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fix r_drawviewmodel
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 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)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 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"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 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)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 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"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 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)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 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"};
70 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"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 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"};
73 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"};
74 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"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 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)"};
80 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)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 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."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 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."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 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"};
96 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"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 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"};
102
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
111
112 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)"};
113 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"};
114
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
118
119 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)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 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)"};
125 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)"};
126 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)"};
127 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)"};
128
129 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)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 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"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
134
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
139
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
147
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 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)"};
152
153 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"};
154
155 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"};
156
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
158
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 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"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 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)"};
167
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
169
170 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)"};
171
172 extern cvar_t v_glslgamma;
173
174 extern qboolean v_flipped_state;
175
176 static struct r_bloomstate_s
177 {
178         qboolean enabled;
179         qboolean hdr;
180
181         int bloomwidth, bloomheight;
182
183         int screentexturewidth, screentextureheight;
184         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
185
186         int bloomtexturewidth, bloomtextureheight;
187         rtexture_t *texture_bloom;
188
189         // arrays for rendering the screen passes
190         float screentexcoord2f[8];
191         float bloomtexcoord2f[8];
192         float offsettexcoord2f[8];
193
194         r_viewport_t viewport;
195 }
196 r_bloomstate;
197
198 r_waterstate_t r_waterstate;
199
200 /// shadow volume bsp struct with automatically growing nodes buffer
201 svbsp_t r_svbsp;
202
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
215
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
218 {
219         char basename[64];
220         rtexture_t *texture;
221 }
222 cubemapinfo_t;
223
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
226
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
230
231 typedef struct r_qwskincache_s
232 {
233         char name[MAX_QPATH];
234         skinframe_t *skinframe;
235 }
236 r_qwskincache_t;
237
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
240
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
243 {
244         0, 0, 0,
245         1, 0, 0,
246         1, 1, 0,
247         0, 1, 0
248 };
249
250 extern void R_DrawModelShadows(void);
251
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
253 {
254         int i;
255         for (i = 0;i < verts;i++)
256         {
257                 out[0] = in[0] * r;
258                 out[1] = in[1] * g;
259                 out[2] = in[2] * b;
260                 out[3] = in[3];
261                 in += 4;
262                 out += 4;
263         }
264 }
265
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
267 {
268         int i;
269         for (i = 0;i < verts;i++)
270         {
271                 out[0] = r;
272                 out[1] = g;
273                 out[2] = b;
274                 out[3] = a;
275                 out += 4;
276         }
277 }
278
279 // FIXME: move this to client?
280 void FOG_clear(void)
281 {
282         if (gamemode == GAME_NEHAHRA)
283         {
284                 Cvar_Set("gl_fogenable", "0");
285                 Cvar_Set("gl_fogdensity", "0.2");
286                 Cvar_Set("gl_fogred", "0.3");
287                 Cvar_Set("gl_foggreen", "0.3");
288                 Cvar_Set("gl_fogblue", "0.3");
289         }
290         r_refdef.fog_density = 0;
291         r_refdef.fog_red = 0;
292         r_refdef.fog_green = 0;
293         r_refdef.fog_blue = 0;
294         r_refdef.fog_alpha = 1;
295         r_refdef.fog_start = 0;
296         r_refdef.fog_end = 16384;
297         r_refdef.fog_height = 1<<30;
298         r_refdef.fog_fadedepth = 128;
299 }
300
301 static void R_BuildBlankTextures(void)
302 {
303         unsigned char data[4];
304         data[2] = 128; // normal X
305         data[1] = 128; // normal Y
306         data[0] = 255; // normal Z
307         data[3] = 128; // height
308         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
309         data[0] = 255;
310         data[1] = 255;
311         data[2] = 255;
312         data[3] = 255;
313         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 128;
315         data[1] = 128;
316         data[2] = 128;
317         data[3] = 255;
318         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 0;
320         data[1] = 0;
321         data[2] = 0;
322         data[3] = 255;
323         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 }
325
326 static void R_BuildNoTexture(void)
327 {
328         int x, y;
329         unsigned char pix[16][16][4];
330         // this makes a light grey/dark grey checkerboard texture
331         for (y = 0;y < 16;y++)
332         {
333                 for (x = 0;x < 16;x++)
334                 {
335                         if ((y < 8) ^ (x < 8))
336                         {
337                                 pix[y][x][0] = 128;
338                                 pix[y][x][1] = 128;
339                                 pix[y][x][2] = 128;
340                                 pix[y][x][3] = 255;
341                         }
342                         else
343                         {
344                                 pix[y][x][0] = 64;
345                                 pix[y][x][1] = 64;
346                                 pix[y][x][2] = 64;
347                                 pix[y][x][3] = 255;
348                         }
349                 }
350         }
351         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
352 }
353
354 static void R_BuildWhiteCube(void)
355 {
356         unsigned char data[6*1*1*4];
357         memset(data, 255, sizeof(data));
358         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
359 }
360
361 static void R_BuildNormalizationCube(void)
362 {
363         int x, y, side;
364         vec3_t v;
365         vec_t s, t, intensity;
366 #define NORMSIZE 64
367         unsigned char *data;
368         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369         for (side = 0;side < 6;side++)
370         {
371                 for (y = 0;y < NORMSIZE;y++)
372                 {
373                         for (x = 0;x < NORMSIZE;x++)
374                         {
375                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
377                                 switch(side)
378                                 {
379                                 default:
380                                 case 0:
381                                         v[0] = 1;
382                                         v[1] = -t;
383                                         v[2] = -s;
384                                         break;
385                                 case 1:
386                                         v[0] = -1;
387                                         v[1] = -t;
388                                         v[2] = s;
389                                         break;
390                                 case 2:
391                                         v[0] = s;
392                                         v[1] = 1;
393                                         v[2] = t;
394                                         break;
395                                 case 3:
396                                         v[0] = s;
397                                         v[1] = -1;
398                                         v[2] = -t;
399                                         break;
400                                 case 4:
401                                         v[0] = s;
402                                         v[1] = -t;
403                                         v[2] = 1;
404                                         break;
405                                 case 5:
406                                         v[0] = -s;
407                                         v[1] = -t;
408                                         v[2] = -1;
409                                         break;
410                                 }
411                                 intensity = 127.0f / sqrt(DotProduct(v, v));
412                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415                                 data[((side*64+y)*64+x)*4+3] = 255;
416                         }
417                 }
418         }
419         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420         Mem_Free(data);
421 }
422
423 static void R_BuildFogTexture(void)
424 {
425         int x, b;
426 #define FOGWIDTH 256
427         unsigned char data1[FOGWIDTH][4];
428         //unsigned char data2[FOGWIDTH][4];
429         double d, r, alpha;
430
431         r_refdef.fogmasktable_start = r_refdef.fog_start;
432         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433         r_refdef.fogmasktable_range = r_refdef.fogrange;
434         r_refdef.fogmasktable_density = r_refdef.fog_density;
435
436         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
438         {
439                 d = (x * r - r_refdef.fogmasktable_start);
440                 if(developer_extra.integer)
441                         Con_DPrintf("%f ", d);
442                 d = max(0, d);
443                 if (r_fog_exp2.integer)
444                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
445                 else
446                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447                 if(developer_extra.integer)
448                         Con_DPrintf(" : %f ", alpha);
449                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450                 if(developer_extra.integer)
451                         Con_DPrintf(" = %f\n", alpha);
452                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
453         }
454
455         for (x = 0;x < FOGWIDTH;x++)
456         {
457                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
458                 data1[x][0] = b;
459                 data1[x][1] = b;
460                 data1[x][2] = b;
461                 data1[x][3] = 255;
462                 //data2[x][0] = 255 - b;
463                 //data2[x][1] = 255 - b;
464                 //data2[x][2] = 255 - b;
465                 //data2[x][3] = 255;
466         }
467         if (r_texture_fogattenuation)
468         {
469                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
471         }
472         else
473         {
474                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
475                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
476         }
477 }
478
479 //=======================================================================================================================================================
480
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
485 "\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
487 "# define USEFOG\n"
488 "#endif\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
491 "#endif\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
494 "#endif\n"
495 "\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
498 "#endif\n"
499 "\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "#   extension GL_EXT_gpu_shader4 : enable\n"
503 "# endif\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "#   extension GL_ARB_texture_gather : enable\n"
506 "# else\n"
507 "#   ifdef GL_AMD_texture_texture4\n"
508 "#     extension GL_AMD_texture_texture4 : enable\n"
509 "#   endif\n"
510 "# endif\n"
511 "#endif\n"
512 "\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
515 "#endif\n"
516 "\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
519 "//#endif\n"
520 "\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
526 "//#else\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
531 "//#endif\n"
532 "\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
535 "#endif\n"
536 "\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
542 "}\n"
543 "#endif\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
545 "\n"
546 "\n"
547 "\n"
548 "\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
551 "void main(void)\n"
552 "{\n"
553 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
555 "}\n"
556 "#endif\n"
557 "\n"
558 "#ifdef FRAGMENT_SHADER\n"
559 "void main(void)\n"
560 "{\n"
561 "       gl_FragColor = gl_Color;\n"
562 "}\n"
563 "#endif\n"
564 "#else // !MODE_SHOWDEPTH\n"
565 "\n"
566 "\n"
567 "\n"
568 "\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
572 "\n"
573 "#ifdef VERTEX_SHADER\n"
574 "void main(void)\n"
575 "{\n"
576 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
578 "#ifdef USEBLOOM\n"
579 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
580 "#endif\n"
581 "}\n"
582 "#endif\n"
583 "\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
586 "#ifdef USEBLOOM\n"
587 "uniform sampler2D Texture_Second;\n"
588 "#endif\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
591 "#endif\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
594 "#endif\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
597 "#endif\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
608 "#ifdef USEBLOOM\n"
609 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
610 "#endif\n"
611 "#ifdef USEVIEWTINT\n"
612 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
613 "#endif\n"
614 "\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// 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"
618 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
622 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
623 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
624 "#endif\n"
625 "\n"
626 "#ifdef USESATURATION\n"
627 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
631 "#endif\n"
632 "\n"
633 "#ifdef USEGAMMARAMPS\n"
634 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
637 "#endif\n"
638 "}\n"
639 "#endif\n"
640 "#else // !MODE_POSTPROCESS\n"
641 "\n"
642 "\n"
643 "\n"
644 "\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
648 "#endif\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
651 "#endif\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#endif\n"
659 "#ifdef USESPECULAR\n"
660 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
661 "#endif\n"
662 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 "}\n"
664 "#endif\n"
665 "\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
669 "#endif\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
672 "#endif\n"
673 "\n"
674 "void main(void)\n"
675 "{\n"
676 "       gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
679 "#endif\n"
680 "\n"
681 "#ifdef USESPECULAR\n"
682 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 "       gl_FragColor *= tex2;\n"
685 "# endif\n"
686 "# ifdef USEGLOW\n"
687 "       gl_FragColor += tex2;\n"
688 "# endif\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
691 "# endif\n"
692 "#endif\n"
693 "}\n"
694 "#endif\n"
695 "#else // !MODE_GENERIC\n"
696 "\n"
697 "\n"
698 "\n"
699 "\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
703 "void main(void)\n"
704 "{\n"
705 "       gl_FrontColor = gl_Color;\n"
706 "       TexCoord = gl_MultiTexCoord0.xy;\n"
707 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
708 "}\n"
709 "#endif\n"
710 "\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
714 "\n"
715 "void main(void)\n"
716 "{\n"
717 "       int i;\n"
718 "       vec2 tc = TexCoord;\n"
719 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 "       tc += BloomBlur_Parameters.xy;\n"
721 "       for (i = 1;i < SAMPLES;i++)\n"
722 "       {\n"
723 "               color += texture2D(Texture_First, tc).rgb;\n"
724 "               tc += BloomBlur_Parameters.xy;\n"
725 "       }\n"
726 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
727 "}\n"
728 "#endif\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
735 "\n"
736 "void main(void)\n"
737 "{\n"
738 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 "       ModelViewProjectionPosition = gl_Position;\n"
741 "}\n"
742 "#endif\n"
743 "\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
748 "\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
756 "\n"
757 "void main(void)\n"
758 "{\n"
759 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 "       // FIXME temporary hack to detect the case that the reflection\n"
764 "       // gets blackened at edges due to leaving the area that contains actual\n"
765 "       // content.\n"
766 "       // Remove this 'ack once we have a better way to stop this thing from\n"
767 "       // 'appening.\n"
768 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
774 "}\n"
775 "#endif\n"
776 "#else // !MODE_REFRACTION\n"
777 "\n"
778 "\n"
779 "\n"
780 "\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
788 "\n"
789 "void main(void)\n"
790 "{\n"
791 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 "       ModelViewProjectionPosition = gl_Position;\n"
798 "}\n"
799 "#endif\n"
800 "\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
805 "\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
813 "\n"
814 "void main(void)\n"
815 "{\n"
816 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 "       // FIXME temporary hack to detect the case that the reflection\n"
822 "       // gets blackened at edges due to leaving the area that contains actual\n"
823 "       // content.\n"
824 "       // Remove this 'ack once we have a better way to stop this thing from\n"
825 "       // 'appening.\n"
826 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_WATER\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "// common definitions between vertex shader and fragment shader:\n"
846 "\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
850 "#endif\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
853 "#endif\n"
854 "\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
857 "#endif\n"
858 "\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
861 "#endif\n"
862 "\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
865 "#endif\n"
866 "#ifdef USEFOG\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
868 "#endif\n"
869 "\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
874 "#endif\n"
875 "\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
878 "#endif\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
882 "#endif\n"
883 "\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "#endif\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
890 "#endif\n"
891 "uniform vec4 FogPlane;\n"
892 "\n"
893 "\n"
894 "\n"
895 "\n"
896 "\n"
897 "// 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"
898 "\n"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
901 "\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
905 "#ifdef USEGLOW\n"
906 "uniform sampler2D Texture_Glow;\n"
907 "#endif\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
912 "#ifdef USEGLOW\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
914 "#endif\n"
915 "#endif\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
919 "#endif\n"
920 "#ifdef USEFOG\n"
921 "uniform sampler2D Texture_FogMask;\n"
922 "#endif\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
925 "#endif\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
928 "#endif\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
931 "#endif\n"
932 "\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
936 "#endif\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
940 "#endif\n"
941 "\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
945 "\n"
946 "#ifdef USEFOG\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
951 "{\n"
952 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
954 "       float fogfrac;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
957 "#else\n"
958 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
959 "#endif\n"
960 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
961 "}\n"
962 "#endif\n"
963 "\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
967 "{\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 "       // 14 sample relief mapping: linear search and then binary search\n"
970 "       // this basically steps forward a small amount repeatedly until it finds\n"
971 "       // itself inside solid, then jitters forward and back using decreasing\n"
972 "       // amounts to find the impact\n"
973 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 "       vec3 RT = vec3(TexCoord, 1);\n"
977 "       OffsetVector *= 0.1;\n"
978 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
988 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
989 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
990 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
991 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
992 "       return RT.xy;\n"
993 "#else\n"
994 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 "       // this basically moves forward the full distance, and then backs up based\n"
996 "       // on height of samples\n"
997 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 "       TexCoord += OffsetVector;\n"
1001 "       OffsetVector *= 0.333;\n"
1002 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 "       return TexCoord;\n"
1006 "#endif\n"
1007 "}\n"
1008 "#endif // USEOFFSETMAPPING\n"
1009 "\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1013 "\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1017 "# else\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1019 "# endif\n"
1020 "#endif\n"
1021 "\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1025 "# else\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1027 "# endif\n"
1028 "#endif\n"
1029 "\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1037 "# else\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1039 "# endif\n"
1040 "#endif\n"
1041 "\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1045 "#endif\n"
1046 "\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1050 "{\n"
1051 "       vec3 adir = abs(dir);\n"
1052 "       vec2 tc;\n"
1053 "       vec2 offset;\n"
1054 "       float ma;\n"
1055 "       if (adir.x > adir.y)\n"
1056 "       {\n"
1057 "               if (adir.x > adir.z) // X\n"
1058 "               {\n"
1059 "                       ma = adir.x;\n"
1060 "                       tc = dir.zy;\n"
1061 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1062 "               }\n"
1063 "               else // Z\n"
1064 "               {\n"
1065 "                       ma = adir.z;\n"
1066 "                       tc = dir.xy;\n"
1067 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1068 "               }\n"
1069 "       }\n"
1070 "       else\n"
1071 "       {\n"
1072 "               if (adir.y > adir.z) // Y\n"
1073 "               {\n"
1074 "                       ma = adir.y;\n"
1075 "                       tc = dir.xz;\n"
1076 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1077 "               }\n"
1078 "               else // Z\n"
1079 "               {\n"
1080 "                       ma = adir.z;\n"
1081 "                       tc = dir.xy;\n"
1082 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1083 "               }\n"
1084 "       }\n"
1085 "\n"
1086 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 "       stc.z += ShadowMap_Parameters.z;\n"
1089 "       return stc;\n"
1090 "}\n"
1091 "# else\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1093 "{\n"
1094 "       vec3 adir = abs(dir);\n"
1095 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 "       stc.z += ShadowMap_Parameters.z;\n"
1100 "       return stc;\n"
1101 "}\n"
1102 "# endif\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1104 "\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1107 "{\n"
1108 "       vec3 adir = abs(dir);\n"
1109 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1110 "}\n"
1111 "#endif\n"
1112 "\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1115 "{\n"
1116 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1117 "       float f;\n"
1118 "#  ifdef USESHADOWSAMPLER\n"
1119 "\n"
1120 "#    ifdef USESHADOWMAPPCF\n"
1121 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 "       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"
1123 "#    else\n"
1124 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1125 "#    endif\n"
1126 "\n"
1127 "#  else\n"
1128 "\n"
1129 "#    ifdef USESHADOWMAPPCF\n"
1130 "#      if USESHADOWMAPPCF > 1\n"
1131 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 "       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"
1134 "       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"
1135 "       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"
1136 "       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"
1137 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1139 "#      else\n"
1140 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 "       vec2 offset = fract(shadowmaptc.xy);\n"
1142 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1144 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1145 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1147 "#      endif\n"
1148 "#    else\n"
1149 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1150 "#    endif\n"
1151 "\n"
1152 "#  endif\n"
1153 "       return f;\n"
1154 "}\n"
1155 "# endif\n"
1156 "\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1159 "{\n"
1160 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1161 "       float f;\n"
1162 "\n"
1163 "#  ifdef USESHADOWSAMPLER\n"
1164 "#    ifdef USESHADOWMAPPCF\n"
1165 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1166 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 "       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"
1168 "#    else\n"
1169 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1170 "#    endif\n"
1171 "#  else\n"
1172 "#    ifdef USESHADOWMAPPCF\n"
1173 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "#      ifdef GL_ARB_texture_gather\n"
1175 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1176 "#      else\n"
1177 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1178 "#      endif\n"
1179 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 "       center *= ShadowMap_TextureScale;\n"
1181 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1184 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1185 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1188 "#     else\n"
1189 "#      ifdef GL_EXT_gpu_shader4\n"
1190 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1191 "#      else\n"
1192 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1193 "#      endif\n"
1194 "#      if USESHADOWMAPPCF > 1\n"
1195 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 "       center *= ShadowMap_TextureScale;\n"
1197 "       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"
1198 "       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"
1199 "       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"
1200 "       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"
1201 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1203 "#      else\n"
1204 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1207 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1208 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1210 "#      endif\n"
1211 "#     endif\n"
1212 "#    else\n"
1213 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1214 "#    endif\n"
1215 "#  endif\n"
1216 "       return f;\n"
1217 "}\n"
1218 "# endif\n"
1219 "\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1222 "{\n"
1223 "       // apply depth texture cubemap as light filter\n"
1224 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1225 "       float f;\n"
1226 "#  ifdef USESHADOWSAMPLER\n"
1227 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1228 "#  else\n"
1229 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1230 "#  endif\n"
1231 "       return f;\n"
1232 "}\n"
1233 "# endif\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1236 "\n"
1237 "\n"
1238 "\n"
1239 "\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1245 "#endif\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1247 "void main(void)\n"
1248 "{\n"
1249 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 "       gl_FrontColor = gl_Color;\n"
1252 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1253 "#endif\n"
1254 "\n"
1255 "       // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1261 "#endif\n"
1262 "\n"
1263 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1267 "}\n"
1268 "#endif // VERTEX_SHADER\n"
1269 "\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1271 "void main(void)\n"
1272 "{\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 "       // apply offsetmapping\n"
1275 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1277 "#endif\n"
1278 "\n"
1279 "#ifdef USEALPHAKILL\n"
1280 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1281 "               discard;\n"
1282 "#endif\n"
1283 "\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1289 "#endif\n"
1290 "\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1294 "#else\n"
1295 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1297 "#endif\n"
1298 "\n"
1299 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1300 "}\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1310 "void main(void)\n"
1311 "{\n"
1312 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1314 "}\n"
1315 "#endif // VERTEX_SHADER\n"
1316 "\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1326 "#endif\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1328 "void main(void)\n"
1329 "{\n"
1330 "       // calculate viewspace pixel position\n"
1331 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1332 "       vec3 position;\n"
1333 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 "       // decode viewspace pixel normal\n"
1336 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 "       // surfacenormal = pixel normal in viewspace\n"
1339 "       // LightVector = pixel to light in viewspace\n"
1340 "       // CubeVector = position in lightspace\n"
1341 "       // eyevector = pixel to view in viewspace\n"
1342 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 "       // calculate diffuse shading\n"
1346 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1348 "#endif\n"
1349 "#ifdef USESPECULAR\n"
1350 "       // calculate directional shading\n"
1351 "       vec3 eyevector = position * -1.0;\n"
1352 "#  ifdef USEEXACTSPECULARMATH\n"
1353 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1354 "#  else\n"
1355 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1357 "#  endif\n"
1358 "#endif\n"
1359 "\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 "       fade *= ShadowMapCompare(CubeVector);\n"
1362 "#endif\n"
1363 "\n"
1364 "#ifdef USEDIFFUSE\n"
1365 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1366 "#else\n"
1367 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1368 "#endif\n"
1369 "#ifdef USESPECULAR\n"
1370 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1371 "#else\n"
1372 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1373 "#endif\n"
1374 "\n"
1375 "# ifdef USECUBEFILTER\n"
1376 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 "       gl_FragData[0].rgb *= cubecolor;\n"
1378 "       gl_FragData[1].rgb *= cubecolor;\n"
1379 "# endif\n"
1380 "}\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1383 "\n"
1384 "\n"
1385 "\n"
1386 "\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1391 "#endif\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1394 "#endif\n"
1395 "void main(void)\n"
1396 "{\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 "       gl_FrontColor = gl_Color;\n"
1399 "#endif\n"
1400 "       // copy the surface texcoord\n"
1401 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1404 "#endif\n"
1405 "#ifdef USELIGHTMAP\n"
1406 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 "       // transform vertex position into light attenuation/cubemap space\n"
1411 "       // (-1 to +1 across the light box)\n"
1412 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1413 "\n"
1414 "# ifdef USEDIFFUSE\n"
1415 "       // transform unnormalized light direction into tangent space\n"
1416 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 "       //  normalize it per pixel)\n"
1418 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1422 "# endif\n"
1423 "#endif\n"
1424 "\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1429 "#endif\n"
1430 "\n"
1431 "       // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1437 "#endif\n"
1438 "\n"
1439 "#ifdef USEFOG\n"
1440 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1442 "#endif\n"
1443 "\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1446 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1447 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1448 "#endif\n"
1449 "\n"
1450 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1452 "\n"
1453 "#ifdef USEREFLECTION\n"
1454 "       ModelViewProjectionPosition = gl_Position;\n"
1455 "#endif\n"
1456 "}\n"
1457 "#endif // VERTEX_SHADER\n"
1458 "\n"
1459 "\n"
1460 "\n"
1461 "\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1467 "#endif\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1472 "#ifdef USEGLOW\n"
1473 "uniform myhalf3 Color_Glow;\n"
1474 "#endif\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1481 "#endif\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1486 "#endif\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1489 "#endif\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1492 "#endif\n"
1493 "void main(void)\n"
1494 "{\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 "       // apply offsetmapping\n"
1497 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1499 "#endif\n"
1500 "\n"
1501 "       // combine the diffuse textures (base, pants, shirt)\n"
1502 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 "       if (color.a < 0.5)\n"
1505 "               discard;\n"
1506 "#endif\n"
1507 "       color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1510 "#endif\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1516 "       color.a = 1.0;\n"
1517 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1518 "#endif\n"
1519 "\n"
1520 "       // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1523 "#else\n"
1524 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1525 "#endif\n"
1526 "\n"
1527 "       // get the material colors\n"
1528 "       myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1532 "# else\n"
1533 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1534 "# endif\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1542 "#endif\n"
1543 "\n"
1544 "\n"
1545 "\n"
1546 "\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "       // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1556 "#else\n"
1557 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1559 "#endif\n"
1560 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1561 "#endif\n"
1562 "#else\n"
1563 "       color.rgb = diffusetex * Color_Ambient;\n"
1564 "#endif\n"
1565 "       color.rgb *= LightColor;\n"
1566 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1569 "#endif\n"
1570 "# ifdef USECUBEFILTER\n"
1571 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1572 "# endif\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1579 "#define SHADING\n"
1580 "#ifdef USEDIFFUSE\n"
1581 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 "#endif\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1586 "#define SHADING\n"
1587 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 "       // convert modelspace light vector to tangentspace\n"
1591 "       myhalf3 lightnormal;\n"
1592 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1607 "#define SHADING\n"
1608 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1611 "#endif\n"
1612 "\n"
1613 "\n"
1614 "\n"
1615 "\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 "       color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1625 "\n"
1626 "\n"
1627 "\n"
1628 "\n"
1629 "#ifdef SHADING\n"
1630 "# ifdef USEDIFFUSE\n"
1631 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "#  ifdef USESPECULAR\n"
1633 "#   ifdef USEEXACTSPECULARMATH\n"
1634 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1635 "#   else\n"
1636 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1638 "#   endif\n"
1639 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1640 "#  else\n"
1641 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1642 "#  endif\n"
1643 "# else\n"
1644 "       color.rgb = diffusetex * Color_Ambient;\n"
1645 "# endif\n"
1646 "#endif\n"
1647 "\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1652 "#endif\n"
1653 "\n"
1654 "#ifdef USEGLOW\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1657 "#else\n"
1658 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1659 "#endif\n"
1660 "#endif\n"
1661 "\n"
1662 "#ifdef USEFOG\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 "       color.rgb *= myhalf(FogVertex());\n"
1665 "#else\n"
1666 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1667 "#endif\n"
1668 "#endif\n"
1669 "\n"
