decalsystem_numqueued = 0;
13319 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13320
13321 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)
13322 {
13323         r_decalsystem_splatqueue_t *queue;
13324
13325         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13326                 return;
13327
13328         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13329         VectorCopy(worldorigin, queue->worldorigin);
13330         VectorCopy(worldnormal, queue->worldnormal);
13331         Vector4Set(queue->color, r, g, b, a);
13332         Vector4Set(queue->tcrange, s1, t1, s2, t2);
13333         queue->worldsize = worldsize;
13334         queue->decalsequence = cl.decalsequence++;
13335 }
13336
13337 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13338 {
13339         int i;
13340         r_decalsystem_splatqueue_t *queue;
13341
13342         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13343                 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);
13344         r_decalsystem_numqueued = 0;
13345 }
13346
13347 extern cvar_t cl_decals_max;
13348 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13349 {
13350         int i;
13351         decalsystem_t *decalsystem = &ent->decalsystem;
13352         int numdecals;
13353         int killsequence;
13354         tridecal_t *decal;
13355         float frametime;
13356         float lifetime;
13357
13358         if (!decalsystem->numdecals)
13359                 return;
13360
13361         if (r_showsurfaces.integer)
13362                 return;
13363
13364         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13365         {
13366                 R_DecalSystem_Reset(decalsystem);
13367                 return;
13368         }
13369
13370         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13371         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13372
13373         if (decalsystem->lastupdatetime)
13374                 frametime = (cl.time - decalsystem->lastupdatetime);
13375         else
13376                 frametime = 0;
13377         decalsystem->lastupdatetime = cl.time;
13378         decal = decalsystem->decals;
13379         numdecals = decalsystem->numdecals;
13380
13381         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13382         {
13383                 if (decal->color4ub[0][3])
13384                 {
13385                         decal->lived += frametime;
13386                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13387                         {
13388                                 memset(decal, 0, sizeof(*decal));
13389                                 if (decalsystem->freedecal > i)
13390                                         decalsystem->freedecal = i;
13391                         }
13392                 }
13393         }
13394         decal = decalsystem->decals;
13395         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13396                 numdecals--;
13397
13398         // collapse the array by shuffling the tail decals into the gaps
13399         for (;;)
13400         {
13401                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13402                         decalsystem->freedecal++;
13403                 if (decalsystem->freedecal == numdecals)
13404                         break;
13405                 decal[decalsystem->freedecal] = decal[--numdecals];
13406         }
13407
13408         decalsystem->numdecals = numdecals;
13409
13410         if (numdecals <= 0)
13411         {
13412                 // if there are no decals left, reset decalsystem
13413                 R_DecalSystem_Reset(decalsystem);
13414         }
13415 }
13416
13417 extern skinframe_t *decalskinframe;
13418 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13419 {
13420         int i;
13421         decalsystem_t *decalsystem = &ent->decalsystem;
13422         int numdecals;
13423         tridecal_t *decal;
13424         float faderate;
13425         float alpha;
13426         float *v3f;
13427         float *c4f;
13428         float *t2f;
13429         const int *e;
13430         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13431         int numtris = 0;
13432
13433         numdecals = decalsystem->numdecals;
13434         if (!numdecals)
13435                 return;
13436
13437         if (r_showsurfaces.integer)
13438                 return;
13439
13440         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13441         {
13442                 R_DecalSystem_Reset(decalsystem);
13443                 return;
13444         }
13445
13446         // if the model is static it doesn't matter what value we give for
13447         // wantnormals and wanttangents, so this logic uses only rules applicable
13448         // to a model, knowing that they are meaningless otherwise
13449         if (ent == r_refdef.scene.worldentity)
13450                 RSurf_ActiveWorldEntity();
13451         else
13452                 RSurf_ActiveModelEntity(ent, false, false, false);
13453
13454         decalsystem->lastupdatetime = cl.time;
13455         decal = decalsystem->decals;
13456
13457         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13458
13459         // update vertex positions for animated models
13460         v3f = decalsystem->vertex3f;
13461         c4f = decalsystem->color4f;
13462         t2f = decalsystem->texcoord2f;
13463         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13464         {
13465                 if (!decal->color4ub[0][3])
13466                         continue;
13467
13468                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13469                         continue;
13470
13471                 // update color values for fading decals
13472                 if (decal->lived >= cl_decals_time.value)
13473                 {
13474                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13475                         alpha *= (1.0f/255.0f);
13476                 }
13477                 else
13478                         alpha = 1.0f/255.0f;
13479
13480                 c4f[ 0] = decal->color4ub[0][0] * alpha;
13481                 c4f[ 1] = decal->color4ub[0][1] * alpha;
13482                 c4f[ 2] = decal->color4ub[0][2] * alpha;
13483                 c4f[ 3] = 1;
13484                 c4f[ 4] = decal->color4ub[1][0] * alpha;
13485                 c4f[ 5] = decal->color4ub[1][1] * alpha;
13486                 c4f[ 6] = decal->color4ub[1][2] * alpha;
13487                 c4f[ 7] = 1;