1670 "       // 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"
1671 "#ifdef USEREFLECTION\n"
1672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 "       // FIXME temporary hack to detect the case that the reflection\n"
1677 "       // gets blackened at edges due to leaving the area that contains actual\n"
1678 "       // content.\n"
1679 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1680 "       // 'appening.\n"
1681 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1687 "#endif\n"
1688 "\n"
1689 "       gl_FragColor = vec4(color);\n"
1690 "}\n"
1691 "#endif // FRAGMENT_SHADER\n"
1692 "\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1702 ;
1703
1704 /*
1705 =========================================================================================================================================================
1706
1707
1708
1709 =========================================================================================================================================================
1710
1711
1712
1713 =========================================================================================================================================================
1714
1715
1716
1717 =========================================================================================================================================================
1718
1719
1720
1721 =========================================================================================================================================================
1722
1723
1724
1725 =========================================================================================================================================================
1726
1727
1728
1729 =========================================================================================================================================================
1730 */
1731
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1736 "\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1738 "# define USEFOG\n"
1739 "#endif\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1742 "#endif\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1745 "#endif\n"
1746 "\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1749 "void main\n"
1750 "(\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1754 ")\n"
1755 "{\n"
1756 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1757 "}\n"
1758 "#endif\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1760 "\n"
1761 "\n"
1762 "\n"
1763 "\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1766 "void main\n"
1767 "(\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1772 ")\n"
1773 "{\n"
1774 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1776 "}\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1780 "void main\n"
1781 "(\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1784 ")\n"
1785 "{\n"
1786 "       gl_FragColor = gl_FrontColor;\n"
1787 "}\n"
1788 "#endif\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1790 "\n"
1791 "\n"
1792 "\n"
1793 "\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1795 "\n"
1796 "#ifdef VERTEX_SHADER\n"
1797 "void main\n"
1798 "(\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1810 "#ifdef USEBLOOM\n"
1811 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1812 "#endif\n"
1813 "}\n"
1814 "#endif\n"
1815 "\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1817 "void main\n"
1818 "(\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1822 "#ifdef USEBLOOM\n"
1823 "uniform sampler2D Texture_Second,\n"
1824 "#endif\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1827 "#endif\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1830 "#endif\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1833 "#endif\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1841 ")\n"
1842 "{\n"
1843 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1844 "#ifdef USEBLOOM\n"
1845 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1846 "#endif\n"
1847 "#ifdef USEVIEWTINT\n"
1848 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1849 "#endif\n"
1850 "\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// 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"
1854 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1859 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1860 "#endif\n"
1861 "\n"
1862 "#ifdef USESATURATION\n"
1863 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1867 "#endif\n"
1868 "\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1873 "#endif\n"
1874 "}\n"
1875 "#endif\n"
1876 "#else // !MODE_POSTPROCESS\n"
1877 "\n"
1878 "\n"
1879 "\n"
1880 "\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1883 "void main\n"
1884 "(\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1899 "#endif\n"
1900 "#ifdef USESPECULAR\n"
1901 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1902 "#endif\n"
1903 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1904 "}\n"
1905 "#endif\n"
1906 "\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1908 "\n"
1909 "void main\n"
1910 "(\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1916 "#endif\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1919 "#endif\n"
1920 "out float4 gl_FragColor : COLOR\n"
1921 ")\n"
1922 "{\n"
1923 "       gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1926 "#endif\n"
1927 "\n"
1928 "#ifdef USESPECULAR\n"
1929 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 "       gl_FragColor *= tex2;\n"
1932 "# endif\n"
1933 "# ifdef USEGLOW\n"
1934 "       gl_FragColor += tex2;\n"
1935 "# endif\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1938 "# endif\n"
1939 "#endif\n"
1940 "}\n"
1941 "#endif\n"
1942 "#else // !MODE_GENERIC\n"
1943 "\n"
1944 "\n"
1945 "\n"
1946 "\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1949 "void main\n"
1950 "(\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1956 ")\n"
1957 "{\n"
1958 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1959 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1960 "}\n"
1961 "#endif\n"
1962 "\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1964 "\n"
1965 "void main\n"
1966 "(\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1971 ")\n"
1972 "{\n"
1973 "       int i;\n"
1974 "       float2 tc = TexCoord;\n"
1975 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 "       tc += BloomBlur_Parameters.xy;\n"
1977 "       for (i = 1;i < SAMPLES;i++)\n"
1978 "       {\n"
1979 "               color += tex2D(Texture_First, tc).rgb;\n"
1980 "               tc += BloomBlur_Parameters.xy;\n"
1981 "       }\n"
1982 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1983 "}\n"
1984 "#endif\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1988 "void main\n"
1989 "(\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1999 ")\n"
2000 "{\n"
2001 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 "       ModelViewProjectionPosition = gl_Position;\n"
2004 "}\n"
2005 "#endif\n"
2006 "\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2008 "void main\n"
2009 "(\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2021 ")\n"
2022 "{\n"
2023 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 "       // FIXME temporary hack to detect the case that the reflection\n"
2028 "       // gets blackened at edges due to leaving the area that contains actual\n"
2029 "       // content.\n"
2030 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2031 "       // 'appening.\n"
2032 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2038 "}\n"
2039 "#endif\n"
2040 "#else // !MODE_REFRACTION\n"
2041 "\n"
2042 "\n"
2043 "\n"
2044 "\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2059 ")\n"
2060 "{\n"
2061 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 "       ModelViewProjectionPosition = gl_Position;\n"
2068 "}\n"
2069 "#endif\n"
2070 "\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2072 "void main\n"
2073 "(\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2088 ")\n"
2089 "{\n"
2090 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 "       // FIXME temporary hack to detect the case that the reflection\n"
2095 "       // gets blackened at edges due to leaving the area that contains actual\n"
2096 "       // content.\n"
2097 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2098 "       // 'appening.\n"
2099 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2111 "}\n"
2112 "#endif\n"
2113 "#else // !MODE_WATER\n"
2114 "\n"
2115 "\n"
2116 "\n"
2117 "\n"
2118 "// 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"
2119 "\n"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2122 "\n"
2123 "#ifdef USEFOG\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2125 "{\n"
2126 "       float fogfrac;\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2129 "#else\n"
2130 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2131 "#endif\n"
2132 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2133 "}\n"
2134 "#endif\n"
2135 "\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2138 "{\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 "       // 14 sample relief mapping: linear search and then binary search\n"
2141 "       // this basically steps forward a small amount repeatedly until it finds\n"
2142 "       // itself inside solid, then jitters forward and back using decreasing\n"
2143 "       // amounts to find the impact\n"
2144 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 "       float3 RT = float3(TexCoord, 1);\n"
2148 "       OffsetVector *= 0.1;\n"
2149 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2159 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2160 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2163 "       return RT.xy;\n"
2164 "#else\n"
2165 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 "       // this basically moves forward the full distance, and then backs up based\n"
2167 "       // on height of samples\n"
2168 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 "       TexCoord += OffsetVector;\n"
2172 "       OffsetVector *= 0.333;\n"
2173 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 "       return TexCoord;\n"
2177 "#endif\n"
2178 "}\n"
2179 "#endif // USEOFFSETMAPPING\n"
2180 "\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2185 "{\n"
2186 "       float3 adir = abs(dir);\n"
2187 "       float2 tc;\n"
2188 "       float2 offset;\n"
2189 "       float ma;\n"
2190 "       if (adir.x > adir.y)\n"
2191 "       {\n"
2192 "               if (adir.x > adir.z) // X\n"
2193 "               {\n"
2194 "                       ma = adir.x;\n"
2195 "                       tc = dir.zy;\n"
2196 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2197 "               }\n"
2198 "               else // Z\n"
2199 "               {\n"
2200 "                       ma = adir.z;\n"
2201 "                       tc = dir.xy;\n"
2202 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2203 "               }\n"
2204 "       }\n"
2205 "       else\n"
2206 "       {\n"
2207 "               if (adir.y > adir.z) // Y\n"
2208 "               {\n"
2209 "                       ma = adir.y;\n"
2210 "                       tc = dir.xz;\n"
2211 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2212 "               }\n"
2213 "               else // Z\n"
2214 "               {\n"
2215 "                       ma = adir.z;\n"
2216 "                       tc = dir.xy;\n"
2217 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2218 "               }\n"
2219 "       }\n"
2220 "\n"
2221 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 "       stc.z += ShadowMap_Parameters.z;\n"
2224 "       return stc;\n"
2225 "}\n"
2226 "# else\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2228 "{\n"
2229 "       float3 adir = abs(dir);\n"
2230 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 "       float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 "       stc.z += ShadowMap_Parameters.z;\n"
2235 "       return stc;\n"
2236 "}\n"
2237 "# endif\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2239 "\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2242 "{\n"
2243 "    float3 adir = abs(dir);\n"
2244 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2245 "}\n"
2246 "#endif\n"
2247 "\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2251 "#else\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2253 "#endif\n"
2254 "{\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2257 "#else\n"
2258 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2259 "#endif\n"
2260 "       float f;\n"
2261 "#  ifdef USESHADOWSAMPLER\n"
2262 "\n"
2263 "#    ifdef USESHADOWMAPPCF\n"
2264 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 "    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"
2266 "#    else\n"
2267 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2268 "#    endif\n"
2269 "\n"
2270 "#  else\n"
2271 "\n"
2272 "#    ifdef USESHADOWMAPPCF\n"
2273 "#      if USESHADOWMAPPCF > 1\n"
2274 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 "    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"
2277 "    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"
2278 "    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"
2279 "    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"
2280 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2282 "#      else\n"
2283 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 "    float2 offset = frac(shadowmaptc.xy);\n"
2285 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2287 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2288 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2290 "#      endif\n"
2291 "#    else\n"
2292 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2293 "#    endif\n"
2294 "\n"
2295 "#  endif\n"
2296 "       return f;\n"
2297 "}\n"
2298 "# endif\n"
2299 "\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2303 "#else\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2305 "#endif\n"
2306 "{\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2309 "#else\n"
2310 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2311 "#endif\n"
2312 "    float f;\n"
2313 "\n"
2314 "#  ifdef USESHADOWSAMPLER\n"
2315 "#    ifdef USESHADOWMAPPCF\n"
2316 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2317 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 "    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"
2319 "#    else\n"
2320 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2321 "#    endif\n"
2322 "#  else\n"
2323 "#    ifdef USESHADOWMAPPCF\n"
2324 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "#      ifdef GL_ARB_texture_gather\n"
2326 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2327 "#      else\n"
2328 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2329 "#      endif\n"
2330 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 "    center *= ShadowMap_TextureScale;\n"
2332 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2335 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2336 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2339 "#     else\n"
2340 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2341 "#      if USESHADOWMAPPCF > 1\n"
2342 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 "    center *= ShadowMap_TextureScale;\n"
2344 "    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"
2345 "    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"
2346 "    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"
2347 "    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"
2348 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2350 "#      else\n"
2351 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2354 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2355 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2357 "#      endif\n"
2358 "#     endif\n"
2359 "#    else\n"
2360 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2361 "#    endif\n"
2362 "#  endif\n"
2363 "    return f;\n"
2364 "}\n"
2365 "# endif\n"
2366 "\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2369 "{\n"
2370 "    // apply depth texture cubemap as light filter\n"
2371 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2372 "    float f;\n"
2373 "#  ifdef USESHADOWSAMPLER\n"
2374 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2375 "#  else\n"
2376 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2377 "#  endif\n"
2378 "    return f;\n"
2379 "}\n"
2380 "# endif\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2383 "\n"
2384 "\n"
2385 "\n"
2386 "\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2389 "void main\n"
2390 "(\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2395 "#endif\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2403 "#endif\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2407 "#endif\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2413 "#endif\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2417 ")\n"
2418 "{\n"
2419 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 "       gl_FrontColor = gl_Color;\n"
2422 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2423 "#endif\n"
2424 "\n"
2425 "       // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2431 "#endif\n"
2432 "\n"
2433 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2437 "}\n"
2438 "#endif // VERTEX_SHADER\n"
2439 "\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2441 "void main\n"
2442 "(\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2451 "#endif\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2456 "#endif\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2459 "#endif\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2462 ")\n"
2463 "{\n"
2464 "       float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 "       // apply offsetmapping\n"
2467 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2469 "#endif\n"
2470 "\n"
2471 "#ifdef USEALPHAKILL\n"
2472 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2473 "               discard;\n"
2474 "#endif\n"
2475 "\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2481 "#endif\n"
2482 "\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2486 "#else\n"
2487 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2489 "#endif\n"
2490 "\n"
2491 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2492 "}\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2495 "\n"
2496 "\n"
2497 "\n"
2498 "\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2501 "void main\n"
2502 "(\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2508 ")\n"
2509 "{\n"
2510 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2512 "}\n"
2513 "#endif // VERTEX_SHADER\n"
2514 "\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2516 "void main\n"
2517 "(\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2529 "#endif\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2533 "\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2537 "# else\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2539 "# endif\n"
2540 "#endif\n"
2541 "\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2545 "# else\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2547 "# endif\n"
2548 "#endif\n"
2549 "\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2552 "#endif\n"
2553 "\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2557 "# else\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2559 "# endif\n"
2560 "#endif\n"
2561 "\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2565 "#endif\n"
2566 "\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2569 ")\n"
2570 "{\n"
2571 "       // calculate viewspace pixel position\n"
2572 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 "       float3 position;\n"
2575 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 "       // decode viewspace pixel normal\n"
2578 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 "       // surfacenormal = pixel normal in viewspace\n"
2581 "       // LightVector = pixel to light in viewspace\n"
2582 "       // CubeVector = position in lightspace\n"
2583 "       // eyevector = pixel to view in viewspace\n"
2584 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 "       // calculate diffuse shading\n"
2588 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2590 "#endif\n"
2591 "#ifdef USESPECULAR\n"
2592 "       // calculate directional shading\n"
2593 "       float3 eyevector = position * -1.0;\n"
2594 "#  ifdef USEEXACTSPECULARMATH\n"
2595 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2596 "#  else\n"
2597 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2599 "#  endif\n"
2600 "#endif\n"
2601 "\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 "       fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2606 "# endif\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2609 "# endif\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2612 "# endif\n"
2613 "\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2616 "#endif\n"
2617 "       );\n"
2618 "#endif\n"
2619 "\n"
2620 "#ifdef USEDIFFUSE\n"
2621 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2622 "#else\n"
2623 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2624 "#endif\n"
2625 "#ifdef USESPECULAR\n"
2626 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2627 "#else\n"
2628 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2629 "#endif\n"
2630 "\n"
2631 "# ifdef USECUBEFILTER\n"
2632 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 "       gl_FragData0.rgb *= cubecolor;\n"
2634 "       gl_FragData1.rgb *= cubecolor;\n"
2635 "# endif\n"
2636 "}\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2639 "\n"
2640 "\n"
2641 "\n"
2642 "\n"
2643 "#ifdef VERTEX_SHADER\n"
2644 "void main\n"
2645 "(\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2650 "#endif\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2656 "\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2661 "#endif\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2664 "#endif\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2667 "#endif\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2670 "#endif\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2674 "#endif\n"
2675 "\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2680 "#endif\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2683 "#endif\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2686 "#endif\n"
2687 "#ifdef USEFOG\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2689 "#endif\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2692 "#endif\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2695 "#endif\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2700 "#endif\n"
2701 "out float4 gl_Position : POSITION\n"
2702 ")\n"
2703 "{\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 "       gl_FrontColor = gl_Color;\n"
2706 "#endif\n"
2707 "       // copy the surface texcoord\n"
2708 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2711 "#endif\n"
2712 "#ifdef USELIGHTMAP\n"
2713 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2714 "#endif\n"
2715 "\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 "       // transform vertex position into light attenuation/cubemap space\n"
2718 "       // (-1 to +1 across the light box)\n"
2719 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2720 "\n"
2721 "# ifdef USEDIFFUSE\n"
2722 "       // transform unnormalized light direction into tangent space\n"
2723 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 "       //  normalize it per pixel)\n"
2725 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2729 "# endif\n"
2730 "#endif\n"
2731 "\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2736 "#endif\n"
2737 "\n"
2738 "       // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEFOG\n"
2747 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2749 "#endif\n"
2750 "\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2753 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2754 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2755 "#endif\n"
2756 "\n"
2757 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2759 "\n"
2760 "#ifdef USEREFLECTION\n"
2761 "       ModelViewProjectionPosition = gl_Position;\n"
2762 "#endif\n"
2763 "}\n"
2764 "#endif // VERTEX_SHADER\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2774 "#endif\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2779 "#endif\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2782 "#endif\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2785 "#endif\n"
2786 "#ifdef USEFOG\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2788 "#endif\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2794 "#endif\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2797 "#endif\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2802 "#endif\n"
2803 "\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2808 "#endif\n"
2809 "#ifdef USEGLOW\n"
2810 "uniform sampler2D Texture_Glow,\n"
2811 "#endif\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2817 "#endif\n"
2818 "#ifdef USEGLOW\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2820 "#endif\n"
2821 "#endif\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2825 "#endif\n"
2826 "#ifdef USEFOG\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2828 "#endif\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2831 "#endif\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2834 "#endif\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2837 "#endif\n"
2838 "\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2842 "#endif\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2851 "#endif\n"
2852 "#ifdef USEFOG\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2857 "#endif\n"
2858 "\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2861 "#endif\n"
2862 "\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2867 "#endif\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2872 "#ifdef USEGLOW\n"
2873 "uniform half3 Color_Glow,\n"
2874 "#endif\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2881 "#endif\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2886 "#endif\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2889 "#endif\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2892 "#endif\n"
2893 "\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2897 "\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2901 "# else\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2903 "# endif\n"
2904 "#endif\n"
2905 "\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2909 "# else\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2911 "# endif\n"
2912 "#endif\n"
2913 "\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2916 "#endif\n"
2917 "\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2921 "# else\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2923 "# endif\n"
2924 "#endif\n"
2925 "\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2929 "#endif\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2931 "\n"
2932 "out float4 gl_FragColor : COLOR\n"
2933 ")\n"
2934 "{\n"
2935 "       float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2938 "#endif\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 "       // apply offsetmapping\n"
2941 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2943 "#endif\n"
2944 "\n"
2945 "       // combine the diffuse textures (base, pants, shirt)\n"
2946 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 "       if (color.a < 0.5)\n"
2949 "               discard;\n"
2950 "#endif\n"
2951 "       color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2954 "#endif\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2960 "       color.a = 1.0;\n"
2961 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2962 "#endif\n"
2963 "\n"
2964 "       // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2967 "#else\n"
2968 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2969 "#endif\n"
2970 "\n"
2971 "       // get the material colors\n"
2972 "       half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2976 "# else\n"
2977 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2978 "# endif\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2986 "#endif\n"
2987 "\n"
2988 "\n"
2989 "\n"
2990 "\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 "       // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 "       half3 lightnormal = half3(normalize(LightVector));\n"
2995 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3000 "#else\n"
3001 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3003 "#endif\n"
3004 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3005 "#endif\n"
3006 "#else\n"
3007 "       color.rgb = diffusetex * Color_Ambient;\n"
3008 "#endif\n"
3009 "       color.rgb *= LightColor;\n"
3010 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3015 "# endif\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3018 "# endif\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3021 "# endif\n"
3022 "\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3025 "#endif\n"
3026 "       );\n"
3027 "\n"
3028 "#endif\n"
3029 "# ifdef USECUBEFILTER\n"
3030 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3031 "# endif\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3033 "\n"
3034 "\n"
3035 "\n"
3036 "\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3038 "#define SHADING\n"
3039 "#ifdef USEDIFFUSE\n"
3040 "       half3 lightnormal = half3(normalize(LightVector));\n"
3041 "#endif\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3045 "#define SHADING\n"
3046 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 "       // convert modelspace light vector to tangentspace\n"
3050 "       half3 lightnormal;\n"
3051 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3066 "#define SHADING\n"
3067 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3070 "#endif\n"
3071 "\n"
3072 "\n"
3073 "\n"
3074 "\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 "       color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3084 "\n"
3085 "\n"
3086 "\n"
3087 "\n"
3088 "#ifdef SHADING\n"
3089 "# ifdef USEDIFFUSE\n"
3090 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "#  ifdef USESPECULAR\n"
3092 "#   ifdef USEEXACTSPECULARMATH\n"
3093 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3094 "#   else\n"
3095 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3097 "#   endif\n"
3098 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3099 "#  else\n"
3100 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3101 "#  endif\n"
3102 "# else\n"
3103 "       color.rgb = diffusetex * Color_Ambient;\n"
3104 "# endif\n"
3105 "#endif\n"
3106 "\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3111 "#endif\n"
3112 "\n"
3113 "#ifdef USEGLOW\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3116 "#else\n"
3117 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3118 "#endif\n"
3119 "#endif\n"
3120 "\n"
3121 "#ifdef USEFOG\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3124 "#else\n"
3125 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3126 "#endif\n"
3127 "#endif\n"
3128 "\n"
3129 "       // 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"
3130 "#ifdef USEREFLECTION\n"
3131 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 "       // FIXME temporary hack to detect the case that the reflection\n"
3136 "       // gets blackened at edges due to leaving the area that contains actual\n"
3137 "       // content.\n"
3138 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3139 "       // 'appening.\n"
3140 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3146 "#endif\n"
3147 "\n"
3148 "       gl_FragColor = float4(color);\n"
3149 "}\n"
3150 "#endif // FRAGMENT_SHADER\n"
3151 "\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3161 ;
3162
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3165
3166 //=======================================================================================================================================================
3167
3168 typedef struct shaderpermutationinfo_s
3169 {
3170         const char *pretext;
3171         const char *name;
3172 }
3173 shaderpermutationinfo_t;
3174
3175 typedef struct shadermodeinfo_s
3176 {
3177         const char *vertexfilename;
3178         const char *geometryfilename;
3179         const char *fragmentfilename;
3180         const char *pretext;
3181         const char *name;
3182 }
3183 shadermodeinfo_t;
3184
3185 typedef enum shaderpermutation_e
3186 {
3187         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3216 }
3217 shaderpermutation_t;
3218
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3221 {
3222         {"#define USEDIFFUSE\n", " diffuse"},
3223         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224         {"#define USEVIEWTINT\n", " viewtint"},
3225         {"#define USECOLORMAPPING\n", " colormapping"},
3226         {"#define USESATURATION\n", " saturation"},
3227         {"#define USEFOGINSIDE\n", " foginside"},
3228         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229         {"#define USEGAMMARAMPS\n", " gammaramps"},
3230         {"#define USECUBEFILTER\n", " cubefilter"},
3231         {"#define USEGLOW\n", " glow"},
3232         {"#define USEBLOOM\n", " bloom"},
3233         {"#define USESPECULAR\n", " specular"},
3234         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236         {"#define USEREFLECTION\n", " reflection"},
3237         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247         {"#define USEALPHAKILL\n", " alphakill"},
3248         {"#define USEREFLECTCUBE\n", " reflectcube"},
3249 };
3250
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3253 {
3254         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3269         SHADERMODE_COUNT
3270 }
3271 shadermode_t;
3272
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3275 {
3276         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3291 };
3292
3293 #ifdef SUPPORTCG
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3295 {
3296         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3311 };
3312 #endif
3313
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3316 {
3317         /// hash lookup data
3318         struct r_glsl_permutation_s *hashnext;
3319         unsigned int mode;
3320         unsigned int permutation;
3321
3322         /// indicates if we have tried compiling this permutation already
3323         qboolean compiled;
3324         /// 0 if compilation failed
3325         int program;
3326         /// locations of detected uniforms in program object, or -1 if not found
3327         int loc_Texture_First;
3328         int loc_Texture_Second;
3329         int loc_Texture_GammaRamps;
3330         int loc_Texture_Normal;
3331         int loc_Texture_Color;
3332         int loc_Texture_Gloss;
3333         int loc_Texture_Glow;
3334         int loc_Texture_SecondaryNormal;
3335         int loc_Texture_SecondaryColor;
3336         int loc_Texture_SecondaryGloss;
3337         int loc_Texture_SecondaryGlow;
3338         int loc_Texture_Pants;
3339         int loc_Texture_Shirt;
3340         int loc_Texture_FogMask;
3341         int loc_Texture_Lightmap;
3342         int loc_Texture_Deluxemap;
3343         int loc_Texture_Attenuation;
3344         int loc_Texture_Cube;
3345         int loc_Texture_Refraction;
3346         int loc_Texture_Reflection;
3347         int loc_Texture_ShadowMapRect;
3348         int loc_Texture_ShadowMapCube;
3349         int loc_Texture_ShadowMap2D;
3350         int loc_Texture_CubeProjection;
3351         int loc_Texture_ScreenDepth;
3352         int loc_Texture_ScreenNormalMap;
3353         int loc_Texture_ScreenDiffuse;
3354         int loc_Texture_ScreenSpecular;
3355         int loc_Texture_ReflectMask;
3356         int loc_Texture_ReflectCube;
3357         int loc_Alpha;
3358         int loc_BloomBlur_Parameters;
3359         int loc_ClientTime;
3360         int loc_Color_Ambient;
3361         int loc_Color_Diffuse;
3362         int loc_Color_Specular;
3363         int loc_Color_Glow;
3364         int loc_Color_Pants;
3365         int loc_Color_Shirt;
3366         int loc_DeferredColor_Ambient;
3367         int loc_DeferredColor_Diffuse;
3368         int loc_DeferredColor_Specular;
3369         int loc_DeferredMod_Diffuse;
3370         int loc_DeferredMod_Specular;
3371         int loc_DistortScaleRefractReflect;
3372         int loc_EyePosition;
3373         int loc_FogColor;
3374         int loc_FogHeightFade;
3375         int loc_FogPlane;
3376         int loc_FogPlaneViewDist;
3377         int loc_FogRangeRecip;
3378         int loc_LightColor;
3379         int loc_LightDir;
3380         int loc_LightPosition;
3381         int loc_OffsetMapping_Scale;
3382         int loc_PixelSize;
3383         int loc_ReflectColor;
3384         int loc_ReflectFactor;
3385         int loc_ReflectOffset;
3386         int loc_RefractColor;
3387         int loc_Saturation;
3388         int loc_ScreenCenterRefractReflect;
3389         int loc_ScreenScaleRefractReflect;
3390         int loc_ScreenToDepth;
3391         int loc_ShadowMap_Parameters;
3392         int loc_ShadowMap_TextureScale;
3393         int loc_SpecularPower;
3394         int loc_UserVec1;
3395         int loc_UserVec2;
3396         int loc_UserVec3;
3397         int loc_UserVec4;
3398         int loc_ViewTintColor;
3399         int loc_ViewToLight;
3400         int loc_ModelToLight;
3401         int loc_TexMatrix;
3402         int loc_BackgroundTexMatrix;
3403         int loc_ModelViewProjectionMatrix;
3404         int loc_ModelViewMatrix;
3405         int loc_PixelToScreenTexCoord;
3406         int loc_ModelToReflectCube;
3407 }
3408 r_glsl_permutation_t;
3409
3410 #define SHADERPERMUTATION_HASHSIZE 256
3411
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3418
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3420 {
3421         //unsigned int hashdepth = 0;
3422         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423         r_glsl_permutation_t *p;
3424         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3425         {
3426                 if (p->mode == mode && p->permutation == permutation)
3427                 {
3428                         //if (hashdepth > 10)
3429                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3430                         return p;
3431                 }
3432                 //hashdepth++;
3433         }
3434         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3435         p->mode = mode;
3436         p->permutation = permutation;
3437         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438         r_glsl_permutationhash[mode][hashindex] = p;
3439         //if (hashdepth > 10)
3440         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3441         return p;
3442 }
3443
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3445 {
3446         char *shaderstring;
3447         if (!filename || !filename[0])
3448                 return NULL;
3449         if (!strcmp(filename, "glsl/default.glsl"))
3450         {
3451                 if (!glslshaderstring)
3452                 {
3453                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454                         if (glslshaderstring)
3455                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3456                         else
3457                                 glslshaderstring = (char *)builtinshaderstring;
3458                 }