13488                 c4f[ 8] = decal->color4ub[2][0] * alpha;
13489                 c4f[ 9] = decal->color4ub[2][1] * alpha;
13490                 c4f[10] = decal->color4ub[2][2] * alpha;
13491                 c4f[11] = 1;
13492
13493                 t2f[0] = decal->texcoord2f[0][0];
13494                 t2f[1] = decal->texcoord2f[0][1];
13495                 t2f[2] = decal->texcoord2f[1][0];
13496                 t2f[3] = decal->texcoord2f[1][1];
13497                 t2f[4] = decal->texcoord2f[2][0];
13498                 t2f[5] = decal->texcoord2f[2][1];
13499
13500                 // update vertex positions for animated models
13501                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13502                 {
13503                         e = rsurface.modelelement3i + 3*decal->triangleindex;
13504                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13505                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13506                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13507                 }
13508                 else
13509                 {
13510                         VectorCopy(decal->vertex3f[0], v3f);
13511                         VectorCopy(decal->vertex3f[1], v3f + 3);
13512                         VectorCopy(decal->vertex3f[2], v3f + 6);
13513                 }
13514
13515                 if (r_refdef.fogenabled)
13516                 {
13517                         alpha = RSurf_FogVertex(v3f);
13518                         VectorScale(c4f, alpha, c4f);
13519                         alpha = RSurf_FogVertex(v3f + 3);
13520                         VectorScale(c4f + 4, alpha, c4f + 4);
13521                         alpha = RSurf_FogVertex(v3f + 6);
13522                         VectorScale(c4f + 8, alpha, c4f + 8);
13523                 }
13524
13525                 v3f += 9;
13526                 c4f += 12;
13527                 t2f += 6;
13528                 numtris++;
13529         }
13530
13531         if (numtris > 0)
13532         {
13533                 r_refdef.stats.drawndecals += numtris;
13534
13535                 // now render the decals all at once
13536                 // (this assumes they all use one particle font texture!)
13537                 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);
13538                 R_Mesh_ResetTextureState();
13539                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13540                 GL_DepthMask(false);
13541                 GL_DepthRange(0, 1);
13542                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13543                 GL_DepthTest(true);
13544                 GL_CullFace(GL_NONE);
13545                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13546                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13547                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13548         }
13549 }
13550
13551 static void R_DrawModelDecals(void)
13552 {
13553         int i, numdecals;
13554
13555         // fade faster when there are too many decals
13556         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13557         for (i = 0;i < r_refdef.scene.numentities;i++)
13558                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13559
13560         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13561         for (i = 0;i < r_refdef.scene.numentities;i++)
13562                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13563                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13564
13565         R_DecalSystem_ApplySplatEntitiesQueue();
13566
13567         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13568         for (i = 0;i < r_refdef.scene.numentities;i++)
13569                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13570
13571         r_refdef.stats.totaldecals += numdecals;
13572
13573         if (r_showsurfaces.integer)
13574                 return;
13575
13576         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13577
13578         for (i = 0;i < r_refdef.scene.numentities;i++)
13579         {
13580                 if (!r_refdef.viewcache.entityvisible[i])
13581                         continue;
13582                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13583                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13584         }
13585 }
13586
13587 extern cvar_t mod_collision_bih;
13588 void R_DrawDebugModel(void)
13589 {
13590         entity_render_t *ent = rsurface.entity;
13591         int i, j, k, l, flagsmask;
13592         const msurface_t *surface;
13593         dp_model_t *model = ent->model;
13594         vec3_t v;
13595
13596         switch(vid.renderpath)
13597         {
13598         case RENDERPATH_GL11:
13599         case RENDERPATH_GL13:
13600         case RENDERPATH_GL20:
13601         case RENDERPATH_CGGL:
13602                 break;
13603         case RENDERPATH_D3D9:
13604                 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13605                 return;
13606         case RENDERPATH_D3D10:
13607                 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13608                 return;
13609         case RENDERPATH_D3D11:
13610                 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13611                 return;
13612         }
13613
13614         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13615
13616         R_Mesh_ResetTextureState();
13617         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13618         GL_DepthRange(0, 1);
13619         GL_DepthTest(!r_showdisabledepthtest.integer);
13620         GL_DepthMask(false);
13621         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13622
13623         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13624         {
13625                 int triangleindex;
13626                 int bihleafindex;
13627                 qboolean cullbox = ent == r_refdef.scene.worldentity;
13628                 const q3mbrush_t *brush;
13629                 const bih_t *bih = &model->collision_bih;
13630                 const bih_leaf_t *bihleaf;
13631                 float vertex3f[3][3];
13632                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13633                 cullbox = false;
13634                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13635                 {
13636                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13637                                 continue;
13638                         switch (bihleaf->type)