3459                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461                 return shaderstring;
3462         }
3463         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3464         if (shaderstring)
3465         {
3466                 if (printfromdisknotice)
3467                         Con_DPrintf("from disk %s... ", filename);
3468                 return shaderstring;
3469         }
3470         return shaderstring;
3471 }
3472
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3474 {
3475         int i;
3476         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477         int vertstrings_count = 0;
3478         int geomstrings_count = 0;
3479         int fragstrings_count = 0;
3480         char *vertexstring, *geometrystring, *fragmentstring;
3481         const char *vertstrings_list[32+3];
3482         const char *geomstrings_list[32+3];
3483         const char *fragstrings_list[32+3];
3484         char permutationname[256];
3485
3486         if (p->compiled)
3487                 return;
3488         p->compiled = true;
3489         p->program = 0;
3490
3491         permutationname[0] = 0;
3492         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3495
3496         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3497
3498         // the first pretext is which type of shader to compile as
3499         // (later these will all be bound together as a program object)
3500         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3503
3504         // the second pretext is the mode (for example a light source)
3505         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3509
3510         // now add all the permutation pretexts
3511         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3512         {
3513                 if (permutation & (1<<i))
3514                 {
3515                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3519                 }
3520                 else
3521                 {
3522                         // keep line numbers correct
3523                         vertstrings_list[vertstrings_count++] = "\n";
3524                         geomstrings_list[geomstrings_count++] = "\n";
3525                         fragstrings_list[fragstrings_count++] = "\n";
3526                 }
3527         }
3528
3529         // now append the shader text itself
3530         vertstrings_list[vertstrings_count++] = vertexstring;
3531         geomstrings_list[geomstrings_count++] = geometrystring;
3532         fragstrings_list[fragstrings_count++] = fragmentstring;
3533
3534         // if any sources were NULL, clear the respective list
3535         if (!vertexstring)
3536                 vertstrings_count = 0;
3537         if (!geometrystring)
3538                 geomstrings_count = 0;
3539         if (!fragmentstring)
3540                 fragstrings_count = 0;
3541
3542         // compile the shader program
3543         if (vertstrings_count + geomstrings_count + fragstrings_count)
3544                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3545         if (p->program)
3546         {
3547                 CHECKGLERROR
3548                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549                 // look up all the uniform variable names we care about, so we don't
3550                 // have to look them up every time we set them
3551
3552                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3553                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3554                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3557                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3583                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3585                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3588                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3589                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3590                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3598                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3599                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3601                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3604                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3605                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3606                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3608                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3609                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3612                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3613                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3619                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3620                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3621                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3622                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3623                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3625                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3626                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3627                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632                 // initialize the samplers to refer to the texture units we use
3633                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3634                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3635                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3636                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3637                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3638                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3639                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3640                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3644                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3645                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3646                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3647                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3648                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3649                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3650                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3651                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3652                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3653                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
3654                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3655                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3656                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3658                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3660                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3662                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3663                 CHECKGLERROR
3664                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3665         }
3666         else
3667                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3668
3669         // free the strings
3670         if (vertexstring)
3671                 Mem_Free(vertexstring);
3672         if (geometrystring)
3673                 Mem_Free(geometrystring);
3674         if (fragmentstring)
3675                 Mem_Free(fragmentstring);
3676 }
3677
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3679 {
3680         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681         if (r_glsl_permutation != perm)
3682         {
3683                 r_glsl_permutation = perm;
3684                 if (!r_glsl_permutation->program)
3685                 {
3686                         if (!r_glsl_permutation->compiled)
3687                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3688                         if (!r_glsl_permutation->program)
3689                         {
3690                                 // remove features until we find a valid permutation
3691                                 int i;
3692                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3693                                 {
3694                                         // reduce i more quickly whenever it would not remove any bits
3695                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696                                         if (!(permutation & j))
3697                                                 continue;
3698                                         permutation -= j;
3699                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700                                         if (!r_glsl_permutation->compiled)
3701                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3702                                         if (r_glsl_permutation->program)
3703                                                 break;
3704                                 }
3705                                 if (i >= SHADERPERMUTATION_COUNT)
3706                                 {
3707                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709                                         qglUseProgramObjectARB(0);CHECKGLERROR
3710                                         return; // no bit left to clear, entire mode is broken
3711                                 }
3712                         }
3713                 }
3714                 CHECKGLERROR
3715                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3716         }
3717         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3719 }
3720
3721 #ifdef SUPPORTCG
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3725 {
3726         /// hash lookup data
3727         struct r_cg_permutation_s *hashnext;
3728         unsigned int mode;
3729         unsigned int permutation;
3730
3731         /// indicates if we have tried compiling this permutation already
3732         qboolean compiled;
3733         /// 0 if compilation failed
3734         CGprogram vprogram;
3735         CGprogram fprogram;
3736         /// locations of detected parameters in programs, or NULL if not found
3737         CGparameter vp_EyePosition;
3738         CGparameter vp_FogPlane;
3739         CGparameter vp_LightDir;
3740         CGparameter vp_LightPosition;
3741         CGparameter vp_ModelToLight;
3742         CGparameter vp_TexMatrix;
3743         CGparameter vp_BackgroundTexMatrix;
3744         CGparameter vp_ModelViewProjectionMatrix;
3745         CGparameter vp_ModelViewMatrix;
3746
3747         CGparameter fp_Texture_First;
3748         CGparameter fp_Texture_Second;
3749         CGparameter fp_Texture_GammaRamps;
3750         CGparameter fp_Texture_Normal;
3751         CGparameter fp_Texture_Color;
3752         CGparameter fp_Texture_Gloss;
3753         CGparameter fp_Texture_Glow;
3754         CGparameter fp_Texture_SecondaryNormal;
3755         CGparameter fp_Texture_SecondaryColor;
3756         CGparameter fp_Texture_SecondaryGloss;
3757         CGparameter fp_Texture_SecondaryGlow;
3758         CGparameter fp_Texture_Pants;
3759         CGparameter fp_Texture_Shirt;
3760         CGparameter fp_Texture_FogMask;
3761         CGparameter fp_Texture_Lightmap;
3762         CGparameter fp_Texture_Deluxemap;
3763         CGparameter fp_Texture_Attenuation;
3764         CGparameter fp_Texture_Cube;
3765         CGparameter fp_Texture_Refraction;
3766         CGparameter fp_Texture_Reflection;
3767         CGparameter fp_Texture_ShadowMapRect;
3768         CGparameter fp_Texture_ShadowMapCube;
3769         CGparameter fp_Texture_ShadowMap2D;
3770         CGparameter fp_Texture_CubeProjection;
3771         CGparameter fp_Texture_ScreenDepth;
3772         CGparameter fp_Texture_ScreenNormalMap;
3773         CGparameter fp_Texture_ScreenDiffuse;
3774         CGparameter fp_Texture_ScreenSpecular;
3775         CGparameter fp_Texture_ReflectMask;
3776         CGparameter fp_Texture_ReflectCube;
3777         CGparameter fp_Alpha;
3778         CGparameter fp_BloomBlur_Parameters;
3779         CGparameter fp_ClientTime;
3780         CGparameter fp_Color_Ambient;
3781         CGparameter fp_Color_Diffuse;
3782         CGparameter fp_Color_Specular;
3783         CGparameter fp_Color_Glow;
3784         CGparameter fp_Color_Pants;
3785         CGparameter fp_Color_Shirt;
3786         CGparameter fp_DeferredColor_Ambient;
3787         CGparameter fp_DeferredColor_Diffuse;
3788         CGparameter fp_DeferredColor_Specular;
3789         CGparameter fp_DeferredMod_Diffuse;
3790         CGparameter fp_DeferredMod_Specular;
3791         CGparameter fp_DistortScaleRefractReflect;
3792         CGparameter fp_EyePosition;
3793         CGparameter fp_FogColor;
3794         CGparameter fp_FogHeightFade;
3795         CGparameter fp_FogPlane;
3796         CGparameter fp_FogPlaneViewDist;
3797         CGparameter fp_FogRangeRecip;
3798         CGparameter fp_LightColor;
3799         CGparameter fp_LightDir;
3800         CGparameter fp_LightPosition;
3801         CGparameter fp_OffsetMapping_Scale;
3802         CGparameter fp_PixelSize;
3803         CGparameter fp_ReflectColor;
3804         CGparameter fp_ReflectFactor;
3805         CGparameter fp_ReflectOffset;
3806         CGparameter fp_RefractColor;
3807         CGparameter fp_Saturation;
3808         CGparameter fp_ScreenCenterRefractReflect;
3809         CGparameter fp_ScreenScaleRefractReflect;
3810         CGparameter fp_ScreenToDepth;
3811         CGparameter fp_ShadowMap_Parameters;
3812         CGparameter fp_ShadowMap_TextureScale;
3813         CGparameter fp_SpecularPower;
3814         CGparameter fp_UserVec1;
3815         CGparameter fp_UserVec2;
3816         CGparameter fp_UserVec3;
3817         CGparameter fp_UserVec4;
3818         CGparameter fp_ViewTintColor;
3819         CGparameter fp_ViewToLight;
3820         CGparameter fp_PixelToScreenTexCoord;
3821         CGparameter fp_ModelToReflectCube;
3822 }
3823 r_cg_permutation_t;
3824
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3831
3832 #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));}}
3833
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3835 {
3836         //unsigned int hashdepth = 0;
3837         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838         r_cg_permutation_t *p;
3839         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3840         {
3841                 if (p->mode == mode && p->permutation == permutation)
3842                 {
3843                         //if (hashdepth > 10)
3844                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3845                         return p;
3846                 }
3847                 //hashdepth++;
3848         }
3849         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3850         p->mode = mode;
3851         p->permutation = permutation;
3852         p->hashnext = r_cg_permutationhash[mode][hashindex];
3853         r_cg_permutationhash[mode][hashindex] = p;
3854         //if (hashdepth > 10)
3855         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3856         return p;
3857 }
3858
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3860 {
3861         char *shaderstring;
3862         if (!filename || !filename[0])
3863                 return NULL;
3864         if (!strcmp(filename, "cg/default.cg"))
3865         {
3866                 if (!cgshaderstring)
3867                 {
3868                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3869                         if (cgshaderstring)
3870                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3871                         else
3872                                 cgshaderstring = (char *)builtincgshaderstring;
3873                 }
3874                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876                 return shaderstring;
3877         }
3878         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3879         if (shaderstring)
3880         {
3881                 if (printfromdisknotice)
3882                         Con_DPrintf("from disk %s... ", filename);
3883                 return shaderstring;
3884         }
3885         return shaderstring;
3886 }
3887
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3889 {
3890         // TODO: load or create .fp and .vp shader files
3891 }
3892
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3894 {
3895         int i;
3896         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897         int vertstrings_count = 0, vertstring_length = 0;
3898         int geomstrings_count = 0, geomstring_length = 0;
3899         int fragstrings_count = 0, fragstring_length = 0;
3900         char *t;
3901         char *vertexstring, *geometrystring, *fragmentstring;
3902         char *vertstring, *geomstring, *fragstring;
3903         const char *vertstrings_list[32+3];
3904         const char *geomstrings_list[32+3];
3905         const char *fragstrings_list[32+3];
3906         char permutationname[256];
3907         char cachename[256];
3908         CGprofile vertexProfile;
3909         CGprofile fragmentProfile;
3910
3911         if (p->compiled)
3912                 return;
3913         p->compiled = true;
3914         p->vprogram = NULL;
3915         p->fprogram = NULL;
3916
3917         permutationname[0] = 0;
3918         cachename[0] = 0;
3919         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3920         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3922
3923         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924         strlcat(cachename, "cg/", sizeof(cachename));
3925
3926         // the first pretext is which type of shader to compile as
3927         // (later these will all be bound together as a program object)
3928         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3931
3932         // the second pretext is the mode (for example a light source)
3933         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937         strlcat(cachename, modeinfo->name, sizeof(cachename));
3938
3939         // now add all the permutation pretexts
3940         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3941         {
3942                 if (permutation & (1<<i))
3943                 {
3944                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3949                 }
3950                 else
3951                 {
3952                         // keep line numbers correct
3953                         vertstrings_list[vertstrings_count++] = "\n";
3954                         geomstrings_list[geomstrings_count++] = "\n";
3955                         fragstrings_list[fragstrings_count++] = "\n";
3956                 }
3957         }
3958
3959         // replace spaces in the cachename with _ characters
3960         for (i = 0;cachename[i];i++)
3961                 if (cachename[i] == ' ')
3962                         cachename[i] = '_';
3963
3964         // now append the shader text itself
3965         vertstrings_list[vertstrings_count++] = vertexstring;
3966         geomstrings_list[geomstrings_count++] = geometrystring;
3967         fragstrings_list[fragstrings_count++] = fragmentstring;
3968
3969         // if any sources were NULL, clear the respective list
3970         if (!vertexstring)
3971                 vertstrings_count = 0;
3972         if (!geometrystring)
3973                 geomstrings_count = 0;
3974         if (!fragmentstring)
3975                 fragstrings_count = 0;
3976
3977         vertstring_length = 0;
3978         for (i = 0;i < vertstrings_count;i++)
3979                 vertstring_length += strlen(vertstrings_list[i]);
3980         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3983
3984         geomstring_length = 0;
3985         for (i = 0;i < geomstrings_count;i++)
3986                 geomstring_length += strlen(geomstrings_list[i]);
3987         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3990
3991         fragstring_length = 0;
3992         for (i = 0;i < fragstrings_count;i++)
3993                 fragstring_length += strlen(fragstrings_list[i]);
3994         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3997
3998         CHECKGLERROR
3999         CHECKCGERROR
4000         //vertexProfile = CG_PROFILE_ARBVP1;
4001         //fragmentProfile = CG_PROFILE_ARBFP1;
4002         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4007         CHECKGLERROR
4008
4009         // try to load the cached shader, or generate one
4010         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4011
4012         // if caching failed, do a dynamic compile for now
4013         CHECKCGERROR
4014         if (vertstring[0] && !p->vprogram)
4015                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4016         CHECKCGERROR
4017         if (fragstring[0] && !p->fprogram)
4018                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4019         CHECKCGERROR
4020
4021         // look up all the uniform variable names we care about, so we don't
4022         // have to look them up every time we set them
4023         if (p->vprogram)
4024         {
4025                 CHECKCGERROR
4026                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4029                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4030                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4031                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4032                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4037                 CHECKCGERROR
4038         }
4039         if (p->fprogram)
4040         {
4041                 CHECKCGERROR
4042                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4045                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4075                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4077                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4090                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4091                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4093                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4096                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4097                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4098                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4100                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4104                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4105                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4112                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4113                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4114                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4115                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4119                 CHECKCGERROR
4120         }
4121
4122         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4124         else
4125                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4126
4127         // free the strings
4128         if (vertstring)
4129                 Mem_Free(vertstring);
4130         if (geomstring)
4131                 Mem_Free(geomstring);
4132         if (fragstring)
4133                 Mem_Free(fragstring);
4134         if (vertexstring)
4135                 Mem_Free(vertexstring);
4136         if (geometrystring)
4137                 Mem_Free(geometrystring);
4138         if (fragmentstring)
4139                 Mem_Free(fragmentstring);
4140 }
4141
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4143 {
4144         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4145         CHECKGLERROR
4146         CHECKCGERROR
4147         if (r_cg_permutation != perm)
4148         {
4149                 r_cg_permutation = perm;
4150                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4151                 {
4152                         if (!r_cg_permutation->compiled)
4153                                 R_CG_CompilePermutation(perm, mode, permutation);
4154                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4155                         {
4156                                 // remove features until we find a valid permutation
4157                                 int i;
4158                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4159                                 {
4160                                         // reduce i more quickly whenever it would not remove any bits
4161                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162                                         if (!(permutation & j))
4163                                                 continue;
4164                                         permutation -= j;
4165                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166                                         if (!r_cg_permutation->compiled)
4167                                                 R_CG_CompilePermutation(perm, mode, permutation);
4168                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4169                                                 break;
4170                                 }
4171                                 if (i >= SHADERPERMUTATION_COUNT)
4172                                 {
4173                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175                                         return; // no bit left to clear, entire mode is broken
4176                                 }
4177                         }
4178                 }
4179                 CHECKGLERROR
4180                 CHECKCGERROR
4181                 if (r_cg_permutation->vprogram)
4182                 {
4183                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4186                 }
4187                 else
4188                 {
4189                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4191                 }
4192                 if (r_cg_permutation->fprogram)
4193                 {
4194                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4197                 }
4198                 else
4199                 {
4200                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4202                 }
4203         }
4204         CHECKCGERROR
4205         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4207 }
4208
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4210 {
4211         cgGLSetTextureParameter(param, R_GetTexture(tex));
4212         cgGLEnableTextureParameter(param);
4213 }
4214 #endif
4215
4216 void R_GLSL_Restart_f(void)
4217 {
4218         unsigned int i, limit;
4219         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220                 Mem_Free(glslshaderstring);
4221         glslshaderstring = NULL;
4222         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223                 Mem_Free(cgshaderstring);
4224         cgshaderstring = NULL;
4225         switch(vid.renderpath)
4226         {
4227         case RENDERPATH_GL20:
4228                 {
4229                         r_glsl_permutation_t *p;
4230                         r_glsl_permutation = NULL;
4231                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232                         for (i = 0;i < limit;i++)
4233                         {
4234                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4235                                 {
4236                                         GL_Backend_FreeProgram(p->program);
4237                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4238                                 }
4239                         }
4240                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4241                 }
4242                 break;
4243         case RENDERPATH_CGGL:
4244 #ifdef SUPPORTCG
4245                 {
4246                         r_cg_permutation_t *p;
4247                         r_cg_permutation = NULL;
4248                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253                         for (i = 0;i < limit;i++)
4254                         {
4255                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4256                                 {
4257                                         if (p->vprogram)
4258                                                 cgDestroyProgram(p->vprogram);
4259                                         if (p->fprogram)
4260                                                 cgDestroyProgram(p->fprogram);
4261                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4262                                 }
4263                         }
4264                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4265                 }
4266                 break;
4267 #endif
4268         case RENDERPATH_GL13:
4269         case RENDERPATH_GL11:
4270                 break;
4271         }
4272 }
4273
4274 void R_GLSL_DumpShader_f(void)
4275 {
4276         int i;
4277         qfile_t *file;
4278
4279         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4280         if (file)
4281         {
4282                 FS_Print(file, "/* The engine may define the following macros:\n");
4283                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284                 for (i = 0;i < SHADERMODE_COUNT;i++)
4285                         FS_Print(file, glslshadermodeinfo[i].pretext);
4286                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287                         FS_Print(file, shaderpermutationinfo[i].pretext);
4288                 FS_Print(file, "*/\n");
4289                 FS_Print(file, builtinshaderstring);
4290                 FS_Close(file);
4291                 Con_Printf("glsl/default.glsl written\n");
4292         }
4293         else
4294                 Con_Printf("failed to write to glsl/default.glsl\n");
4295
4296 #ifdef SUPPORTCG
4297         file = FS_OpenRealFile("cg/default.cg", "w", false);
4298         if (file)
4299         {
4300                 FS_Print(file, "/* The engine may define the following macros:\n");
4301                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302                 for (i = 0;i < SHADERMODE_COUNT;i++)
4303                         FS_Print(file, cgshadermodeinfo[i].pretext);
4304                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305                         FS_Print(file, shaderpermutationinfo[i].pretext);
4306                 FS_Print(file, "*/\n");
4307                 FS_Print(file, builtincgshaderstring);
4308                 FS_Close(file);
4309                 Con_Printf("cg/default.cg written\n");
4310         }
4311         else
4312                 Con_Printf("failed to write to cg/default.cg\n");
4313 #endif
4314 }
4315
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4317 {
4318         if (!second)
4319                 texturemode = GL_MODULATE;
4320         switch (vid.renderpath)
4321         {
4322         case RENDERPATH_GL20:
4323                 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))));
4324                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4326                 break;
4327         case RENDERPATH_CGGL:
4328 #ifdef SUPPORTCG
4329                 CHECKCGERROR
4330                 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))));
4331                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4333 #endif
4334                 break;
4335         case RENDERPATH_GL13:
4336                 R_Mesh_TexBind(0, first );
4337                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338                 R_Mesh_TexBind(1, second);
4339                 if (second)
4340                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4341                 break;
4342         case RENDERPATH_GL11:
4343                 R_Mesh_TexBind(0, first );
4344                 break;
4345         }
4346 }
4347
4348 void R_SetupShader_DepthOrShadow(void)
4349 {
4350         switch (vid.renderpath)
4351         {
4352         case RENDERPATH_GL20:
4353                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4354                 break;
4355         case RENDERPATH_CGGL:
4356 #ifdef SUPPORTCG
4357                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4358 #endif
4359                 break;
4360         case RENDERPATH_GL13:
4361                 R_Mesh_TexBind(0, 0);
4362                 R_Mesh_TexBind(1, 0);
4363                 break;
4364         case RENDERPATH_GL11:
4365                 R_Mesh_TexBind(0, 0);
4366                 break;
4367         }
4368 }
4369
4370 void R_SetupShader_ShowDepth(void)
4371 {
4372         switch (vid.renderpath)
4373         {
4374         case RENDERPATH_GL20:
4375                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4376                 break;
4377         case RENDERPATH_CGGL:
4378 #ifdef SUPPORTCG
4379                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4380 #endif
4381                 break;
4382         case RENDERPATH_GL13:
4383                 break;
4384         case RENDERPATH_GL11:
4385                 break;
4386         }
4387 }
4388
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4414 {
4415         // select a permutation of the lighting shader appropriate to this
4416         // combination of texture, entity, light source, and fogging, only use the
4417         // minimum features necessary to avoid wasting rendering time in the
4418         // fragment shader on features that are not being used
4419         unsigned int permutation = 0;
4420         unsigned int mode = 0;
4421         float m16f[16];
4422         if (rsurfacepass == RSURFPASS_BACKGROUND)
4423         {
4424                 // distorted background
4425                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426                         mode = SHADERMODE_WATER;
4427                 else
4428                         mode = SHADERMODE_REFRACTION;
4429                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434                 R_Mesh_ColorPointer(NULL, 0, 0);
4435                 GL_AlphaTest(false);
4436                 GL_BlendFunc(GL_ONE, GL_ZERO);
4437         }
4438         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4439         {
4440                 if (r_glsl_offsetmapping.integer)
4441                 {
4442                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443                         if (r_glsl_offsetmapping_reliefmapping.integer)
4444                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4445                 }
4446                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4450                 // normalmap (deferred prepass), may use alpha test on diffuse
4451                 mode = SHADERMODE_DEFERREDGEOMETRY;
4452                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4461                 else
4462                         R_Mesh_ColorPointer(NULL, 0, 0);
4463                 GL_AlphaTest(false);
4464                 GL_BlendFunc(GL_ONE, GL_ZERO);
4465         }
4466         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4467         {
4468                 if (r_glsl_offsetmapping.integer)
4469                 {
4470                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471                         if (r_glsl_offsetmapping_reliefmapping.integer)
4472                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4473                 }
4474                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4476                 // light source
4477                 mode = SHADERMODE_LIGHTSOURCE;
4478                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4482                 if (diffusescale > 0)
4483                         permutation |= SHADERPERMUTATION_DIFFUSE;
4484                 if (specularscale > 0)
4485                 {
4486                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487                         if (r_shadow_glossexact.integer)
4488                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4489                 }
4490                 if (r_refdef.fogenabled)
4491                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492                 if (rsurface.texture->colormapping)
4493                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4494                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4495                 {
4496                         if (r_shadow_usingshadowmaprect)
4497                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498                         if (r_shadow_usingshadowmap2d)
4499                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500                         if (r_shadow_usingshadowmapcube)
4501                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502                         else if(r_shadow_shadowmapvsdct)
4503                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4504
4505                         if (r_shadow_shadowmapsampler)
4506                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507                         if (r_shadow_shadowmappcf > 1)
4508                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509                         else if (r_shadow_shadowmappcf)
4510                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4511                 }
4512                 if (rsurface.texture->reflectmasktexture)
4513                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4516                 {
4517                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4520                 }
4521                 else
4522                 {
4523                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4526                 }
4527                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4530                 else
4531                         R_Mesh_ColorPointer(NULL, 0, 0);
4532                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4534         }
4535         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4536         {
4537                 if (r_glsl_offsetmapping.integer)
4538                 {
4539                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540                         if (r_glsl_offsetmapping_reliefmapping.integer)
4541                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4542                 }
4543                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545                 // unshaded geometry (fullbright or ambient model lighting)
4546                 mode = SHADERMODE_FLATCOLOR;
4547                 ambientscale = diffusescale = specularscale = 0;
4548                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549                         permutation |= SHADERPERMUTATION_GLOW;
4550                 if (r_refdef.fogenabled)
4551                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552                 if (rsurface.texture->colormapping)