13639                         {
13640                         case BIH_BRUSH:
13641                                 brush = model->brush.data_brushes + bihleaf->itemindex;
13642                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
13643                                 {
13644                                         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);
13645                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13646                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13647                                 }
13648                                 break;
13649                         case BIH_COLLISIONTRIANGLE:
13650                                 triangleindex = bihleaf->itemindex;
13651                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13652                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13653                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13654                                 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);
13655                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13656                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13657                                 break;
13658                         case BIH_RENDERTRIANGLE:
13659                                 triangleindex = bihleaf->itemindex;
13660                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13661                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13662                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13663                                 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);
13664                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13665                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13666                                 break;
13667                         }
13668                 }
13669         }
13670
13671         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13672
13673         if (r_showtris.integer || r_shownormals.integer)
13674         {
13675                 if (r_showdisabledepthtest.integer)
13676                 {
13677                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13678                         GL_DepthMask(false);
13679                 }
13680                 else
13681                 {
13682                         GL_BlendFunc(GL_ONE, GL_ZERO);
13683                         GL_DepthMask(true);
13684                 }
13685                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13686                 {
13687                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13688                                 continue;
13689                         rsurface.texture = R_GetCurrentTexture(surface->texture);
13690                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13691                         {
13692                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13693                                 if (r_showtris.value > 0)
13694                                 {
13695                                         if (!rsurface.texture->currentlayers->depthmask)
13696                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13697                                         else if (ent == r_refdef.scene.worldentity)
13698                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13699                                         else
13700                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13701                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13702                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13703                                         RSurf_DrawBatch();
13704                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13705                                         CHECKGLERROR
13706                                 }
13707                                 if (r_shownormals.value < 0)
13708                                 {
13709                                         qglBegin(GL_LINES);
13710                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13711                                         {
13712                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13713                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13714                                                 qglVertex3f(v[0], v[1], v[2]);
13715                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13716                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13717                                                 qglVertex3f(v[0], v[1], v[2]);
13718                                         }
13719                                         qglEnd();
13720                                         CHECKGLERROR
13721                                 }
13722                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13723                                 {
13724                                         qglBegin(GL_LINES);
13725                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13726                                         {
13727                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13728                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13729                                                 qglVertex3f(v[0], v[1], v[2]);
13730                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13731                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13732                                                 qglVertex3f(v[0], v[1], v[2]);
13733                                         }
13734                                         qglEnd();
13735                                         CHECKGLERROR
13736                                         qglBegin(GL_LINES);
13737                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13738                                         {
13739                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13740                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13741                                                 qglVertex3f(v[0], v[1], v[2]);
13742                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13743                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13744                                                 qglVertex3f(v[0], v[1], v[2]);
13745                                         }