4553                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4554                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555                         permutation |= SHADERPERMUTATION_REFLECTION;
4556                 if (rsurface.texture->reflectmasktexture)
4557                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4560                 {
4561                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4564                 }
4565                 else
4566                 {
4567                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4570                 }
4571                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4574                 else
4575                         R_Mesh_ColorPointer(NULL, 0, 0);
4576                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4578         }
4579         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4580         {
4581                 if (r_glsl_offsetmapping.integer)
4582                 {
4583                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584                         if (r_glsl_offsetmapping_reliefmapping.integer)
4585                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4586                 }
4587                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589                 // directional model lighting
4590                 mode = SHADERMODE_LIGHTDIRECTION;
4591                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592                         permutation |= SHADERPERMUTATION_GLOW;
4593                 permutation |= SHADERPERMUTATION_DIFFUSE;
4594                 if (specularscale > 0)
4595                 {
4596                         permutation |= SHADERPERMUTATION_SPECULAR;
4597                         if (r_shadow_glossexact.integer)
4598                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4599                 }
4600                 if (r_refdef.fogenabled)
4601                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602                 if (rsurface.texture->colormapping)
4603                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4604                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605                         permutation |= SHADERPERMUTATION_REFLECTION;
4606                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608                 if (rsurface.texture->reflectmasktexture)
4609                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4612                 {
4613                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4616                 }
4617                 else
4618                 {
4619                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4622                 }
4623                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624                 R_Mesh_ColorPointer(NULL, 0, 0);
4625                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4627         }
4628         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4629         {
4630                 if (r_glsl_offsetmapping.integer)
4631                 {
4632                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633                         if (r_glsl_offsetmapping_reliefmapping.integer)
4634                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4635                 }
4636                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638                 // ambient model lighting
4639                 mode = SHADERMODE_LIGHTDIRECTION;
4640                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641                         permutation |= SHADERPERMUTATION_GLOW;
4642                 if (r_refdef.fogenabled)
4643                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644                 if (rsurface.texture->colormapping)
4645                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647                         permutation |= SHADERPERMUTATION_REFLECTION;
4648                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650                 if (rsurface.texture->reflectmasktexture)
4651                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4654                 {
4655                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4658                 }
4659                 else
4660                 {
4661                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4664                 }
4665                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666                 R_Mesh_ColorPointer(NULL, 0, 0);
4667                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4669         }
4670         else
4671         {
4672                 if (r_glsl_offsetmapping.integer)
4673                 {
4674                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675                         if (r_glsl_offsetmapping_reliefmapping.integer)
4676                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4677                 }
4678                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4680                 // lightmapped wall
4681                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682                         permutation |= SHADERPERMUTATION_GLOW;
4683                 if (r_refdef.fogenabled)
4684                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685                 if (rsurface.texture->colormapping)
4686                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4687                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688                         permutation |= SHADERPERMUTATION_REFLECTION;
4689                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691                 if (rsurface.texture->reflectmasktexture)
4692                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4694                 {
4695                         // deluxemapping (light direction texture)
4696                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4698                         else
4699                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700                         permutation |= SHADERPERMUTATION_DIFFUSE;
4701                         if (specularscale > 0)
4702                         {
4703                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704                                 if (r_shadow_glossexact.integer)
4705                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4706                         }
4707                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4710                         else
4711                                 R_Mesh_ColorPointer(NULL, 0, 0);
4712                 }
4713                 else if (r_glsl_deluxemapping.integer >= 2)
4714                 {
4715                         // fake deluxemapping (uniform light direction in tangentspace)
4716                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717                         permutation |= SHADERPERMUTATION_DIFFUSE;
4718                         if (specularscale > 0)
4719                         {
4720                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721                                 if (r_shadow_glossexact.integer)
4722                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4723                         }
4724                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4727                         else
4728                                 R_Mesh_ColorPointer(NULL, 0, 0);
4729                 }
4730                 else if (rsurface.uselightmaptexture)
4731                 {
4732                         // ordinary lightmapping (q1bsp, q3bsp)
4733                         mode = SHADERMODE_LIGHTMAP;
4734                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4737                         else
4738                                 R_Mesh_ColorPointer(NULL, 0, 0);
4739                 }
4740                 else
4741                 {
4742                         // ordinary vertex coloring (q3bsp)
4743                         mode = SHADERMODE_VERTEXCOLOR;
4744                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4746                 }
4747                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4749                 {
4750                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4753                 }
4754                 else
4755                 {
4756                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4759                 }
4760                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4762         }
4763         switch(vid.renderpath)
4764         {
4765         case RENDERPATH_GL20:
4766                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768                 if (mode == SHADERMODE_LIGHTSOURCE)
4769                 {
4770                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773                         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);
4774                         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);
4775                         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);
4776         
4777                         // additive passes are only darkened by fog, not tinted
4778                         if (r_glsl_permutation->loc_FogColor >= 0)
4779                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780                         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]);
4781                         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]);
4782                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4783                 }
4784                 else
4785                 {
4786                         if (mode == SHADERMODE_FLATCOLOR)
4787                         {
4788                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4789                         }
4790                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4791                         {
4792                                 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]);
4793                                 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]);
4794                                 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);
4795                                 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);
4796                                 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);
4797                                 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]);
4798                                 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]);
4799                         }
4800                         else
4801                         {
4802                                 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]);
4803                                 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]);
4804                                 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);
4805                                 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);
4806                                 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);
4807                         }
4808                         // additive passes are only darkened by fog, not tinted
4809                         if (r_glsl_permutation->loc_FogColor >= 0)
4810                         {
4811                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4813                                 else
4814                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4815                         }
4816                         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);
4817                         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]);
4818                         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]);
4819                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4824                 }
4825                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4831                 {
4832                         if (rsurface.texture->pantstexture)
4833                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4834                         else
4835                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4836                 }
4837                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4838                 {
4839                         if (rsurface.texture->shirttexture)
4840                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4841                         else
4842                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4843                 }
4844                 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]);
4845                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849                 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]);
4850                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4851
4852         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4853         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4854         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4855                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4856                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4857                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4858                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4859                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4860                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4861                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4862                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4863                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4864                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4865                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4866                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4868                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4869                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4870                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4871                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4872                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4873                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4874                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4875                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4876                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4877                 if (rsurface.rtlight)
4878                 {
4879                         if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4880                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
4881                         if (r_shadow_usingshadowmapcube)
4882                                 if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
4884                         if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4885                 }
4886                 CHECKGLERROR
4887                 break;
4888         case RENDERPATH_CGGL:
4889 #ifdef SUPPORTCG
4890                 R_SetupShader_SetPermutationCG(mode, permutation);
4891                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892                 if (mode == SHADERMODE_LIGHTSOURCE)
4893                 {
4894                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4896                 }
4897                 else
4898                 {
4899                         if (mode == SHADERMODE_LIGHTDIRECTION)
4900                         {
4901                                 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
4902                         }
4903                 }
4904                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907                 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
4908                 CHECKGLERROR
4909
4910                 if (mode == SHADERMODE_LIGHTSOURCE)
4911                 {
4912                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914                         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
4915                         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
4916                         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
4917
4918                         // additive passes are only darkened by fog, not tinted
4919                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920                         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
4921                         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
4922                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4923                 }
4924                 else
4925                 {
4926                         if (mode == SHADERMODE_FLATCOLOR)
4927                         {
4928                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4929                         }
4930                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4931                         {
4932                                 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
4933                                 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
4934                                 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
4935                                 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
4936                                 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
4937                                 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
4938                                 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
4939                         }
4940                         else
4941                         {
4942                                 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
4943                                 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
4944                                 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
4945                                 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
4946                                 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
4947                         }
4948                         // additive passes are only darkened by fog, not tinted
4949                         if (r_cg_permutation->fp_FogColor)
4950                         {
4951                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4953                                 else
4954                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4955                                 CHECKCGERROR
4956                         }
4957                         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
4958                         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
4959                         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
4960                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4965                 }
4966                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969                 if (r_cg_permutation->fp_Color_Pants)
4970                 {
4971                         if (rsurface.texture->pantstexture)
4972                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4973                         else
4974                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4975                         CHECKCGERROR
4976                 }
4977                 if (r_cg_permutation->fp_Color_Shirt)
4978                 {
4979                         if (rsurface.texture->shirttexture)
4980                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4981                         else
4982                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4983                         CHECKCGERROR
4984                 }
4985                 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
4986                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990                 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
4991                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4992
4993         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
4994         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
4995         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
4996                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
4997                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
4998                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
4999                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5000                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5001                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5002                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5003                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5004                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5005                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5006                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5007                 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
5008                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5009                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5010                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5011                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5012                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5013                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5014                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5015                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5016                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5017                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5018                 if (rsurface.rtlight)
5019                 {
5020                         if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5021                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5022                         if (r_shadow_usingshadowmapcube)
5023                                 if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5025                         if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5026                 }
5027
5028                 CHECKGLERROR
5029 #endif
5030                 break;
5031         case RENDERPATH_GL13:
5032         case RENDERPATH_GL11:
5033                 break;
5034         }
5035 }
5036
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5038 {
5039         // select a permutation of the lighting shader appropriate to this
5040         // combination of texture, entity, light source, and fogging, only use the
5041         // minimum features necessary to avoid wasting rendering time in the
5042         // fragment shader on features that are not being used
5043         unsigned int permutation = 0;
5044         unsigned int mode = 0;
5045         const float *lightcolorbase = rtlight->currentcolor;
5046         float ambientscale = rtlight->ambientscale;
5047         float diffusescale = rtlight->diffusescale;
5048         float specularscale = rtlight->specularscale;
5049         // this is the location of the light in view space
5050         vec3_t viewlightorigin;
5051         // this transforms from view space (camera) to light space (cubemap)
5052         matrix4x4_t viewtolight;
5053         matrix4x4_t lighttoview;
5054         float viewtolight16f[16];
5055         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5056         // light source
5057         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058         if (rtlight->currentcubemap != r_texture_whitecube)
5059                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060         if (diffusescale > 0)
5061                 permutation |= SHADERPERMUTATION_DIFFUSE;
5062         if (specularscale > 0)
5063         {
5064                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065                 if (r_shadow_glossexact.integer)
5066                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5067         }
5068         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5069         {
5070                 if (r_shadow_usingshadowmaprect)
5071                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072                 if (r_shadow_usingshadowmap2d)
5073                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074                 if (r_shadow_usingshadowmapcube)
5075                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076                 else if(r_shadow_shadowmapvsdct)
5077                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5078
5079                 if (r_shadow_shadowmapsampler)
5080                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081                 if (r_shadow_shadowmappcf > 1)
5082                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083                 else if (r_shadow_shadowmappcf)
5084                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5085         }
5086         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090         switch(vid.renderpath)
5091         {
5092         case RENDERPATH_GL20:
5093                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5096                 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);
5097                 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);
5098                 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);
5099                 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]);
5100                 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]);
5101                 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));
5102                 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]);
5103                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5104
5105                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5106                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5107                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5108                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5109                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5110                 if (r_shadow_usingshadowmapcube)
5111                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5113                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5114                 break;
5115         case RENDERPATH_CGGL:
5116 #ifdef SUPPORTCG
5117                 R_SetupShader_SetPermutationCG(mode, permutation);
5118                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120                 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
5121                 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
5122                 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
5123                 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
5124                 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
5125                 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
5126                 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
5127                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5128
5129                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5130                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5131                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5132                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5133                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5134                 if (r_shadow_usingshadowmapcube)
5135                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5137                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5138 #endif
5139                 break;
5140         case RENDERPATH_GL13:
5141         case RENDERPATH_GL11:
5142                 break;
5143         }
5144 }
5145
5146 #define SKINFRAME_HASH 1024
5147
5148 typedef struct
5149 {
5150         int loadsequence; // incremented each level change
5151         memexpandablearray_t array;
5152         skinframe_t *hash[SKINFRAME_HASH];
5153 }
5154 r_skinframe_t;
5155 r_skinframe_t r_skinframe;
5156
5157 void R_SkinFrame_PrepareForPurge(void)
5158 {
5159         r_skinframe.loadsequence++;
5160         // wrap it without hitting zero
5161         if (r_skinframe.loadsequence >= 200)
5162                 r_skinframe.loadsequence = 1;
5163 }
5164
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5166 {
5167         if (!skinframe)
5168                 return;
5169         // mark the skinframe as used for the purging code
5170         skinframe->loadsequence = r_skinframe.loadsequence;
5171 }
5172
5173 void R_SkinFrame_Purge(void)
5174 {
5175         int i;
5176         skinframe_t *s;
5177         for (i = 0;i < SKINFRAME_HASH;i++)
5178         {
5179                 for (s = r_skinframe.hash[i];s;s = s->next)
5180                 {
5181                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5182                         {
5183                                 if (s->merged == s->base)
5184                                         s->merged = NULL;
5185                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5187                                 R_PurgeTexture(s->merged);s->merged = NULL;
5188                                 R_PurgeTexture(s->base  );s->base   = NULL;
5189                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5190                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5191                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5192                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5193                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5194                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5195                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196                                 s->loadsequence = 0;
5197                         }
5198                 }
5199         }
5200 }
5201
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5203         skinframe_t *item;
5204         char basename[MAX_QPATH];
5205
5206         Image_StripImageExtension(name, basename, sizeof(basename));
5207
5208         if( last == NULL ) {
5209                 int hashindex;
5210                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211                 item = r_skinframe.hash[hashindex];
5212         } else {
5213                 item = last->next;
5214         }
5215
5216         // linearly search through the hash bucket
5217         for( ; item ; item = item->next ) {
5218                 if( !strcmp( item->basename, basename ) ) {
5219                         return item;
5220                 }
5221         }
5222         return NULL;
5223 }
5224
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5226 {
5227         skinframe_t *item;
5228         int hashindex;
5229         char basename[MAX_QPATH];
5230
5231         Image_StripImageExtension(name, basename, sizeof(basename));
5232
5233         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5236                         break;
5237
5238         if (!item) {
5239                 rtexture_t *dyntexture;
5240                 // check whether its a dynamic texture
5241                 dyntexture = CL_GetDynTexture( basename );
5242                 if (!add && !dyntexture)
5243                         return NULL;
5244                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245                 memset(item, 0, sizeof(*item));
5246                 strlcpy(item->basename, basename, sizeof(item->basename));
5247                 item->base = dyntexture; // either NULL or dyntexture handle
5248                 item->textureflags = textureflags;
5249                 item->comparewidth = comparewidth;
5250                 item->compareheight = compareheight;
5251                 item->comparecrc = comparecrc;
5252                 item->next = r_skinframe.hash[hashindex];
5253                 r_skinframe.hash[hashindex] = item;
5254         }
5255         else if( item->base == NULL )
5256         {
5257                 rtexture_t *dyntexture;
5258                 // check whether its a dynamic texture
5259                 // 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]
5260                 dyntexture = CL_GetDynTexture( basename );
5261                 item->base = dyntexture; // either NULL or dyntexture handle
5262         }
5263
5264         R_SkinFrame_MarkUsed(item);
5265         return item;
5266 }
5267
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5269         { \
5270                 unsigned long long avgcolor[5], wsum; \
5271                 int pix, comp, w; \
5272                 avgcolor[0] = 0; \
5273                 avgcolor[1] = 0; \
5274                 avgcolor[2] = 0; \
5275                 avgcolor[3] = 0; \
5276                 avgcolor[4] = 0; \
5277                 wsum = 0; \
5278                 for(pix = 0; pix < cnt; ++pix) \
5279                 { \
5280                         w = 0; \
5281                         for(comp = 0; comp < 3; ++comp) \
5282                                 w += getpixel; \
5283                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5284                         { \
5285                                 ++wsum; \
5286                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5287                                 w = getpixel; \
5288                                 for(comp = 0; comp < 3; ++comp) \
5289                                         avgcolor[comp] += getpixel * w; \
5290                                 avgcolor[3] += w; \
5291                         } \
5292                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293                         avgcolor[4] += getpixel; \
5294                 } \
5295                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5296                         avgcolor[3] = 1; \
5297                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5301         }
5302
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5304 {
5305         int j;
5306         unsigned char *pixels;
5307         unsigned char *bumppixels;
5308         unsigned char *basepixels = NULL;
5309         int basepixels_width = 0;
5310         int basepixels_height = 0;
5311         skinframe_t *skinframe;
5312         rtexture_t *ddsbase = NULL;
5313         qboolean ddshasalpha = false;
5314         float ddsavgcolor[4];
5315         char basename[MAX_QPATH];
5316
5317         if (cls.state == ca_dedicated)
5318                 return NULL;
5319
5320         // return an existing skinframe if already loaded
5321         // if loading of the first image fails, don't make a new skinframe as it
5322         // would cause all future lookups of this to be missing
5323         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324         if (skinframe && skinframe->base)
5325                 return skinframe;
5326
5327         Image_StripImageExtension(name, basename, sizeof(basename));
5328
5329         // check for DDS texture file first
5330         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5331         {
5332                 basepixels = loadimagepixelsbgra(name, complain, true);
5333                 if (basepixels == NULL)
5334                         return NULL;
5335         }
5336
5337         if (developer_loading.integer)
5338                 Con_Printf("loading skin \"%s\"\n", name);
5339
5340         // we've got some pixels to store, so really allocate this new texture now
5341         if (!skinframe)
5342                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343         skinframe->stain = NULL;
5344         skinframe->merged = NULL;
5345         skinframe->base = NULL;
5346         skinframe->pants = NULL;
5347         skinframe->shirt = NULL;
5348         skinframe->nmap = NULL;
5349         skinframe->gloss = NULL;
5350         skinframe->glow = NULL;
5351         skinframe->fog = NULL;
5352         skinframe->reflect = NULL;
5353         skinframe->hasalpha = false;
5354
5355         if (ddsbase)
5356         {
5357                 skinframe->base = ddsbase;
5358                 skinframe->hasalpha = ddshasalpha;
5359                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360                 if (r_loadfog && skinframe->hasalpha)
5361                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362                 //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]);
5363         }
5364         else
5365         {
5366                 basepixels_width = image_width;
5367                 basepixels_height = image_height;
5368                 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), NULL);
5369                 if (textureflags & TEXF_ALPHA)
5370                 {
5371                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5372                         {
5373                                 if (basepixels[j] < 255)
5374                                 {
5375                                         skinframe->hasalpha = true;
5376                                         break;
5377                                 }
5378                         }
5379                         if (r_loadfog && skinframe->hasalpha)
5380                         {
5381                                 // has transparent pixels
5382                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5384                                 {
5385                                         pixels[j+0] = 255;
5386                                         pixels[j+1] = 255;
5387                                         pixels[j+2] = 255;
5388                                         pixels[j+3] = basepixels[j+3];
5389                                 }
5390                                 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), NULL);
5391                                 Mem_Free(pixels);
5392                         }
5393                 }
5394                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395                 //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]);
5396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5400         }
5401
5402         if (r_loaddds)
5403         {
5404                 if (r_loadnormalmap)
5405                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5407                 if (r_loadgloss)
5408                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5412         }
5413
5414         // _norm is the name used by tenebrae and has been adopted as standard