13746                                         qglEnd();
13747                                         CHECKGLERROR
13748                                         qglBegin(GL_LINES);
13749                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13750                                         {
13751                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13752                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13753                                                 qglVertex3f(v[0], v[1], v[2]);
13754                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13755                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13756                                                 qglVertex3f(v[0], v[1], v[2]);
13757                                         }
13758                                         qglEnd();
13759                                         CHECKGLERROR
13760                                 }
13761                         }
13762                 }
13763                 rsurface.texture = NULL;
13764         }
13765 }
13766
13767 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13768 int r_maxsurfacelist = 0;
13769 const msurface_t **r_surfacelist = NULL;
13770 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13771 {
13772         int i, j, endj, flagsmask;
13773         dp_model_t *model = r_refdef.scene.worldmodel;
13774         msurface_t *surfaces;
13775         unsigned char *update;
13776         int numsurfacelist = 0;
13777         if (model == NULL)
13778                 return;
13779
13780         if (r_maxsurfacelist < model->num_surfaces)
13781         {
13782                 r_maxsurfacelist = model->num_surfaces;
13783                 if (r_surfacelist)
13784                         Mem_Free((msurface_t**)r_surfacelist);
13785                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13786         }
13787
13788         RSurf_ActiveWorldEntity();
13789
13790         surfaces = model->data_surfaces;
13791         update = model->brushq1.lightmapupdateflags;
13792
13793         // update light styles on this submodel
13794         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13795         {
13796                 model_brush_lightstyleinfo_t *style;
13797                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13798                 {
13799                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13800                         {
13801                                 int *list = style->surfacelist;
13802                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13803                                 for (j = 0;j < style->numsurfaces;j++)
13804                                         update[list[j]] = true;
13805                         }
13806                 }
13807         }
13808
13809         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13810
13811         if (debug)
13812         {
13813                 R_DrawDebugModel();
13814                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13815                 return;
13816         }
13817
13818         rsurface.lightmaptexture = NULL;
13819         rsurface.deluxemaptexture = NULL;
13820         rsurface.uselightmaptexture = false;
13821         rsurface.texture = NULL;
13822         rsurface.rtlight = NULL;
13823         numsurfacelist = 0;
13824         // add visible surfaces to draw list
13825         for (i = 0;i < model->nummodelsurfaces;i++)
13826         {
13827                 j = model->sortedmodelsurfaces[i];
13828                 if (r_refdef.viewcache.world_surfacevisible[j])
13829                         r_surfacelist[numsurfacelist++] = surfaces + j;
13830         }
13831         // update lightmaps if needed
13832         if (model->brushq1.firstrender)
13833         {
13834                 model->brushq1.firstrender = false;
13835                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13836                         if (update[j])
13837                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13838         }
13839         else if (update)
13840         {
13841                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13842                         if (r_refdef.viewcache.world_surfacevisible[j])
13843                                 if (update[j])
13844                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13845         }
13846         // don't do anything if there were no surfaces
13847         if (!numsurfacelist)
13848         {
13849                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13850                 return;
13851         }
13852         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13853         GL_AlphaTest(false);
13854
13855         // add to stats if desired
13856         if (r_speeds.integer && !skysurfaces && !depthonly)
13857         {
13858                 r_refdef.stats.world_surfaces += numsurfacelist;
13859                 for (j = 0;j < numsurfacelist;j++)
13860                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13861         }
13862
13863         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13864 }
13865
13866 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13867 {
13868         int i, j, endj, flagsmask;
13869         dp_model_t *model = ent->model;
13870         msurface_t *surfaces;
13871         unsigned char *update;
13872         int numsurfacelist = 0;
13873         if (model == NULL)
13874                 return;
13875
13876         if (r_maxsurfacelist < model->num_surfaces)
13877         {
13878                 r_maxsurfacelist = model->num_surfaces;
13879                 if (r_surfacelist)
13880                         Mem_Free((msurface_t **)r_surfacelist);
13881                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13882         }
13883
13884         // if the model is static it doesn't matter what value we give for
13885         // wantnormals and wanttangents, so this logic uses only rules applicable
13886         // to a model, knowing that they are meaningless otherwise
13887         if (ent == r_refdef.scene.worldentity)
13888                 RSurf_ActiveWorldEntity();
13889         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13890                 RSurf_ActiveModelEntity(ent, false, false, false);
13891         else if (prepass)
13892                 RSurf_ActiveModelEntity(ent, true, true, true);
13893         else if (depthonly)
13894         {