5415         if (r_loadnormalmap && skinframe->nmap == NULL)
5416         {
5417                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5418                 {
5419                         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), NULL);
5420                         Mem_Free(pixels);
5421                         pixels = NULL;
5422                 }
5423                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5424                 {
5425                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427                         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), NULL);
5428                         Mem_Free(pixels);
5429                         Mem_Free(bumppixels);
5430                 }
5431                 else if (r_shadow_bumpscale_basetexture.value > 0)
5432                 {
5433                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435                         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), NULL);
5436                         Mem_Free(pixels);
5437                 }
5438                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5440         }
5441
5442         // _luma is supported only for tenebrae compatibility
5443         // _glow is the preferred name
5444         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5445         {
5446                 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), NULL);
5447                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449                 Mem_Free(pixels);pixels = NULL;
5450         }
5451
5452         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5453         {
5454                 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), NULL);
5455                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5457                 Mem_Free(pixels);
5458                 pixels = NULL;
5459         }
5460
5461         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5462         {
5463                 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), NULL);
5464                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5466                 Mem_Free(pixels);
5467                 pixels = NULL;
5468         }
5469
5470         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5471         {
5472                 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), NULL);
5473                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5475                 Mem_Free(pixels);
5476                 pixels = NULL;
5477         }
5478
5479         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5480         {
5481                 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), NULL);
5482                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5484                 Mem_Free(pixels);
5485                 pixels = NULL;
5486         }
5487
5488         if (basepixels)
5489                 Mem_Free(basepixels);
5490
5491         return skinframe;
5492 }
5493
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5496 {
5497         int i;
5498         unsigned char *temp1, *temp2;
5499         skinframe_t *skinframe;
5500
5501         if (cls.state == ca_dedicated)
5502                 return NULL;
5503
5504         // if already loaded just return it, otherwise make a new skinframe
5505         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506         if (skinframe && skinframe->base)
5507                 return skinframe;
5508
5509         skinframe->stain = NULL;
5510         skinframe->merged = NULL;
5511         skinframe->base = NULL;
5512         skinframe->pants = NULL;
5513         skinframe->shirt = NULL;
5514         skinframe->nmap = NULL;
5515         skinframe->gloss = NULL;
5516         skinframe->glow = NULL;
5517         skinframe->fog = NULL;
5518         skinframe->reflect = NULL;
5519         skinframe->hasalpha = false;
5520
5521         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5522         if (!skindata)
5523                 return NULL;
5524
5525         if (developer_loading.integer)
5526                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5527
5528         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5529         {
5530                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531                 temp2 = temp1 + width * height * 4;
5532                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5534                 Mem_Free(temp1);
5535         }
5536         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537         if (textureflags & TEXF_ALPHA)
5538         {
5539                 for (i = 3;i < width * height * 4;i += 4)
5540                 {
5541                         if (skindata[i] < 255)
5542                         {
5543                                 skinframe->hasalpha = true;
5544                                 break;
5545                         }
5546                 }
5547                 if (r_loadfog && skinframe->hasalpha)
5548                 {
5549                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550                         memcpy(fogpixels, skindata, width * height * 4);
5551                         for (i = 0;i < width * height * 4;i += 4)
5552                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554                         Mem_Free(fogpixels);
5555                 }
5556         }
5557
5558         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559         //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]);
5560
5561         return skinframe;
5562 }
5563
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5565 {
5566         int i;
5567         int featuresmask;
5568         skinframe_t *skinframe;
5569
5570         if (cls.state == ca_dedicated)
5571                 return NULL;
5572
5573         // if already loaded just return it, otherwise make a new skinframe
5574         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575         if (skinframe && skinframe->base)
5576                 return skinframe;
5577
5578         skinframe->stain = NULL;
5579         skinframe->merged = NULL;
5580         skinframe->base = NULL;
5581         skinframe->pants = NULL;
5582         skinframe->shirt = NULL;
5583         skinframe->nmap = NULL;
5584         skinframe->gloss = NULL;
5585         skinframe->glow = NULL;
5586         skinframe->fog = NULL;
5587         skinframe->reflect = NULL;
5588         skinframe->hasalpha = false;
5589
5590         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5591         if (!skindata)
5592                 return NULL;
5593
5594         if (developer_loading.integer)
5595                 Con_Printf("loading quake skin \"%s\"\n", name);
5596
5597         // 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)
5598         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599         memcpy(skinframe->qpixels, skindata, width*height);
5600         skinframe->qwidth = width;
5601         skinframe->qheight = height;
5602
5603         featuresmask = 0;
5604         for (i = 0;i < width * height;i++)
5605                 featuresmask |= palette_featureflags[skindata[i]];
5606
5607         skinframe->hasalpha = false;
5608         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610         skinframe->qgeneratemerged = true;
5611         skinframe->qgeneratebase = skinframe->qhascolormapping;
5612         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5613
5614         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615         //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]);
5616
5617         return skinframe;
5618 }
5619
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5621 {
5622         int width;
5623         int height;
5624         unsigned char *skindata;
5625
5626         if (!skinframe->qpixels)
5627                 return;
5628
5629         if (!skinframe->qhascolormapping)
5630                 colormapped = false;
5631
5632         if (colormapped)
5633         {
5634                 if (!skinframe->qgeneratebase)
5635                         return;
5636         }
5637         else
5638         {
5639                 if (!skinframe->qgeneratemerged)
5640                         return;
5641         }
5642
5643         width = skinframe->qwidth;
5644         height = skinframe->qheight;
5645         skindata = skinframe->qpixels;
5646
5647         if (skinframe->qgeneratenmap)
5648         {
5649                 unsigned char *temp1, *temp2;
5650                 skinframe->qgeneratenmap = false;
5651                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652                 temp2 = temp1 + width * height * 4;
5653                 // use either a custom palette or the quake palette
5654                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5657                 Mem_Free(temp1);
5658         }
5659
5660         if (skinframe->qgenerateglow)
5661         {
5662                 skinframe->qgenerateglow = false;
5663                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5664         }
5665
5666         if (colormapped)
5667         {
5668                 skinframe->qgeneratebase = false;
5669                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5670                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5672         }
5673         else
5674         {
5675                 skinframe->qgeneratemerged = false;
5676                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5677         }
5678
5679         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5680         {
5681                 Mem_Free(skinframe->qpixels);
5682                 skinframe->qpixels = NULL;
5683         }
5684 }
5685
5686 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)
5687 {
5688         int i;
5689         skinframe_t *skinframe;
5690
5691         if (cls.state == ca_dedicated)
5692                 return NULL;
5693
5694         // if already loaded just return it, otherwise make a new skinframe
5695         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696         if (skinframe && skinframe->base)
5697                 return skinframe;
5698
5699         skinframe->stain = NULL;
5700         skinframe->merged = NULL;
5701         skinframe->base = NULL;
5702         skinframe->pants = NULL;
5703         skinframe->shirt = NULL;
5704         skinframe->nmap = NULL;
5705         skinframe->gloss = NULL;
5706         skinframe->glow = NULL;
5707         skinframe->fog = NULL;
5708         skinframe->reflect = NULL;
5709         skinframe->hasalpha = false;
5710
5711         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5712         if (!skindata)
5713                 return NULL;
5714
5715         if (developer_loading.integer)
5716                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5717
5718         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719         if (textureflags & TEXF_ALPHA)
5720         {
5721                 for (i = 0;i < width * height;i++)
5722                 {
5723                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5724                         {
5725                                 skinframe->hasalpha = true;
5726                                 break;
5727                         }
5728                 }
5729                 if (r_loadfog && skinframe->hasalpha)
5730                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5731         }
5732
5733         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734         //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]);
5735
5736         return skinframe;
5737 }
5738
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5740 {
5741         skinframe_t *skinframe;
5742
5743         if (cls.state == ca_dedicated)
5744                 return NULL;
5745
5746         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747         skinframe->stain = NULL;
5748         skinframe->merged = NULL;
5749         skinframe->base = NULL;
5750         skinframe->pants = NULL;
5751         skinframe->shirt = NULL;
5752         skinframe->nmap = NULL;
5753         skinframe->gloss = NULL;
5754         skinframe->glow = NULL;
5755         skinframe->fog = NULL;
5756         skinframe->reflect = NULL;
5757         skinframe->hasalpha = false;
5758
5759         skinframe->avgcolor[0] = rand() / RAND_MAX;
5760         skinframe->avgcolor[1] = rand() / RAND_MAX;
5761         skinframe->avgcolor[2] = rand() / RAND_MAX;
5762         skinframe->avgcolor[3] = 1;
5763
5764         return skinframe;
5765 }
5766
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5769 {
5770         char *suffix;
5771         qboolean flipx, flipy, flipdiagonal;
5772 }
5773 suffixinfo_t;
5774 static suffixinfo_t suffix[3][6] =
5775 {
5776         {
5777                 {"px",   false, false, false},
5778                 {"nx",   false, false, false},
5779                 {"py",   false, false, false},
5780                 {"ny",   false, false, false},
5781                 {"pz",   false, false, false},
5782                 {"nz",   false, false, false}
5783         },
5784         {
5785                 {"posx", false, false, false},
5786                 {"negx", false, false, false},
5787                 {"posy", false, false, false},
5788                 {"negy", false, false, false},
5789                 {"posz", false, false, false},
5790                 {"negz", false, false, false}
5791         },
5792         {
5793                 {"rt",    true, false,  true},
5794                 {"lf",   false,  true,  true},
5795                 {"ft",    true,  true, false},
5796                 {"bk",   false, false, false},
5797                 {"up",    true, false,  true},
5798                 {"dn",    true, false,  true}
5799         }
5800 };
5801
5802 static int componentorder[4] = {0, 1, 2, 3};
5803
5804 rtexture_t *R_LoadCubemap(const char *basename)
5805 {
5806         int i, j, cubemapsize;
5807         unsigned char *cubemappixels, *image_buffer;
5808         rtexture_t *cubemaptexture;
5809         char name[256];
5810         // must start 0 so the first loadimagepixels has no requested width/height
5811         cubemapsize = 0;
5812         cubemappixels = NULL;
5813         cubemaptexture = NULL;
5814         // keep trying different suffix groups (posx, px, rt) until one loads
5815         for (j = 0;j < 3 && !cubemappixels;j++)
5816         {
5817                 // load the 6 images in the suffix group
5818                 for (i = 0;i < 6;i++)
5819                 {
5820                         // generate an image name based on the base and and suffix
5821                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5822                         // load it
5823                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5824                         {
5825                                 // an image loaded, make sure width and height are equal
5826                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5827                                 {
5828                                         // if this is the first image to load successfully, allocate the cubemap memory
5829                                         if (!cubemappixels && image_width >= 1)
5830                                         {
5831                                                 cubemapsize = image_width;
5832                                                 // note this clears to black, so unavailable sides are black
5833                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5834                                         }
5835                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5836                                         if (cubemappixels)
5837                                                 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);
5838                                 }
5839                                 else
5840                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5841                                 // free the image
5842                                 Mem_Free(image_buffer);
5843                         }
5844                 }
5845         }
5846         // if a cubemap loaded, upload it
5847         if (cubemappixels)
5848         {
5849                 if (developer_loading.integer)
5850                         Con_Printf("loading cubemap \"%s\"\n", basename);
5851
5852                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853                 Mem_Free(cubemappixels);
5854         }
5855         else
5856         {
5857                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858                 if (developer_loading.integer)
5859                 {
5860                         Con_Printf("(tried tried images ");
5861                         for (j = 0;j < 3;j++)
5862                                 for (i = 0;i < 6;i++)
5863                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864                         Con_Print(" and was unable to find any of them).\n");
5865                 }
5866         }
5867         return cubemaptexture;
5868 }
5869
5870 rtexture_t *R_GetCubemap(const char *basename)
5871 {
5872         int i;
5873         for (i = 0;i < r_texture_numcubemaps;i++)
5874                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876         if (i >= MAX_CUBEMAPS)
5877                 return r_texture_whitecube;
5878         r_texture_numcubemaps++;
5879         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881         return r_texture_cubemaps[i].texture;
5882 }
5883
5884 void R_FreeCubemaps(void)
5885 {
5886         int i;
5887         for (i = 0;i < r_texture_numcubemaps;i++)
5888         {
5889                 if (developer_loading.integer)
5890                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891                 if (r_texture_cubemaps[i].texture)
5892                         R_FreeTexture(r_texture_cubemaps[i].texture);
5893         }
5894         r_texture_numcubemaps = 0;
5895 }
5896
5897 void R_Main_FreeViewCache(void)
5898 {
5899         if (r_refdef.viewcache.entityvisible)
5900                 Mem_Free(r_refdef.viewcache.entityvisible);
5901         if (r_refdef.viewcache.world_pvsbits)
5902                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903         if (r_refdef.viewcache.world_leafvisible)
5904                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905         if (r_refdef.viewcache.world_surfacevisible)
5906                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5908 }
5909
5910 void R_Main_ResizeViewCache(void)
5911 {
5912         int numentities = r_refdef.scene.numentities;
5913         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917         if (r_refdef.viewcache.maxentities < numentities)
5918         {
5919                 r_refdef.viewcache.maxentities = numentities;
5920                 if (r_refdef.viewcache.entityvisible)
5921                         Mem_Free(r_refdef.viewcache.entityvisible);
5922                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5923         }
5924         if (r_refdef.viewcache.world_numclusters != numclusters)
5925         {
5926                 r_refdef.viewcache.world_numclusters = numclusters;
5927                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928                 if (r_refdef.viewcache.world_pvsbits)
5929                         Mem_Free(r_refdef.viewcache.world_pvsbits);
5930                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5931         }
5932         if (r_refdef.viewcache.world_numleafs != numleafs)
5933         {
5934                 r_refdef.viewcache.world_numleafs = numleafs;
5935                 if (r_refdef.viewcache.world_leafvisible)
5936                         Mem_Free(r_refdef.viewcache.world_leafvisible);
5937                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5938         }
5939         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5940         {
5941                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942                 if (r_refdef.viewcache.world_surfacevisible)
5943                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5945         }
5946 }
5947
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5950 {
5951         loadingscreentexture = NULL;
5952         r_texture_blanknormalmap = NULL;
5953         r_texture_white = NULL;
5954         r_texture_grey128 = NULL;
5955         r_texture_black = NULL;
5956         r_texture_whitecube = NULL;
5957         r_texture_normalizationcube = NULL;
5958         r_texture_fogattenuation = NULL;
5959         r_texture_gammaramps = NULL;
5960         r_texture_numcubemaps = 0;
5961
5962         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5964
5965         switch(vid.renderpath)
5966         {
5967         case RENDERPATH_GL20:
5968         case RENDERPATH_CGGL:
5969                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970                 Cvar_SetValueQuick(&gl_combine, 1);
5971                 Cvar_SetValueQuick(&r_glsl, 1);
5972                 r_loadnormalmap = true;
5973                 r_loadgloss = true;
5974                 r_loadfog = false;
5975                 break;
5976         case RENDERPATH_GL13:
5977                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978                 Cvar_SetValueQuick(&gl_combine, 1);
5979                 Cvar_SetValueQuick(&r_glsl, 0);
5980                 r_loadnormalmap = false;
5981                 r_loadgloss = false;
5982                 r_loadfog = true;
5983                 break;
5984         case RENDERPATH_GL11:
5985                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986                 Cvar_SetValueQuick(&gl_combine, 0);
5987                 Cvar_SetValueQuick(&r_glsl, 0);
5988                 r_loadnormalmap = false;
5989                 r_loadgloss = false;
5990                 r_loadfog = true;
5991                 break;
5992         }
5993
5994         R_AnimCache_Free();
5995         R_FrameData_Reset();
5996
5997         r_numqueries = 0;
5998         r_maxqueries = 0;
5999         memset(r_queries, 0, sizeof(r_queries));
6000
6001         r_qwskincache = NULL;
6002         r_qwskincache_size = 0;
6003
6004         // set up r_skinframe loading system for textures
6005         memset(&r_skinframe, 0, sizeof(r_skinframe));
6006         r_skinframe.loadsequence = 1;
6007         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6008
6009         r_main_texturepool = R_AllocTexturePool();
6010         R_BuildBlankTextures();
6011         R_BuildNoTexture();
6012         if (vid.support.arb_texture_cube_map)
6013         {
6014                 R_BuildWhiteCube();
6015                 R_BuildNormalizationCube();
6016         }
6017         r_texture_fogattenuation = NULL;
6018         r_texture_gammaramps = NULL;
6019         //r_texture_fogintensity = NULL;
6020         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021         memset(&r_waterstate, 0, sizeof(r_waterstate));
6022         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024         glslshaderstring = NULL;
6025 #ifdef SUPPORTCG
6026         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028         cgshaderstring = NULL;
6029 #endif
6030         memset(&r_svbsp, 0, sizeof (r_svbsp));
6031
6032         r_refdef.fogmasktable_density = 0;
6033 }
6034
6035 void gl_main_shutdown(void)
6036 {
6037         R_AnimCache_Free();
6038         R_FrameData_Reset();
6039
6040         R_Main_FreeViewCache();
6041
6042         if (r_maxqueries)
6043                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6044
6045         r_numqueries = 0;
6046         r_maxqueries = 0;
6047         memset(r_queries, 0, sizeof(r_queries));
6048
6049         r_qwskincache = NULL;
6050         r_qwskincache_size = 0;
6051
6052         // clear out the r_skinframe state
6053         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054         memset(&r_skinframe, 0, sizeof(r_skinframe));
6055
6056         if (r_svbsp.nodes)
6057                 Mem_Free(r_svbsp.nodes);
6058         memset(&r_svbsp, 0, sizeof (r_svbsp));
6059         R_FreeTexturePool(&r_main_texturepool);
6060         loadingscreentexture = NULL;
6061         r_texture_blanknormalmap = NULL;
6062         r_texture_white = NULL;
6063         r_texture_grey128 = NULL;
6064         r_texture_black = NULL;
6065         r_texture_whitecube = NULL;
6066         r_texture_normalizationcube = NULL;
6067         r_texture_fogattenuation = NULL;
6068         r_texture_gammaramps = NULL;
6069         r_texture_numcubemaps = 0;
6070         //r_texture_fogintensity = NULL;
6071         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072         memset(&r_waterstate, 0, sizeof(r_waterstate));
6073         R_GLSL_Restart_f();
6074 }
6075
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6078 {
6079         // FIXME: move this code to client
6080         int l;
6081         char *entities, entname[MAX_QPATH];
6082         if (r_qwskincache)
6083                 Mem_Free(r_qwskincache);
6084         r_qwskincache = NULL;
6085         r_qwskincache_size = 0;
6086         if (cl.worldmodel)
6087         {
6088                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089                 l = (int)strlen(entname) - 4;
6090                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6091                 {
6092                         memcpy(entname + l, ".ent", 5);
6093                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6094                         {
6095                                 CL_ParseEntityLump(entities);
6096                                 Mem_Free(entities);
6097                                 return;
6098                         }
6099                 }
6100                 if (cl.worldmodel->brush.entities)
6101                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6102         }
6103         R_Main_FreeViewCache();
6104
6105         R_FrameData_Reset();
6106 }
6107
6108 void GL_Main_Init(void)
6109 {
6110         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6111
6112         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115         if (gamemode == GAME_NEHAHRA)
6116         {
6117                 Cvar_RegisterVariable (&gl_fogenable);
6118                 Cvar_RegisterVariable (&gl_fogdensity);
6119                 Cvar_RegisterVariable (&gl_fogred);
6120                 Cvar_RegisterVariable (&gl_foggreen);
6121                 Cvar_RegisterVariable (&gl_fogblue);
6122                 Cvar_RegisterVariable (&gl_fogstart);
6123                 Cvar_RegisterVariable (&gl_fogend);
6124                 Cvar_RegisterVariable (&gl_skyclip);
6125         }
6126         Cvar_RegisterVariable(&r_motionblur);
6127         Cvar_RegisterVariable(&r_motionblur_maxblur);
6128         Cvar_RegisterVariable(&r_motionblur_bmin);
6129         Cvar_RegisterVariable(&r_motionblur_vmin);
6130         Cvar_RegisterVariable(&r_motionblur_vmax);
6131         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132         Cvar_RegisterVariable(&r_motionblur_randomize);
6133         Cvar_RegisterVariable(&r_damageblur);
6134         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136         Cvar_RegisterVariable(&r_equalize_entities_by);
6137         Cvar_RegisterVariable(&r_equalize_entities_to);
6138         Cvar_RegisterVariable(&r_depthfirst);
6139         Cvar_RegisterVariable(&r_useinfinitefarclip);
6140         Cvar_RegisterVariable(&r_farclip_base);
6141         Cvar_RegisterVariable(&r_farclip_world);
6142         Cvar_RegisterVariable(&r_nearclip);
6143         Cvar_RegisterVariable(&r_showbboxes);
6144         Cvar_RegisterVariable(&r_showsurfaces);
6145         Cvar_RegisterVariable(&r_showtris);
6146         Cvar_RegisterVariable(&r_shownormals);
6147         Cvar_RegisterVariable(&r_showlighting);
6148         Cvar_RegisterVariable(&r_showshadowvolumes);
6149         Cvar_RegisterVariable(&r_showcollisionbrushes);
6150         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152         Cvar_RegisterVariable(&r_showdisabledepthtest);
6153         Cvar_RegisterVariable(&r_drawportals);
6154         Cvar_RegisterVariable(&r_drawentities);
6155         Cvar_RegisterVariable(&r_cullentities_trace);
6156         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160         Cvar_RegisterVariable(&r_drawviewmodel);
6161         Cvar_RegisterVariable(&r_speeds);
6162         Cvar_RegisterVariable(&r_fullbrights);
6163         Cvar_RegisterVariable(&r_wateralpha);
6164         Cvar_RegisterVariable(&r_dynamic);
6165         Cvar_RegisterVariable(&r_fullbright);
6166         Cvar_RegisterVariable(&r_shadows);
6167         Cvar_RegisterVariable(&r_shadows_darken);
6168         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170         Cvar_RegisterVariable(&r_shadows_throwdistance);
6171         Cvar_RegisterVariable(&r_shadows_throwdirection);
6172         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177         Cvar_RegisterVariable(&r_fog_exp2);
6178         Cvar_RegisterVariable(&r_drawfog);
6179         Cvar_RegisterVariable(&r_transparentdepthmasking);
6180         Cvar_RegisterVariable(&r_texture_dds_load);
6181         Cvar_RegisterVariable(&r_texture_dds_save);
6182         Cvar_RegisterVariable(&r_textureunits);
6183         Cvar_RegisterVariable(&gl_combine);
6184         Cvar_RegisterVariable(&r_glsl);
6185         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189         Cvar_RegisterVariable(&r_glsl_postprocess);
6190         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194         Cvar_RegisterVariable(&r_water);
6195         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196         Cvar_RegisterVariable(&r_water_clippingplanebias);
6197         Cvar_RegisterVariable(&r_water_refractdistort);
6198         Cvar_RegisterVariable(&r_water_reflectdistort);
6199         Cvar_RegisterVariable(&r_lerpsprites);
6200         Cvar_RegisterVariable(&r_lerpmodels);
6201         Cvar_RegisterVariable(&r_lerplightstyles);
6202         Cvar_RegisterVariable(&r_waterscroll);
6203         Cvar_RegisterVariable(&r_bloom);
6204         Cvar_RegisterVariable(&r_bloom_colorscale);
6205         Cvar_RegisterVariable(&r_bloom_brighten);
6206         Cvar_RegisterVariable(&r_bloom_blur);
6207         Cvar_RegisterVariable(&r_bloom_resolution);
6208         Cvar_RegisterVariable(&r_bloom_colorexponent);
6209         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210         Cvar_RegisterVariable(&r_hdr);
6211         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212         Cvar_RegisterVariable(&r_hdr_glowintensity);
6213         Cvar_RegisterVariable(&r_hdr_range);
6214         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215         Cvar_RegisterVariable(&developer_texturelogging);
6216         Cvar_RegisterVariable(&gl_lightmaps);
6217         Cvar_RegisterVariable(&r_test);
6218         Cvar_RegisterVariable(&r_batchmode);
6219         Cvar_RegisterVariable(&r_glsl_saturation);
6220         Cvar_RegisterVariable(&r_framedatasize);
6221         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222                 Cvar_SetValue("r_fullbrights", 0);
6223         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6224
6225         Cvar_RegisterVariable(&r_track_sprites);
6226         Cvar_RegisterVariable(&r_track_sprites_flags);
6227         Cvar_RegisterVariable(&r_track_sprites_scalew);
6228         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6231 }
6232
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6246
6247 void Render_Init(void)
6248 {
6249         gl_backend_init();
6250         R_Textures_Init();
6251         GL_Main_Init();
6252         Font_Init();
6253         GL_Draw_Init();
6254         R_Shadow_Init();
6255         R_Sky_Init();
6256         GL_Surf_Init();
6257         Sbar_Init();
6258         R_Particles_Init();
6259         R_Explosion_Init();
6260         R_LightningBeams_Init();
6261         Mod_RenderInit();
6262 }
6263
6264 /*
6265 ===============
6266 GL_Init
6267 ===============
6268 */
6269 extern char *ENGINE_EXTENSIONS;
6270 void GL_Init (void)
6271 {
6272         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274         gl_version = (const char *)qglGetString(GL_VERSION);
6275         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6276
6277         if (!gl_extensions)
6278                 gl_extensions = "";
6279         if (!gl_platformextensions)
6280                 gl_platformextensions = "";
6281
6282         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284         Con_Printf("GL_VERSION: %s\n", gl_version);
6285         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6287
6288         VID_CheckExtensions();
6289
6290         // LordHavoc: report supported extensions
6291         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6292
6293         // clear to black (loading plaque will be seen over this)
6294         CHECKGLERROR
6295         qglClearColor(0,0,0,1);CHECKGLERROR
6296         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6297 }
6298
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6300 {
6301         int i;
6302         mplane_t *p;
6303         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6304         {
6305                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6306                 if (i == 4)
6307                         continue;
6308                 p = r_refdef.view.frustum + i;
6309                 switch(p->signbits)
6310                 {
6311                 default:
6312                 case 0:
6313                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6314                                 return true;
6315                         break;
6316                 case 1:
6317                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6318                                 return true;
6319                         break;
6320                 case 2:
6321                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6322                                 return true;
6323                         break;
6324                 case 3:
6325                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6326                                 return true;
6327                         break;
6328                 case 4:
6329                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6330                                 return true;
6331                         break;
6332                 case 5:
6333                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6334                                 return true;
6335                         break;
6336                 case 6:
6337                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6338                                 return true;
6339                         break;
6340                 case 7:
6341                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6342                                 return true;
6343                         break;
6344                 }
6345         }
6346         return false;
6347 }
6348
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6350 {
6351         int i;
6352         const mplane_t *p;
6353         for (i = 0;i < numplanes;i++)
6354         {
6355                 p = planes + i;
6356                 switch(p->signbits)
6357                 {
6358                 default:
6359                 case 0:
6360                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6361                                 return true;
6362                         break;
6363                 case 1:
6364                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6365                                 return true;
6366                         break;
6367                 case 2:
6368                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6369                                 return true;
6370                         break;
6371                 case 3:
6372                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6373                                 return true;
6374                         break;
6375                 case 4:
6376                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6377                                 return true;
6378                         break;
6379                 case 5:
6380                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6381                                 return true;
6382                         break;
6383                 case 6:
6384                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6385                                 return true;
6386                         break;
6387                 case 7:
6388                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6389                                 return true;
6390                         break;
6391                 }
6392         }
6393         return false;
6394 }
6395
6396 //==================================================================================
6397
6398 // LordHavoc: this stores temporary data used within the same frame
6399
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6404
6405 void R_FrameData_Reset(void)
6406 {
6407         if (r_framedata_base)
6408                 Mem_Free(r_framedata_base);
6409         r_framedata_base = NULL;
6410         r_framedata_size = 0;
6411         r_framedata_current = 0;
6412         r_framedata_failed = false;
6413 }
6414
6415 void R_FrameData_NewFrame(void)
6416 {
6417         size_t wantedsize;
6418         if (r_framedata_failed)
6419                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422         if (r_framedata_size != wantedsize)
6423         {
6424                 r_framedata_size = wantedsize;
6425                 if (r_framedata_base)
6426                         Mem_Free(r_framedata_base);
6427                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6428         }
6429         r_framedata_current = 0;
6430         r_framedata_failed = false;
6431 }
6432
6433 void *R_FrameData_Alloc(size_t size)
6434 {
6435         void *data;
6436
6437         // align to 16 byte boundary
6438         size = (size + 15) & ~15;
6439         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440         r_framedata_current += size;
6441
6442         // check overflow
6443         if (r_framedata_current > r_framedata_size)
6444                 r_framedata_failed = true;
6445
6446         // return NULL on everything after a failure
6447         if (r_framedata_failed)
6448                 return NULL;
6449
6450         return data;
6451 }
6452
6453 void *R_FrameData_Store(size_t size, void *data)
6454 {
6455         void *d = R_FrameData_Alloc(size);
6456         if (d)
6457                 memcpy(d, data, size);
6458         return d;
6459 }
6460
6461 //==================================================================================
6462
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6464
6465 /**
6466  * Animation cache prevents re-generating mesh data for an animated model
6467  * multiple times in one frame for lighting, shadowing, reflections, etc.