13895                 switch (vid.renderpath)
13896                 {
13897                 case RENDERPATH_GL20:
13898                 case RENDERPATH_CGGL:
13899                 case RENDERPATH_D3D9:
13900                 case RENDERPATH_D3D10:
13901                 case RENDERPATH_D3D11:
13902                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13903                         break;
13904                 case RENDERPATH_GL13:
13905                 case RENDERPATH_GL11:
13906                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13907                         break;
13908                 }
13909         }
13910         else
13911         {
13912                 switch (vid.renderpath)
13913                 {
13914                 case RENDERPATH_GL20:
13915                 case RENDERPATH_CGGL:
13916                 case RENDERPATH_D3D9:
13917                 case RENDERPATH_D3D10:
13918                 case RENDERPATH_D3D11:
13919                         RSurf_ActiveModelEntity(ent, true, true, false);
13920                         break;
13921                 case RENDERPATH_GL13:
13922                 case RENDERPATH_GL11:
13923                         RSurf_ActiveModelEntity(ent, true, false, false);
13924                         break;
13925                 }
13926         }
13927
13928         surfaces = model->data_surfaces;
13929         update = model->brushq1.lightmapupdateflags;
13930
13931         // update light styles
13932         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13933         {
13934                 model_brush_lightstyleinfo_t *style;
13935                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13936                 {
13937                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13938                         {
13939                                 int *list = style->surfacelist;
13940                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13941                                 for (j = 0;j < style->numsurfaces;j++)
13942                                         update[list[j]] = true;
13943                         }
13944                 }
13945         }
13946
13947         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13948
13949         if (debug)
13950         {
13951                 R_DrawDebugModel();
13952                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13953                 return;
13954         }
13955
13956         rsurface.lightmaptexture = NULL;
13957         rsurface.deluxemaptexture = NULL;
13958         rsurface.uselightmaptexture = false;
13959         rsurface.texture = NULL;
13960         rsurface.rtlight = NULL;
13961         numsurfacelist = 0;
13962         // add visible surfaces to draw list
13963         for (i = 0;i < model->nummodelsurfaces;i++)
13964                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13965         // don't do anything if there were no surfaces
13966         if (!numsurfacelist)
13967         {
13968                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13969                 return;
13970         }
13971         // update lightmaps if needed
13972         if (update)
13973         {
13974                 int updated = 0;
13975                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13976                 {
13977                         if (update[j])
13978                         {
13979                                 updated++;
13980                                 R_BuildLightMap(ent, surfaces + j);
13981                         }
13982                 }
13983         }
13984         if (update)
13985                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13986                         if (update[j])
13987                                 R_BuildLightMap(ent, surfaces + j);
13988         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13989         GL_AlphaTest(false);
13990
13991         // add to stats if desired
13992         if (r_speeds.integer && !skysurfaces && !depthonly)
13993         {
13994                 r_refdef.stats.entities_surfaces += numsurfacelist;
13995                 for (j = 0;j < numsurfacelist;j++)
13996                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13997         }
13998
13999         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14000 }
14001
14002 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14003 {
14004         static texture_t texture;
14005         static msurface_t surface;
14006         const msurface_t *surfacelist = &surface;
14007
14008         // fake enough texture and surface state to render this geometry
14009
14010         texture.update_lastrenderframe = -1; // regenerate this texture
14011         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14012         texture.currentskinframe = skinframe;
14013         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14014         texture.offsetmapping = OFFSETMAPPING_OFF;
14015         texture.offsetscale = 1;
14016         texture.specularscalemod = 1;
14017         texture.specularpowermod = 1;
14018
14019         surface.texture = &texture;
14020         surface.num_triangles = numtriangles;
14021         surface.num_firsttriangle = firsttriangle;
14022         surface.num_vertices = numvertices;
14023         surface.num_firstvertex = firstvertex;
14024
14025         // now render it
14026         rsurface.texture = R_GetCurrentTexture(surface.texture);
14027         rsurface.lightmaptexture = NULL;
14028         rsurface.deluxemaptexture = NULL;
14029         rsurface.uselightmaptexture = false;
14030         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14031 }
14032
14033 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)
14034 {
14035         static msurface_t surface;
14036         const msurface_t *surfacelist = &surface;
14037
14038         // fake enough texture and surface state to render this geometry
14039
14040         surface.texture = texture;
14041         surface.num_triangles = numtriangles;
14042         surface.num_firsttriangle = firsttriangle;
14043         surface.num_vertices = numvertices;
14044         surface.num_firstvertex = firstvertex;
14045
14046         // now render it
14047         rsurface.texture = R_GetCurrentTexture(surface.texture);
14048         rsurface.lightmaptexture = NULL;
14049         rsurface.deluxemaptexture = NULL;
14050         rsurface.uselightmaptexture = false;
14051         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14052 }