6468  */
6469
6470 void R_AnimCache_Free(void)
6471 {
6472 }
6473
6474 void R_AnimCache_ClearCache(void)
6475 {
6476         int i;
6477         entity_render_t *ent;
6478
6479         for (i = 0;i < r_refdef.scene.numentities;i++)
6480         {
6481                 ent = r_refdef.scene.entities[i];
6482                 ent->animcache_vertex3f = NULL;
6483                 ent->animcache_normal3f = NULL;
6484                 ent->animcache_svector3f = NULL;
6485                 ent->animcache_tvector3f = NULL;
6486         }
6487 }
6488
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6490 {
6491         dp_model_t *model = ent->model;
6492         int numvertices;
6493         // see if it's already cached this frame
6494         if (ent->animcache_vertex3f)
6495         {
6496                 // add normals/tangents if needed
6497                 if (wantnormals || wanttangents)
6498                 {
6499                         if (ent->animcache_normal3f)
6500                                 wantnormals = false;
6501                         if (ent->animcache_svector3f)
6502                                 wanttangents = false;
6503                         if (wantnormals || wanttangents)
6504                         {
6505                                 numvertices = model->surfmesh.num_vertices;
6506                                 if (wantnormals)
6507                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6508                                 if (wanttangents)
6509                                 {
6510                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6512                                 }
6513                                 if (!r_framedata_failed)
6514                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6515                         }
6516                 }
6517         }
6518         else
6519         {
6520                 // see if this ent is worth caching
6521                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6522                         return false;
6523                 // get some memory for this entity and generate mesh data
6524                 numvertices = model->surfmesh.num_vertices;
6525                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6526                 if (wantnormals)
6527                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6528                 if (wanttangents)
6529                 {
6530                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6532                 }
6533                 if (!r_framedata_failed)
6534                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6535         }
6536         return !r_framedata_failed;
6537 }
6538
6539 void R_AnimCache_CacheVisibleEntities(void)
6540 {
6541         int i;
6542         qboolean wantnormals = !r_showsurfaces.integer;
6543         qboolean wanttangents = !r_showsurfaces.integer;
6544
6545         switch(vid.renderpath)
6546         {
6547         case RENDERPATH_GL20:
6548         case RENDERPATH_CGGL:
6549                 break;
6550         case RENDERPATH_GL13:
6551         case RENDERPATH_GL11:
6552                 wanttangents = false;
6553                 break;
6554         }
6555
6556         // TODO: thread this
6557         // NOTE: R_PrepareRTLights() also caches entities
6558
6559         for (i = 0;i < r_refdef.scene.numentities;i++)
6560                 if (r_refdef.viewcache.entityvisible[i])
6561                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6562
6563         if (r_shadows.integer)
6564                 for (i = 0;i < r_refdef.scene.numentities;i++)
6565                         if (!r_refdef.viewcache.entityvisible[i])
6566                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6567 }
6568
6569 //==================================================================================
6570
6571 static void R_View_UpdateEntityLighting (void)
6572 {
6573         int i;
6574         entity_render_t *ent;
6575         vec3_t tempdiffusenormal, avg;
6576         vec_t f, fa, fd, fdd;
6577
6578         for (i = 0;i < r_refdef.scene.numentities;i++)
6579         {
6580                 ent = r_refdef.scene.entities[i];
6581
6582                 // skip unseen models
6583                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6584                         continue;
6585
6586                 // skip bsp models
6587                 if (ent->model && ent->model->brush.num_leafs)
6588                 {
6589                         // TODO: use modellight for r_ambient settings on world?
6590                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6591                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6593                         continue;
6594                 }
6595
6596                 // fetch the lighting from the worldmodel data
6597                 VectorClear(ent->modellight_ambient);
6598                 VectorClear(ent->modellight_diffuse);
6599                 VectorClear(tempdiffusenormal);
6600                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6601                 {
6602                         vec3_t org;
6603                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605                         if(ent->flags & RENDER_EQUALIZE)
6606                         {
6607                                 // first fix up ambient lighting...
6608                                 if(r_equalize_entities_minambient.value > 0)
6609                                 {
6610                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6611                                         if(fd > 0)
6612                                         {
6613                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614                                                 if(fa < r_equalize_entities_minambient.value * fd)
6615                                                 {
6616                                                         // solve:
6617                                                         //   fa'/fd' = minambient
6618                                                         //   fa'+0.25*fd' = fa+0.25*fd
6619                                                         //   ...
6620                                                         //   fa' = fd' * minambient
6621                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6622                                                         //   ...
6623                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6625                                                         //   ...
6626                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627                                                         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
6628                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6630                                                 }
6631                                         }
6632                                 }
6633
6634                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6635                                 {
6636                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6638                                         if(f > 0)
6639                                         {
6640                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6643                                         }
6644                                 }
6645                         }
6646                 }
6647                 else // highly rare
6648                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6649
6650                 // move the light direction into modelspace coordinates for lighting code
6651                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652                 if(VectorLength2(ent->modellight_lightdir) == 0)
6653                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654                 VectorNormalize(ent->modellight_lightdir);
6655         }
6656 }
6657
6658 #define MAX_LINEOFSIGHTTRACES 64
6659
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6661 {
6662         int i;
6663         vec3_t boxmins, boxmaxs;
6664         vec3_t start;
6665         vec3_t end;
6666         dp_model_t *model = r_refdef.scene.worldmodel;
6667
6668         if (!model || !model->brush.TraceLineOfSight)
6669                 return true;
6670
6671         // expand the box a little
6672         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6678
6679         // try center
6680         VectorCopy(eye, start);
6681         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6682         if (model->brush.TraceLineOfSight(model, start, end))
6683                 return true;
6684
6685         // try various random positions
6686         for (i = 0;i < numsamples;i++)
6687         {
6688                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6689                 if (model->brush.TraceLineOfSight(model, start, end))
6690                         return true;
6691         }
6692
6693         return false;
6694 }
6695
6696
6697 static void R_View_UpdateEntityVisible (void)
6698 {
6699         int i;
6700         int renderimask;
6701         int samples;
6702         entity_render_t *ent;
6703
6704         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6705         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6706         {
6707                 // worldmodel can check visibility
6708                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6709                 for (i = 0;i < r_refdef.scene.numentities;i++)
6710                 {
6711                         ent = r_refdef.scene.entities[i];
6712                         if (!(ent->flags & renderimask))
6713                         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)))
6714                         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))
6715                         if (!(ent->flags & (RENDER_VIEWMODEL)) || r_drawviewmodel.integer)
6716                                 r_refdef.viewcache.entityvisible[i] = true;
6717                 }
6718                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6719                 {
6720                         for (i = 0;i < r_refdef.scene.numentities;i++)
6721                         {
6722                                 ent = r_refdef.scene.entities[i];
6723                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6724                                 {
6725                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6726                                         if (samples < 0)
6727                                                 continue; // temp entities do pvs only
6728                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6729                                                 ent->last_trace_visibility = realtime;
6730                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6731                                                 r_refdef.viewcache.entityvisible[i] = 0;
6732                                 }
6733                         }
6734                 }
6735         }
6736         else
6737         {
6738                 // no worldmodel or it can't check visibility
6739                 for (i = 0;i < r_refdef.scene.numentities;i++)
6740                 {
6741                         ent = r_refdef.scene.entities[i];
6742                         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));
6743                 }
6744         }
6745 }
6746
6747 /// only used if skyrendermasked, and normally returns false
6748 int R_DrawBrushModelsSky (void)
6749 {
6750         int i, sky;
6751         entity_render_t *ent;
6752
6753         sky = false;
6754         for (i = 0;i < r_refdef.scene.numentities;i++)
6755         {
6756                 if (!r_refdef.viewcache.entityvisible[i])
6757                         continue;
6758                 ent = r_refdef.scene.entities[i];
6759                 if (!ent->model || !ent->model->DrawSky)
6760                         continue;
6761                 ent->model->DrawSky(ent);
6762                 sky = true;
6763         }
6764         return sky;
6765 }
6766
6767 static void R_DrawNoModel(entity_render_t *ent);
6768 static void R_DrawModels(void)
6769 {
6770         int i;
6771         entity_render_t *ent;
6772
6773         for (i = 0;i < r_refdef.scene.numentities;i++)
6774         {
6775                 if (!r_refdef.viewcache.entityvisible[i])
6776                         continue;
6777                 ent = r_refdef.scene.entities[i];
6778                 r_refdef.stats.entities++;
6779                 if (ent->model && ent->model->Draw != NULL)
6780                         ent->model->Draw(ent);
6781                 else
6782                         R_DrawNoModel(ent);
6783         }
6784 }
6785
6786 static void R_DrawModelsDepth(void)
6787 {
6788         int i;
6789         entity_render_t *ent;
6790
6791         for (i = 0;i < r_refdef.scene.numentities;i++)
6792         {
6793                 if (!r_refdef.viewcache.entityvisible[i])
6794                         continue;
6795                 ent = r_refdef.scene.entities[i];
6796                 if (ent->model && ent->model->DrawDepth != NULL)
6797                         ent->model->DrawDepth(ent);
6798         }
6799 }
6800
6801 static void R_DrawModelsDebug(void)
6802 {
6803         int i;
6804         entity_render_t *ent;
6805
6806         for (i = 0;i < r_refdef.scene.numentities;i++)
6807         {
6808                 if (!r_refdef.viewcache.entityvisible[i])
6809                         continue;
6810                 ent = r_refdef.scene.entities[i];
6811                 if (ent->model && ent->model->DrawDebug != NULL)
6812                         ent->model->DrawDebug(ent);
6813         }
6814 }
6815
6816 static void R_DrawModelsAddWaterPlanes(void)
6817 {
6818         int i;
6819         entity_render_t *ent;
6820
6821         for (i = 0;i < r_refdef.scene.numentities;i++)
6822         {
6823                 if (!r_refdef.viewcache.entityvisible[i])
6824                         continue;
6825                 ent = r_refdef.scene.entities[i];
6826                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6827                         ent->model->DrawAddWaterPlanes(ent);
6828         }
6829 }
6830
6831 static void R_View_SetFrustum(void)
6832 {
6833         int i;
6834         double slopex, slopey;
6835         vec3_t forward, left, up, origin;
6836
6837         // we can't trust r_refdef.view.forward and friends in reflected scenes
6838         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6839
6840 #if 0
6841         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6842         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6843         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6844         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6845         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6846         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6847         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6848         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6849         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6850         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6851         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6852         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6853 #endif
6854
6855 #if 0
6856         zNear = r_refdef.nearclip;
6857         nudge = 1.0 - 1.0 / (1<<23);
6858         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6859         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6860         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6861         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6862         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6863         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6864         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6865         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6866 #endif
6867
6868
6869
6870 #if 0
6871         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6872         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6873         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6874         r_refdef.view.frustum[0].dist = m[15] - m[12];
6875
6876         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6877         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6878         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6879         r_refdef.view.frustum[1].dist = m[15] + m[12];
6880
6881         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6882         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6883         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6884         r_refdef.view.frustum[2].dist = m[15] - m[13];
6885
6886         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6887         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6888         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6889         r_refdef.view.frustum[3].dist = m[15] + m[13];
6890
6891         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6892         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6893         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6894         r_refdef.view.frustum[4].dist = m[15] - m[14];
6895
6896         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6897         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6898         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6899         r_refdef.view.frustum[5].dist = m[15] + m[14];
6900 #endif
6901
6902         if (r_refdef.view.useperspective)
6903         {
6904                 slopex = 1.0 / r_refdef.view.frustum_x;
6905                 slopey = 1.0 / r_refdef.view.frustum_y;
6906                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6907                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
6908                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
6909                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
6910                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6911
6912                 // Leaving those out was a mistake, those were in the old code, and they
6913                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6914                 // I couldn't reproduce it after adding those normalizations. --blub
6915                 VectorNormalize(r_refdef.view.frustum[0].normal);
6916                 VectorNormalize(r_refdef.view.frustum[1].normal);
6917                 VectorNormalize(r_refdef.view.frustum[2].normal);
6918                 VectorNormalize(r_refdef.view.frustum[3].normal);
6919
6920                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6921                 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]);
6922                 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]);
6923                 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]);
6924                 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]);
6925
6926                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6927                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6928                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6929                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6930                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6931         }
6932         else
6933         {
6934                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6935                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6936                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6937                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6938                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6939                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6940                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6941                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6942                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6943                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6944         }
6945         r_refdef.view.numfrustumplanes = 5;
6946
6947         if (r_refdef.view.useclipplane)
6948         {
6949                 r_refdef.view.numfrustumplanes = 6;
6950                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6951         }
6952
6953         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6954                 PlaneClassify(r_refdef.view.frustum + i);
6955
6956         // LordHavoc: note to all quake engine coders, Quake had a special case
6957         // for 90 degrees which assumed a square view (wrong), so I removed it,
6958         // Quake2 has it disabled as well.
6959
6960         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6961         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6962         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6963         //PlaneClassify(&frustum[0]);
6964
6965         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6966         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6967         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6968         //PlaneClassify(&frustum[1]);
6969
6970         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6971         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6972         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6973         //PlaneClassify(&frustum[2]);
6974
6975         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6976         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6977         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6978         //PlaneClassify(&frustum[3]);
6979
6980         // nearclip plane
6981         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6982         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6983         //PlaneClassify(&frustum[4]);
6984 }
6985
6986 void R_View_Update(void)
6987 {
6988         R_Main_ResizeViewCache();
6989         R_View_SetFrustum();
6990         R_View_WorldVisibility(r_refdef.view.useclipplane);
6991         R_View_UpdateEntityVisible();
6992         R_View_UpdateEntityLighting();
6993 }
6994
6995 void R_SetupView(qboolean allowwaterclippingplane)
6996 {
6997         const float *customclipplane = NULL;
6998         float plane[4];
6999         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7000         {
7001                 // LordHavoc: couldn't figure out how to make this approach the
7002                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7003                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7004                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7005                         dist = r_refdef.view.clipplane.dist;
7006                 plane[0] = r_refdef.view.clipplane.normal[0];
7007                 plane[1] = r_refdef.view.clipplane.normal[1];
7008                 plane[2] = r_refdef.view.clipplane.normal[2];
7009                 plane[3] = dist;
7010                 customclipplane = plane;
7011         }
7012
7013         if (!r_refdef.view.useperspective)
7014                 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);
7015         else if (vid.stencil && r_useinfinitefarclip.integer)
7016                 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);
7017         else
7018                 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);
7019         R_SetViewport(&r_refdef.view.viewport);
7020 }
7021
7022 void R_EntityMatrix(const matrix4x4_t *matrix)
7023 {
7024         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7025         {
7026                 gl_modelmatrixchanged = false;
7027                 gl_modelmatrix = *matrix;
7028                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7029                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7030                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7031                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7032                 CHECKGLERROR
7033                 switch(vid.renderpath)
7034                 {
7035                 case RENDERPATH_GL20:
7036                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7037                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7038                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7039                         break;
7040                 case RENDERPATH_CGGL:
7041 #ifdef SUPPORTCG
7042                         CHECKCGERROR
7043                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7044                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7045                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7046 #endif
7047                         break;
7048                 case RENDERPATH_GL13:
7049                 case RENDERPATH_GL11:
7050                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7051                         break;
7052                 }
7053         }
7054 }
7055
7056 void R_ResetViewRendering2D(void)
7057 {
7058         r_viewport_t viewport;
7059         DrawQ_Finish();
7060
7061         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7062         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);
7063         R_SetViewport(&viewport);
7064         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7065         GL_Color(1, 1, 1, 1);
7066         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7067         GL_BlendFunc(GL_ONE, GL_ZERO);
7068         GL_AlphaTest(false);
7069         GL_ScissorTest(false);
7070         GL_DepthMask(false);
7071         GL_DepthRange(0, 1);
7072         GL_DepthTest(false);
7073         R_EntityMatrix(&identitymatrix);
7074         R_Mesh_ResetTextureState();
7075         GL_PolygonOffset(0, 0);
7076         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7077         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7078         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7079         qglStencilMask(~0);CHECKGLERROR
7080         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7081         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7082         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7083 }
7084
7085 void R_ResetViewRendering3D(void)
7086 {
7087         DrawQ_Finish();
7088
7089         R_SetupView(true);
7090         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7091         GL_Color(1, 1, 1, 1);
7092         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7093         GL_BlendFunc(GL_ONE, GL_ZERO);
7094         GL_AlphaTest(false);
7095         GL_ScissorTest(true);
7096         GL_DepthMask(true);
7097         GL_DepthRange(0, 1);
7098         GL_DepthTest(true);
7099         R_EntityMatrix(&identitymatrix);
7100         R_Mesh_ResetTextureState();
7101         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7102         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7103         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7104         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7105         qglStencilMask(~0);CHECKGLERROR
7106         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7107         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7108         GL_CullFace(r_refdef.view.cullface_back);
7109 }
7110
7111 void R_RenderScene(void);
7112 void R_RenderWaterPlanes(void);
7113
7114 static void R_Water_StartFrame(void)
7115 {
7116         int i;
7117         int waterwidth, waterheight, texturewidth, textureheight;
7118         r_waterstate_waterplane_t *p;
7119
7120         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7121                 return;
7122
7123         switch(vid.renderpath)
7124         {
7125         case RENDERPATH_GL20:
7126         case RENDERPATH_CGGL:
7127                 break;
7128         case RENDERPATH_GL13:
7129         case RENDERPATH_GL11:
7130                 return;
7131         }
7132
7133         // set waterwidth and waterheight to the water resolution that will be
7134         // used (often less than the screen resolution for faster rendering)
7135         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7136         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7137
7138         // calculate desired texture sizes
7139         // can't use water if the card does not support the texture size
7140         if (!r_water.integer || r_showsurfaces.integer)
7141                 texturewidth = textureheight = waterwidth = waterheight = 0;
7142         else if (vid.support.arb_texture_non_power_of_two)
7143         {
7144                 texturewidth = waterwidth;
7145                 textureheight = waterheight;
7146         }
7147         else
7148         {
7149                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7150                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7151         }
7152
7153         // allocate textures as needed
7154         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7155         {
7156                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7157                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7158                 {
7159                         if (p->texture_refraction)
7160                                 R_FreeTexture(p->texture_refraction);
7161                         p->texture_refraction = NULL;
7162                         if (p->texture_reflection)
7163                                 R_FreeTexture(p->texture_reflection);
7164                         p->texture_reflection = NULL;
7165                 }
7166                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7167                 r_waterstate.texturewidth = texturewidth;
7168                 r_waterstate.textureheight = textureheight;
7169         }
7170
7171         if (r_waterstate.texturewidth)
7172         {
7173                 r_waterstate.enabled = true;
7174
7175                 // when doing a reduced render (HDR) we want to use a smaller area
7176                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7177                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7178
7179                 // set up variables that will be used in shader setup
7180                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7181                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7182                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7183                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7184         }
7185
7186         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7187         r_waterstate.numwaterplanes = 0;
7188 }
7189
7190 void R_Water_AddWaterPlane(msurface_t *surface)
7191 {
7192         int triangleindex, planeindex;
7193         const int *e;
7194         vec3_t vert[3];
7195         vec3_t normal;
7196         vec3_t center;
7197         mplane_t plane;
7198         r_waterstate_waterplane_t *p;
7199         texture_t *t = R_GetCurrentTexture(surface->texture);
7200         // just use the first triangle with a valid normal for any decisions
7201         VectorClear(normal);
7202         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7203         {
7204                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7205                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7206                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7207                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7208                 if (VectorLength2(normal) >= 0.001)
7209                         break;
7210         }
7211
7212         VectorCopy(normal, plane.normal);
7213         VectorNormalize(plane.normal);
7214         plane.dist = DotProduct(vert[0], plane.normal);
7215         PlaneClassify(&plane);
7216         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7217         {
7218                 // skip backfaces (except if nocullface is set)
7219                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7220                         return;
7221                 VectorNegate(plane.normal, plane.normal);
7222                 plane.dist *= -1;
7223                 PlaneClassify(&plane);
7224         }
7225
7226
7227         // find a matching plane if there is one
7228         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7229                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7230                         break;
7231         if (planeindex >= r_waterstate.maxwaterplanes)
7232                 return; // nothing we can do, out of planes
7233
7234         // if this triangle does not fit any known plane rendered this frame, add one
7235         if (planeindex >= r_waterstate.numwaterplanes)
7236         {
7237                 // store the new plane
7238                 r_waterstate.numwaterplanes++;
7239                 p->plane = plane;
7240                 // clear materialflags and pvs
7241                 p->materialflags = 0;
7242                 p->pvsvalid = false;
7243         }
7244         // merge this surface's materialflags into the waterplane
7245         p->materialflags |= t->currentmaterialflags;
7246         // merge this surface's PVS into the waterplane
7247         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7248         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7249          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7250         {
7251                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7252                 p->pvsvalid = true;
7253         }
7254 }
7255
7256 static void R_Water_ProcessPlanes(void)
7257 {
7258         r_refdef_view_t originalview;
7259         r_refdef_view_t myview;
7260         int planeindex;
7261         r_waterstate_waterplane_t *p;
7262
7263         originalview = r_refdef.view;
7264
7265         // make sure enough textures are allocated
7266         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7267         {
7268                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7269                 {
7270                         if (!p->texture_refraction)
7271                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7272                         if (!p->texture_refraction)
7273                                 goto error;
7274                 }
7275
7276                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7277                 {
7278                         if (!p->texture_reflection)
7279                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7280                         if (!p->texture_reflection)
7281                                 goto error;
7282                 }
7283         }
7284
7285         // render views
7286         r_refdef.view = originalview;
7287         r_refdef.view.showdebug = false;
7288         r_refdef.view.width = r_waterstate.waterwidth;
7289         r_refdef.view.height = r_waterstate.waterheight;
7290         r_refdef.view.useclipplane = true;
7291         myview = r_refdef.view;
7292         r_waterstate.renderingscene = true;
7293         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7294         {
7295                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7296                 {
7297                         r_refdef.view = myview;
7298                         // render reflected scene and copy into texture
7299                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7300                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7301                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7302                         r_refdef.view.clipplane = p->plane;
7303                         // reverse the cullface settings for this render
7304                         r_refdef.view.cullface_front = GL_FRONT;
7305                         r_refdef.view.cullface_back = GL_BACK;
7306                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7307                         {
7308                                 r_refdef.view.usecustompvs = true;
7309                                 if (p->pvsvalid)
7310                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7311                                 else
7312                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7313                         }
7314
7315                         R_ResetViewRendering3D();
7316                         R_ClearScreen(r_refdef.fogenabled);
7317                         R_View_Update();
7318                         R_RenderScene();
7319
7320                         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);
7321                 }
7322
7323                 // render the normal view scene and copy into texture
7324                 // (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)
7325                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7326                 {
7327                         r_refdef.view = myview;
7328                         r_refdef.view.clipplane = p->plane;
7329                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7330                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7331                         PlaneClassify(&r_refdef.view.clipplane);
7332
7333                         R_ResetViewRendering3D();
7334                         R_ClearScreen(r_refdef.fogenabled);
7335                         R_View_Update();
7336                         R_RenderScene();
7337
7338                         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);
7339                 }
7340
7341         }
7342         r_waterstate.renderingscene = false;
7343         r_refdef.view = originalview;
7344         R_ResetViewRendering3D();
7345         R_ClearScreen(r_refdef.fogenabled);
7346         R_View_Update();
7347         return;
7348 error:
7349         r_refdef.view = originalview;
7350         r_waterstate.renderingscene = false;
7351         Cvar_SetValueQuick(&r_water, 0);
7352         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7353         return;
7354 }
7355
7356 void R_Bloom_StartFrame(void)
7357 {
7358         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7359
7360         switch(vid.renderpath)
7361         {
7362         case RENDERPATH_GL20:
7363         case RENDERPATH_CGGL:
7364                 break;
7365         case RENDERPATH_GL13:
7366         case RENDERPATH_GL11:
7367                 return;
7368         }
7369
7370         // set bloomwidth and bloomheight to the bloom resolution that will be
7371         // used (often less than the screen resolution for faster rendering)
7372         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7373         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7374         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7375         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7376         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7377
7378         // calculate desired texture sizes
7379         if (vid.support.arb_texture_non_power_of_two)
7380         {
7381                 screentexturewidth = r_refdef.view.width;
7382                 screentextureheight = r_refdef.view.height;
7383                 bloomtexturewidth = r_bloomstate.bloomwidth;
7384                 bloomtextureheight = r_bloomstate.bloomheight;
7385         }
7386         else
7387         {
7388                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7389                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7390                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7391                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7392         }
7393
7394         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))
7395         {
7396                 Cvar_SetValueQuick(&r_hdr, 0);
7397                 Cvar_SetValueQuick(&r_bloom, 0);
7398                 Cvar_SetValueQuick(&r_motionblur, 0);
7399                 Cvar_SetValueQuick(&r_damageblur, 0);
7400         }
7401
7402         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)))
7403                 screentexturewidth = screentextureheight = 0;
7404         if (!r_hdr.integer && !r_bloom.integer)
7405                 bloomtexturewidth = bloomtextureheight = 0;
7406
7407         // allocate textures as needed
7408         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7409         {
7410                 if (r_bloomstate.texture_screen)
7411                         R_FreeTexture(r_bloomstate.texture_screen);
7412                 r_bloomstate.texture_screen = NULL;
7413                 r_bloomstate.screentexturewidth = screentexturewidth;
7414                 r_bloomstate.screentextureheight = screentextureheight;
7415                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7416                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7417         }
7418         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7419         {
7420                 if (r_bloomstate.texture_bloom)
7421                         R_FreeTexture(r_bloomstate.texture_bloom);
7422                 r_bloomstate.texture_bloom = NULL;
7423                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7424                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7425                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7426                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7427         }
7428
7429         // when doing a reduced render (HDR) we want to use a smaller area
7430         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7431         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7432         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7433         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7434         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7435
7436         // set up a texcoord array for the full resolution screen image
7437         // (we have to keep this around to copy back during final render)
7438         r_bloomstate.screentexcoord2f[0] = 0;
7439         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7440         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7441         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7442         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7443         r_bloomstate.screentexcoord2f[5] = 0;
7444         r_bloomstate.screentexcoord2f[6] = 0;
7445         r_bloomstate.screentexcoord2f[7] = 0;
7446
7447         // set up a texcoord array for the reduced resolution bloom image
7448         // (which will be additive blended over the screen image)
7449         r_bloomstate.bloomtexcoord2f[0] = 0;
7450         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7451         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7452         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7453         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7454         r_bloomstate.bloomtexcoord2f[5] = 0;
7455         r_bloomstate.bloomtexcoord2f[6] = 0;
7456         r_bloomstate.bloomtexcoord2f[7] = 0;
7457
7458         if (r_hdr.integer || r_bloom.integer)
7459         {
7460                 r_bloomstate.enabled = true;
7461                 r_bloomstate.hdr = r_hdr.integer != 0;
7462         }
7463
7464         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);
7465 }
7466
7467 void R_Bloom_CopyBloomTexture(float colorscale)
7468 {
7469         r_refdef.stats.bloom++;
7470
7471         // scale down screen texture to the bloom texture size
7472         CHECKGLERROR
7473         R_SetViewport(&r_bloomstate.viewport);
7474         GL_BlendFunc(GL_ONE, GL_ZERO);
7475         GL_Color(colorscale, colorscale, colorscale, 1);
7476         // TODO: optimize with multitexture or GLSL
7477         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7478         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7479         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7480         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7481
7482         // we now have a bloom image in the framebuffer
7483         // copy it into the bloom image texture for later processing
7484         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);
7485         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7486 }
7487
7488 void R_Bloom_CopyHDRTexture(void)
7489 {
7490         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);
7491         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7492 }
7493
7494 void R_Bloom_MakeTexture(void)
7495 {
7496         int x, range, dir;
7497         float xoffset, yoffset, r, brighten;
7498
7499         r_refdef.stats.bloom++;
7500
7501         R_ResetViewRendering2D();
7502         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7503         R_Mesh_ColorPointer(NULL, 0, 0);
7504
7505         // we have a bloom image in the framebuffer
7506         CHECKGLERROR
7507         R_SetViewport(&r_bloomstate.viewport);
7508
7509         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7510         {
7511                 x *= 2;
7512                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7513                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7514                 GL_Color(r, r, r, 1);
7515                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7516                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7517                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7518                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7519
7520                 // copy the vertically blurred bloom view to a texture
7521                 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);
7522                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7523         }
7524
7525         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7526         brighten = r_bloom_brighten.value;
7527         if (r_hdr.integer)
7528                 brighten *= r_hdr_range.value;
7529         brighten = sqrt(brighten);
7530         if(range >= 1)
7531                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7532         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7533         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7534
7535         for (dir = 0;dir < 2;dir++)
7536         {
7537                 // blend on at multiple vertical offsets to achieve a vertical blur
7538                 // TODO: do offset blends using GLSL
7539                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7540                 GL_BlendFunc(GL_ONE, GL_ZERO);
7541                 for (x = -range;x <= range;x++)
7542                 {
7543                         if (!dir){xoffset = 0;yoffset = x;}
7544                         else {xoffset = x;yoffset = 0;}
7545                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7546                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7547                         // compute a texcoord array with the specified x and y offset
7548                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7549                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7550                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7551                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7552                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7553                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7554                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7555                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7556                         // this r value looks like a 'dot' particle, fading sharply to
7557                         // black at the edges
7558                         // (probably not realistic but looks good enough)
7559                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7560                         //r = brighten/(range*2+1);
7561                         r = brighten / (range * 2 + 1);
7562                         if(range >= 1)
7563                                 r *= (1 - x*x/(float)(range*range));
7564                         GL_Color(r, r, r, 1);
7565                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7566                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7567                         GL_BlendFunc(GL_ONE, GL_ONE);
7568                 }
7569
7570                 // copy the vertically blurred bloom view to a texture
7571                 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);
7572                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7573         }
7574
7575         // apply subtract last
7576         // (just like it would be in a GLSL shader)
7577         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7578         {
7579                 GL_BlendFunc(GL_ONE, GL_ZERO);
7580                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7581                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7582                 GL_Color(1, 1, 1, 1);
7583                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7584                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7585
7586                 GL_BlendFunc(GL_ONE, GL_ONE);
7587                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7588                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7589                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7590                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7591                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7592                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7593                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7594
7595                 // copy the darkened bloom view to a texture
7596                 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);
7597                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7598         }
7599 }
7600
7601 void R_HDR_RenderBloomTexture(void)
7602 {
7603         int oldwidth, oldheight;
7604         float oldcolorscale;
7605
7606         oldcolorscale = r_refdef.view.colorscale;
7607         oldwidth = r_refdef.view.width;
7608         oldheight = r_refdef.view.height;
7609         r_refdef.view.width = r_bloomstate.bloomwidth;
7610         r_refdef.view.height = r_bloomstate.bloomheight;
7611
7612         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7613         // TODO: add exposure compensation features
7614         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7615
7616         r_refdef.view.showdebug = false;
7617         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7618
7619         R_ResetViewRendering3D();
7620
7621         R_ClearScreen(r_refdef.fogenabled);
7622         if (r_timereport_active)
7623                 R_TimeReport("HDRclear");
7624
7625         R_View_Update();
7626         if (r_timereport_active)
7627                 R_TimeReport("visibility");
7628
7629         // only do secondary renders with HDR if r_hdr is 2 or higher
7630         r_waterstate.numwaterplanes = 0;
7631         if (r_waterstate.enabled && r_hdr.integer >= 2)
7632                 R_RenderWaterPlanes();
7633
7634         r_refdef.view.showdebug = true;
7635         R_RenderScene();
7636         r_waterstate.numwaterplanes = 0;
7637
7638         R_ResetViewRendering2D();
7639
7640         R_Bloom_CopyHDRTexture();
7641         R_Bloom_MakeTexture();
7642
7643         // restore the view settings
7644         r_refdef.view.width = oldwidth;
7645         r_refdef.view.height = oldheight;
7646         r_refdef.view.colorscale = oldcolorscale;
7647
7648         R_ResetViewRendering3D();
7649
7650         R_ClearScreen(r_refdef.fogenabled);
7651         if (r_timereport_active)
7652                 R_TimeReport("viewclear");
7653 }
7654
7655 static void R_BlendView(void)
7656 {
7657         unsigned int permutation;
7658         float uservecs[4][4];
7659
7660         switch (vid.renderpath)
7661         {
7662         case RENDERPATH_GL20:
7663         case RENDERPATH_CGGL:
7664                 permutation =
7665                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7666                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7667                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7668                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7669                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7670
7671                 if (r_bloomstate.texture_screen)
7672                 {
7673                         // make sure the buffer is available
7674                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7675
7676                         R_ResetViewRendering2D();
7677                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7678                         R_Mesh_ColorPointer(NULL, 0, 0);
7679
7680                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7681                         {
7682                                 // declare variables
7683                                 float speed;
7684                                 static float avgspeed;
7685
7686                                 speed = VectorLength(cl.movement_velocity);
7687
7688                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7689                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7690
7691                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7692                                 speed = bound(0, speed, 1);
7693                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7694
7695                                 // calculate values into a standard alpha
7696                                 cl.motionbluralpha = 1 - exp(-
7697                                                 (
7698                                                  (r_motionblur.value * speed / 80)
7699                                                  +
7700                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7701                                                 )
7702                                                 /
7703                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7704                                            );
7705
7706                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7707                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7708                                 // apply the blur
7709                                 if (cl.motionbluralpha > 0)
7710                                 {
7711                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7712                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7713                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7714                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7715                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7716                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7717                                 }
7718                         }
7719
7720                         // copy view into the screen texture
7721                         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);
7722                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7723                 }
7724                 else if (!r_bloomstate.texture_bloom)
7725                 {
7726                         // we may still have to do view tint...
7727                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7728                         {
7729                                 // apply a color tint to the whole view
7730                                 R_ResetViewRendering2D();
7731                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7732                                 R_Mesh_ColorPointer(NULL, 0, 0);
7733                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7734                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7735                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7736                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7737                         }
7738                         break; // no screen processing, no bloom, skip it
7739                 }
7740
7741                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7742                 {
7743                         // render simple bloom effect
7744                         // copy the screen and shrink it and darken it for the bloom process
7745                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7746                         // make the bloom texture
7747                         R_Bloom_MakeTexture();
7748                 }
7749
7750 #if _MSC_VER >= 1400
7751 #define sscanf sscanf_s
7752 #endif
7753                 memset(uservecs, 0, sizeof(uservecs));
7754                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7755                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7756                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7757                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7758
7759                 R_ResetViewRendering2D();
7760                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7761                 R_Mesh_ColorPointer(NULL, 0, 0);
7762                 GL_Color(1, 1, 1, 1);
7763                 GL_BlendFunc(GL_ONE, GL_ZERO);
7764                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7765                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7766
7767                 switch(vid.renderpath)
7768                 {
7769                 case RENDERPATH_GL20:
7770                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7771                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7772                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7773                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7774                         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]);
7775                         if (r_glsl_permutation->loc_ClientTime         >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime        , cl.time);
7776                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7777                         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]);
7778                         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]);
7779                         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]);
7780                         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]);
7781                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7782                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7783                         break;
7784                 case RENDERPATH_CGGL:
7785 #ifdef SUPPORTCG
7786                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7787                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7788                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7789                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7790                         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
7791                         if (r_cg_permutation->fp_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);CHECKCGERROR
7792                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7793                         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
7794                         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
7795                         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
7796                         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
7797                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7798                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7799 #endif
7800                         break;
7801                 default:
7802                         break;
7803                 }
7804                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7805                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7806                 break;
7807         case RENDERPATH_GL13:
7808         case RENDERPATH_GL11:
7809                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7810                 {
7811                         // apply a color tint to the whole view
7812                         R_ResetViewRendering2D();
7813                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7814                         R_Mesh_ColorPointer(NULL, 0, 0);
7815                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7816                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7817                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7818                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7819                 }
7820                 break;
7821         }
7822 }
7823
7824 matrix4x4_t r_waterscrollmatrix;
7825
7826 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7827 {
7828         if (r_refdef.fog_density)
7829         {
7830                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7831                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7832                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7833
7834                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7835                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7836                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7837                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7838
7839                 {
7840                         vec3_t fogvec;
7841                         VectorCopy(r_refdef.fogcolor, fogvec);
7842                         //   color.rgb *= ContrastBoost * SceneBrightness;
7843                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7844                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7845                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7846                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7847                 }
7848         }
7849 }
7850
7851 void R_UpdateVariables(void)
7852 {
7853         R_Textures_Frame();
7854
7855         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7856
7857         r_refdef.farclip = r_farclip_base.value;
7858         if (r_refdef.scene.worldmodel)
7859                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7860         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7861
7862         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7863                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7864         r_refdef.polygonfactor = 0;
7865         r_refdef.polygonoffset = 0;
7866         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7867         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7868
7869         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7870         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7871         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7872         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7873         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7874         if (r_showsurfaces.integer)
7875         {
7876                 r_refdef.scene.rtworld = false;
7877                 r_refdef.scene.rtworldshadows = false;
7878                 r_refdef.scene.rtdlight = false;
7879                 r_refdef.scene.rtdlightshadows = false;
7880                 r_refdef.lightmapintensity = 0;
7881         }
7882
7883         if (gamemode == GAME_NEHAHRA)
7884         {
7885                 if (gl_fogenable.integer)
7886                 {
7887                         r_refdef.oldgl_fogenable = true;
7888                         r_refdef.fog_density = gl_fogdensity.value;
7889                         r_refdef.fog_red = gl_fogred.value;
7890                         r_refdef.fog_green = gl_foggreen.value;
7891                         r_refdef.fog_blue = gl_fogblue.value;
7892                         r_refdef.fog_alpha = 1;
7893                         r_refdef.fog_start = 0;
7894                         r_refdef.fog_end = gl_skyclip.value;
7895                         r_refdef.fog_height = 1<<30;
7896                         r_refdef.fog_fadedepth = 128;
7897                 }
7898                 else if (r_refdef.oldgl_fogenable)
7899                 {
7900                         r_refdef.oldgl_fogenable = false;
7901                         r_refdef.fog_density = 0;
7902                         r_refdef.fog_red = 0;
7903                         r_refdef.fog_green = 0;
7904                         r_refdef.fog_blue = 0;
7905                         r_refdef.fog_alpha = 0;
7906                         r_refdef.fog_start = 0;
7907                         r_refdef.fog_end = 0;
7908                         r_refdef.fog_height = 1<<30;
7909                         r_refdef.fog_fadedepth = 128;
7910                 }
7911         }
7912
7913         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7914         r_refdef.fog_start = max(0, r_refdef.fog_start);
7915         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7916
7917         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7918
7919         if (r_refdef.fog_density && r_drawfog.integer)
7920         {
7921                 r_refdef.fogenabled = true;
7922                 // this is the point where the fog reaches 0.9986 alpha, which we
7923                 // consider a good enough cutoff point for the texture
7924                 // (0.9986 * 256 == 255.6)
7925                 if (r_fog_exp2.integer)
7926                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7927                 else
7928                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7929                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7930                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7931                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7932                 // fog color was already set
7933                 // update the fog texture
7934                 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)
7935                         R_BuildFogTexture();
7936         }
7937         else
7938                 r_refdef.fogenabled = false;
7939
7940         switch(vid.renderpath)
7941         {
7942         case RENDERPATH_GL20:
7943         case RENDERPATH_CGGL:
7944                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7945                 {
7946                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7947                         {
7948                                 // build GLSL gamma texture
7949 #define RAMPWIDTH 256
7950                                 unsigned short ramp[RAMPWIDTH * 3];
7951                                 unsigned char rampbgr[RAMPWIDTH][4];
7952                                 int i;
7953
7954                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7955
7956                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7957                                 for(i = 0; i < RAMPWIDTH; ++i)
7958                                 {
7959                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7960                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7961                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7962                                         rampbgr[i][3] = 0;
7963                                 }
7964                                 if (r_texture_gammaramps)
7965                                 {
7966                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7967                                 }
7968                                 else
7969                                 {
7970                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
7971                                 }
7972                         }
7973                 }
7974                 else
7975                 {
7976                         // remove GLSL gamma texture
7977                 }
7978                 break;
7979         case RENDERPATH_GL13:
7980         case RENDERPATH_GL11:
7981                 break;
7982         }
7983 }
7984
7985 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7986 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7987 /*
7988 ================
7989 R_SelectScene
7990 ================
7991 */
7992 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7993         if( scenetype != r_currentscenetype ) {
7994                 // store the old scenetype
7995                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7996                 r_currentscenetype = scenetype;
7997                 // move in the new scene
7998                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7999         }
8000 }
8001
8002 /*
8003 ================
8004 R_GetScenePointer
8005 ================
8006 */
8007 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8008 {
8009         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8010         if( scenetype == r_currentscenetype ) {
8011                 return &r_refdef.scene;
8012         } else {
8013                 return &r_scenes_store[ scenetype ];
8014         }
8015 }
8016
8017 /*
8018 ================
8019 R_RenderView
8020 ================
8021 */
8022 void R_RenderView(void)
8023 {
8024         if (r_timereport_active)
8025                 R_TimeReport("start");
8026         r_textureframe++; // used only by R_GetCurrentTexture
8027         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8028
8029         if (!r_drawentities.integer)
8030                 r_refdef.scene.numentities = 0;
8031
8032         R_AnimCache_ClearCache();
8033         R_FrameData_NewFrame();
8034
8035         if (r_refdef.view.isoverlay)
8036         {
8037                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8038                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8039                 R_TimeReport("depthclear");
8040
8041                 r_refdef.view.showdebug = false;
8042
8043                 r_waterstate.enabled = false;
8044                 r_waterstate.numwaterplanes = 0;
8045
8046                 R_RenderScene();
8047
8048                 CHECKGLERROR
8049                 return;
8050         }
8051
8052         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8053                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8054
8055         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8056
8057         // break apart the view matrix into vectors for various purposes
8058         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8059         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8060         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8061         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8062         // make an inverted copy of the view matrix for tracking sprites
8063         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8064
8065         R_Shadow_UpdateWorldLightSelection();
8066
8067         R_Bloom_StartFrame();
8068         R_Water_StartFrame();
8069
8070         CHECKGLERROR
8071         if (r_timereport_active)
8072                 R_TimeReport("viewsetup");
8073
8074         R_ResetViewRendering3D();
8075
8076         if (r_refdef.view.clear || r_refdef.fogenabled)
8077         {
8078                 R_ClearScreen(r_refdef.fogenabled);
8079                 if (r_timereport_active)
8080                         R_TimeReport("viewclear");
8081         }
8082         r_refdef.view.clear = true;
8083
8084         // this produces a bloom texture to be used in R_BlendView() later
8085         if (r_hdr.integer && r_bloomstate.bloomwidth)
8086         {
8087                 R_HDR_RenderBloomTexture();
8088                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8089                 r_textureframe++; // used only by R_GetCurrentTexture
8090         }
8091
8092         r_refdef.view.showdebug = true;
8093
8094         R_View_Update();
8095         if (r_timereport_active)
8096                 R_TimeReport("visibility");
8097
8098         r_waterstate.numwaterplanes = 0;
8099         if (r_waterstate.enabled)
8100                 R_RenderWaterPlanes();
8101
8102         R_RenderScene();
8103         r_waterstate.numwaterplanes = 0;
8104
8105         R_BlendView();
8106         if (r_timereport_active)
8107                 R_TimeReport("blendview");
8108
8109         GL_Scissor(0, 0, vid.width, vid.height);
8110         GL_ScissorTest(false);
8111         CHECKGLERROR
8112 }
8113
8114 void R_RenderWaterPlanes(void)
8115 {
8116         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8117         {
8118                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8119                 if (r_timereport_active)
8120                         R_TimeReport("waterworld");
8121         }
8122
8123         // don't let sound skip if going slow
8124         if (r_refdef.scene.extraupdate)
8125                 S_ExtraUpdate ();
8126
8127         R_DrawModelsAddWaterPlanes();
8128         if (r_timereport_active)
8129                 R_TimeReport("watermodels");
8130
8131         if (r_waterstate.numwaterplanes)
8132         {
8133                 R_Water_ProcessPlanes();
8134                 if (r_timereport_active)
8135                         R_TimeReport("waterscenes");
8136         }
8137 }
8138
8139 extern void R_DrawLightningBeams (void);
8140 extern void VM_CL_AddPolygonsToMeshQueue (void);
8141 extern void R_DrawPortals (void);
8142 extern cvar_t cl_locs_show;
8143 static void R_DrawLocs(void);
8144 static void R_DrawEntityBBoxes(void);
8145 static void R_DrawModelDecals(void);
8146 extern cvar_t cl_decals_newsystem;
8147 extern qboolean r_shadow_usingdeferredprepass;
8148 void R_RenderScene(void)
8149 {
8150         r_refdef.stats.renders++;
8151
8152         R_UpdateFogColor();
8153
8154         // don't let sound skip if going slow
8155         if (r_refdef.scene.extraupdate)
8156                 S_ExtraUpdate ();
8157
8158         R_MeshQueue_BeginScene();
8159
8160         R_SkyStartFrame();
8161
8162         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);
8163
8164         if (cl.csqc_vidvars.drawworld)
8165         {
8166                 // don't let sound skip if going slow
8167                 if (r_refdef.scene.extraupdate)
8168                         S_ExtraUpdate ();
8169
8170                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8171                 {
8172                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8173                         if (r_timereport_active)
8174                                 R_TimeReport("worldsky");
8175                 }
8176
8177                 if (R_DrawBrushModelsSky() && r_timereport_active)
8178                         R_TimeReport("bmodelsky");
8179
8180                 if (skyrendermasked && skyrenderlater)
8181                 {
8182                         // we have to force off the water clipping plane while rendering sky
8183                         qboolean save = r_refdef.view.showdebug;
8184                         R_SetupView(false);
8185                         r_refdef.view.showdebug = false;
8186                         R_Sky();
8187                         r_refdef.view.showdebug = save;
8188                         R_SetupView(true);
8189                         if (r_timereport_active)
8190                                 R_TimeReport("sky");
8191                 }
8192         }
8193
8194         R_AnimCache_CacheVisibleEntities();
8195         if (r_timereport_active)
8196                 R_TimeReport("animation");
8197
8198         R_Shadow_PrepareLights();
8199         if (r_timereport_active)
8200                 R_TimeReport("preparelights");
8201
8202         if (r_shadow_usingdeferredprepass)
8203                 R_Shadow_DrawPrepass();
8204
8205         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8206         {
8207                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8208                 if (r_timereport_active)
8209                         R_TimeReport("worlddepth");
8210         }
8211         if (r_depthfirst.integer >= 2)
8212         {
8213                 R_DrawModelsDepth();
8214                 if (r_timereport_active)
8215                         R_TimeReport("modeldepth");
8216         }
8217
8218         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8219         {
8220                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8221                 if (r_timereport_active)
8222                         R_TimeReport("world");
8223         }
8224
8225         // don't let sound skip if going slow
8226         if (r_refdef.scene.extraupdate)
8227                 S_ExtraUpdate ();
8228
8229         R_DrawModels();
8230         if (r_timereport_active)
8231                 R_TimeReport("models");
8232
8233         // don't let sound skip if going slow
8234         if (r_refdef.scene.extraupdate)
8235                 S_ExtraUpdate ();
8236
8237         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8238         {
8239                 R_DrawModelShadows();
8240                 R_ResetViewRendering3D();
8241                 // don't let sound skip if going slow
8242                 if (r_refdef.scene.extraupdate)
8243                         S_ExtraUpdate ();
8244         }
8245
8246         if (!r_shadow_usingdeferredprepass)
8247         {
8248                 R_Shadow_DrawLights();
8249                 if (r_timereport_active)
8250                         R_TimeReport("rtlights");
8251         }
8252
8253         // don't let sound skip if going slow
8254         if (r_refdef.scene.extraupdate)
8255                 S_ExtraUpdate ();
8256
8257         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8258         {
8259                 R_DrawModelShadows();
8260                 R_ResetViewRendering3D();
8261                 // don't let sound skip if going slow
8262                 if (r_refdef.scene.extraupdate)
8263                         S_ExtraUpdate ();
8264         }
8265
8266         if (cl.csqc_vidvars.drawworld)
8267         {
8268                 if (cl_decals_newsystem.integer)
8269                 {
8270                         R_DrawModelDecals();
8271                         if (r_timereport_active)
8272                                 R_TimeReport("modeldecals");
8273                 }
8274                 else
8275                 {
8276                         R_DrawDecals();
8277                         if (r_timereport_active)
8278                                 R_TimeReport("decals");
8279                 }
8280
8281                 R_DrawParticles();
8282                 if (r_timereport_active)
8283                         R_TimeReport("particles");
8284
8285                 R_DrawExplosions();
8286                 if (r_timereport_active)
8287                         R_TimeReport("explosions");
8288
8289                 R_DrawLightningBeams();
8290                 if (r_timereport_active)
8291                         R_TimeReport("lightning");
8292         }
8293
8294         VM_CL_AddPolygonsToMeshQueue();
8295
8296         if (r_refdef.view.showdebug)
8297         {
8298                 if (cl_locs_show.integer)
8299                 {
8300                         R_DrawLocs();
8301                         if (r_timereport_active)
8302                                 R_TimeReport("showlocs");
8303                 }
8304
8305                 if (r_drawportals.integer)
8306                 {
8307                         R_DrawPortals();
8308                         if (r_timereport_active)
8309                                 R_TimeReport("portals");
8310                 }
8311
8312                 if (r_showbboxes.value > 0)
8313                 {
8314                         R_DrawEntityBBoxes();
8315                         if (r_timereport_active)
8316                                 R_TimeReport("bboxes");
8317                 }
8318         }
8319
8320         R_MeshQueue_RenderTransparent();
8321         if (r_timereport_active)
8322                 R_TimeReport("drawtrans");
8323
8324         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))
8325         {
8326                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8327                 if (r_timereport_active)
8328                         R_TimeReport("worlddebug");
8329                 R_DrawModelsDebug();
8330                 if (r_timereport_active)
8331                         R_TimeReport("modeldebug");
8332         }
8333
8334         if (cl.csqc_vidvars.drawworld)
8335         {
8336                 R_Shadow_DrawCoronas();
8337                 if (r_timereport_active)
8338                         R_TimeReport("coronas");
8339         }
8340
8341         // don't let sound skip if going slow
8342         if (r_refdef.scene.extraupdate)
8343                 S_ExtraUpdate ();
8344
8345         R_ResetViewRendering2D();
8346 }
8347
8348 static const unsigned short bboxelements[36] =
8349 {
8350         5, 1, 3, 5, 3, 7,
8351         6, 2, 0, 6, 0, 4,
8352         7, 3, 2, 7, 2, 6,
8353         4, 0, 1, 4, 1, 5,
8354         4, 5, 7, 4, 7, 6,
8355         1, 0, 2, 1, 2, 3,
8356 };
8357
8358 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8359 {
8360         int i;
8361         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8362
8363         RSurf_ActiveWorldEntity();
8364
8365         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8366         GL_DepthMask(false);
8367         GL_DepthRange(0, 1);
8368         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8369         R_Mesh_ResetTextureState();
8370
8371         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8372         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8373         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8374         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8375         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8376         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8377         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8378         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8379         R_FillColors(color4f, 8, cr, cg, cb, ca);
8380         if (r_refdef.fogenabled)
8381         {
8382                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8383                 {
8384                         f1 = RSurf_FogVertex(v);
8385                         f2 = 1 - f1;
8386                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8387                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8388                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8389                 }
8390         }
8391         R_Mesh_VertexPointer(vertex3f, 0, 0);
8392         R_Mesh_ColorPointer(color4f, 0, 0);
8393         R_Mesh_ResetTextureState();
8394         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8395         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8396 }
8397
8398 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8399 {
8400         int i;
8401         float color[4];
8402         prvm_edict_t *edict;
8403         prvm_prog_t *prog_save = prog;
8404
8405         // this function draws bounding boxes of server entities
8406         if (!sv.active)
8407                 return;
8408
8409         GL_CullFace(GL_NONE);
8410         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8411
8412         prog = 0;
8413         SV_VM_Begin();
8414         for (i = 0;i < numsurfaces;i++)
8415         {
8416                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8417                 switch ((int)edict->fields.server->solid)
8418                 {
8419                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8420                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8421                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8422                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8423                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8424                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8425                 }
8426                 color[3] *= r_showbboxes.value;
8427                 color[3] = bound(0, color[3], 1);
8428                 GL_DepthTest(!r_showdisabledepthtest.integer);
8429                 GL_CullFace(r_refdef.view.cullface_front);
8430                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8431         }
8432         SV_VM_End();
8433         prog = prog_save;
8434 }
8435
8436 static void R_DrawEntityBBoxes(void)
8437 {
8438         int i;
8439         prvm_edict_t *edict;
8440         vec3_t center;
8441         prvm_prog_t *prog_save = prog;
8442
8443         // this function draws bounding boxes of server entities
8444         if (!sv.active)
8445                 return;
8446
8447         prog = 0;
8448         SV_VM_Begin();
8449         for (i = 0;i < prog->num_edicts;i++)
8450         {
8451                 edict = PRVM_EDICT_NUM(i);
8452                 if (edict->priv.server->free)
8453                         continue;
8454                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8455                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8456                         continue;
8457                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8458                         continue;
8459                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8460                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8461         }
8462         SV_VM_End();
8463         prog = prog_save;
8464 }
8465
8466 static const int nomodelelement3i[24] =
8467 {
8468         5, 2, 0,
8469         5, 1, 2,
8470         5, 0, 3,
8471         5, 3, 1,
8472         0, 2, 4,
8473         2, 1, 4,
8474         3, 0, 4,
8475         1, 3, 4
8476 };
8477
8478 static const unsigned short nomodelelement3s[24] =
8479 {
8480         5, 2, 0,
8481         5, 1, 2,
8482         5, 0, 3,
8483         5, 3, 1,
8484         0, 2, 4,
8485         2, 1, 4,
8486         3, 0, 4,
8487         1, 3, 4
8488 };
8489
8490 static const float nomodelvertex3f[6*3] =
8491 {
8492         -16,   0,   0,
8493          16,   0,   0,
8494           0, -16,   0,
8495           0,  16,   0,
8496           0,   0, -16,
8497           0,   0,  16
8498 };
8499
8500 static const float nomodelcolor4f[6*4] =
8501 {
8502         0.0f, 0.0f, 0.5f, 1.0f,
8503         0.0f, 0.0f, 0.5f, 1.0f,
8504         0.0f, 0.5f, 0.0f, 1.0f,
8505         0.0f, 0.5f, 0.0f, 1.0f,
8506         0.5f, 0.0f, 0.0f, 1.0f,
8507         0.5f, 0.0f, 0.0f, 1.0f
8508 };
8509
8510 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8511 {
8512         int i;
8513         float f1, f2, *c;
8514         float color4f[6*4];
8515
8516         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);
8517
8518         // this is only called once per entity so numsurfaces is always 1, and
8519         // surfacelist is always {0}, so this code does not handle batches
8520
8521         if (rsurface.ent_flags & RENDER_ADDITIVE)
8522         {
8523                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8524                 GL_DepthMask(false);
8525         }
8526         else if (rsurface.colormod[3] < 1)
8527         {
8528                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8529                 GL_DepthMask(false);
8530         }
8531         else
8532         {
8533                 GL_BlendFunc(GL_ONE, GL_ZERO);
8534                 GL_DepthMask(true);
8535         }
8536         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8537         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8538         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8539         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8540         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8541         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8542         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8543         R_Mesh_ColorPointer(color4f, 0, 0);
8544         for (i = 0, c = color4f;i < 6;i++, c += 4)
8545         {
8546                 c[0] *= rsurface.colormod[0];
8547                 c[1] *= rsurface.colormod[1];
8548                 c[2] *= rsurface.colormod[2];
8549                 c[3] *= rsurface.colormod[3];
8550         }
8551         if (r_refdef.fogenabled)
8552         {
8553                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8554                 {
8555                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8556                         f2 = 1 - f1;
8557                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8558                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8559                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8560                 }
8561         }
8562         R_Mesh_ResetTextureState();
8563         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8564 }
8565
8566 void R_DrawNoModel(entity_render_t *ent)
8567 {
8568         vec3_t org;
8569         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8570         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8571                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8572         else
8573                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8574 }
8575
8576 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8577 {
8578         vec3_t right1, right2, diff, normal;
8579
8580         VectorSubtract (org2, org1, normal);
8581
8582         // calculate 'right' vector for start
8583         VectorSubtract (r_refdef.view.origin, org1, diff);
8584         CrossProduct (normal, diff, right1);
8585         VectorNormalize (right1);
8586
8587         // calculate 'right' vector for end
8588         VectorSubtract (r_refdef.view.origin, org2, diff);
8589         CrossProduct (normal, diff, right2);
8590         VectorNormalize (right2);
8591
8592         vert[ 0] = org1[0] + width * right1[0];
8593         vert[ 1] = org1[1] + width * right1[1];
8594         vert[ 2] = org1[2] + width * right1[2];
8595         vert[ 3] = org1[0] - width * right1[0];
8596         vert[ 4] = org1[1] - width * right1[1];
8597         vert[ 5] = org1[2] - width * right1[2];
8598         vert[ 6] = org2[0] - width * right2[0];
8599         vert[ 7] = org2[1] - width * right2[1];
8600         vert[ 8] = org2[2] - width * right2[2];
8601         vert[ 9] = org2[0] + width * right2[0];
8602         vert[10] = org2[1] + width * right2[1];
8603         vert[11] = org2[2] + width * right2[2];
8604 }
8605
8606 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)
8607 {
8608         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8609         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8610         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8611         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8612         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8613         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8614         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8615         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8616         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8617         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8618         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8619         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8620 }
8621
8622 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8623 {
8624         int i;
8625         float *vertex3f;
8626         float v[3];
8627         VectorSet(v, x, y, z);
8628         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8629                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8630                         break;
8631         if (i == mesh->numvertices)
8632         {
8633                 if (mesh->numvertices < mesh->maxvertices)
8634                 {
8635                         VectorCopy(v, vertex3f);
8636                         mesh->numvertices++;
8637                 }
8638                 return mesh->numvertices;
8639         }
8640         else
8641                 return i;
8642 }
8643
8644 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8645 {
8646         int i;
8647         int *e, element[3];
8648         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8649         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8650         e = mesh->element3i + mesh->numtriangles * 3;
8651         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8652         {
8653                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8654                 if (mesh->numtriangles < mesh->maxtriangles)
8655                 {
8656                         *e++ = element[0];
8657                         *e++ = element[1];
8658                         *e++ = element[2];
8659                         mesh->numtriangles++;
8660                 }
8661                 element[1] = element[2];
8662         }
8663 }
8664
8665 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8666 {
8667         int i;
8668         int *e, element[3];
8669         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8670         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8671         e = mesh->element3i + mesh->numtriangles * 3;
8672         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8673         {
8674                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8675                 if (mesh->numtriangles < mesh->maxtriangles)
8676                 {
8677                         *e++ = element[0];
8678                         *e++ = element[1];
8679                         *e++ = element[2];
8680                         mesh->numtriangles++;
8681                 }
8682                 element[1] = element[2];
8683         }
8684 }
8685
8686 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8687 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8688 {
8689         int planenum, planenum2;
8690         int w;
8691         int tempnumpoints;
8692         mplane_t *plane, *plane2;
8693         double maxdist;
8694         double temppoints[2][256*3];
8695         // figure out how large a bounding box we need to properly compute this brush
8696         maxdist = 0;
8697         for (w = 0;w < numplanes;w++)
8698                 maxdist = max(maxdist, fabs(planes[w].dist));
8699         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8700         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8701         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8702         {
8703                 w = 0;
8704                 tempnumpoints = 4;
8705                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8706                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8707                 {
8708                         if (planenum2 == planenum)
8709                                 continue;
8710                         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);
8711                         w = !w;
8712                 }
8713                 if (tempnumpoints < 3)
8714                         continue;
8715                 // generate elements forming a triangle fan for this polygon
8716                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8717         }
8718 }
8719
8720 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)
8721 {
8722         texturelayer_t *layer;
8723         layer = t->currentlayers + t->currentnumlayers++;
8724         layer->type = type;
8725         layer->depthmask = depthmask;
8726         layer->blendfunc1 = blendfunc1;
8727         layer->blendfunc2 = blendfunc2;
8728         layer->texture = texture;
8729         layer->texmatrix = *matrix;
8730         layer->color[0] = r;
8731         layer->color[1] = g;
8732         layer->color[2] = b;
8733         layer->color[3] = a;
8734 }
8735
8736 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8737 {
8738         double index, f;
8739         index = parms[2] + r_refdef.scene.time * parms[3];
8740         index -= floor(index);
8741         switch (func)
8742         {
8743         default:
8744         case Q3WAVEFUNC_NONE:
8745         case Q3WAVEFUNC_NOISE:
8746         case Q3WAVEFUNC_COUNT:
8747                 f = 0;
8748                 break;
8749         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8750         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8751         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8752         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8753         case Q3WAVEFUNC_TRIANGLE:
8754                 index *= 4;
8755                 f = index - floor(index);
8756                 if (index < 1)
8757                         f = f;
8758                 else if (index < 2)
8759                         f = 1 - f;
8760                 else if (index < 3)
8761                         f = -f;
8762                 else
8763                         f = -(1 - f);
8764                 break;
8765         }
8766         return (float)(parms[0] + parms[1] * f);
8767 }
8768
8769 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8770 {
8771         int w, h, idx;
8772         float f;
8773         float tcmat[12];
8774         matrix4x4_t matrix, temp;
8775         switch(tcmod->tcmod)
8776         {
8777                 case Q3TCMOD_COUNT:
8778                 case Q3TCMOD_NONE:
8779                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8780                                 matrix = r_waterscrollmatrix;
8781                         else
8782                                 matrix = identitymatrix;
8783                         break;
8784                 case Q3TCMOD_ENTITYTRANSLATE:
8785                         // this is used in Q3 to allow the gamecode to control texcoord
8786                         // scrolling on the entity, which is not supported in darkplaces yet.
8787                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8788                         break;
8789                 case Q3TCMOD_ROTATE:
8790                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8791                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8792                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8793                         break;
8794                 case Q3TCMOD_SCALE:
8795                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8796                         break;
8797                 case Q3TCMOD_SCROLL:
8798                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8799                         break;
8800                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8801                         w = (int) tcmod->parms[0];
8802                         h = (int) tcmod->parms[1];
8803                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8804                         f = f - floor(f);
8805                         idx = (int) floor(f * w * h);
8806                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8807                         break;
8808                 case Q3TCMOD_STRETCH:
8809                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8810                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8811                         break;
8812                 case Q3TCMOD_TRANSFORM:
8813                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8814                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8815                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8816                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8817                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8818                         break;
8819                 case Q3TCMOD_TURBULENT:
8820                         // this is handled in the RSurf_PrepareVertices function
8821                         matrix = identitymatrix;
8822                         break;
8823         }
8824         temp = *texmatrix;
8825         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8826 }
8827
8828 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8829 {
8830         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8831         char name[MAX_QPATH];
8832         skinframe_t *skinframe;
8833         unsigned char pixels[296*194];
8834         strlcpy(cache->name, skinname, sizeof(cache->name));
8835         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8836         if (developer_loading.integer)
8837                 Con_Printf("loading %s\n", name);
8838         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8839         if (!skinframe || !skinframe->base)
8840         {
8841                 unsigned char *f;
8842                 fs_offset_t filesize;
8843                 skinframe = NULL;
8844                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8845                 if (f)
8846                 {
8847                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8848                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8849                         Mem_Free(f);
8850                 }
8851         }
8852         cache->skinframe = skinframe;
8853 }
8854
8855 texture_t *R_GetCurrentTexture(texture_t *t)
8856 {
8857         int i;
8858         const entity_render_t *ent = rsurface.entity;
8859         dp_model_t *model = ent->model;
8860         q3shaderinfo_layer_tcmod_t *tcmod;
8861
8862         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8863                 return t->currentframe;
8864         t->update_lastrenderframe = r_textureframe;
8865         t->update_lastrenderentity = (void *)ent;
8866
8867         // switch to an alternate material if this is a q1bsp animated material
8868         {
8869                 texture_t *texture = t;
8870                 int s = rsurface.ent_skinnum;
8871                 if ((unsigned int)s >= (unsigned int)model->numskins)
8872                         s = 0;
8873                 if (model->skinscenes)
8874                 {
8875                         if (model->skinscenes[s].framecount > 1)
8876                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8877                         else
8878                                 s = model->skinscenes[s].firstframe;
8879                 }
8880                 if (s > 0)
8881                         t = t + s * model->num_surfaces;
8882                 if (t->animated)
8883                 {
8884                         // use an alternate animation if the entity's frame is not 0,
8885                         // and only if the texture has an alternate animation
8886                         if (rsurface.ent_alttextures && t->anim_total[1])
8887                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8888                         else
8889                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8890                 }
8891                 texture->currentframe = t;
8892         }
8893
8894         // update currentskinframe to be a qw skin or animation frame
8895         if (rsurface.ent_qwskin >= 0)
8896         {
8897                 i = rsurface.ent_qwskin;
8898                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8899                 {
8900                         r_qwskincache_size = cl.maxclients;
8901                         if (r_qwskincache)
8902                                 Mem_Free(r_qwskincache);
8903                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8904                 }
8905                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8906                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8907                 t->currentskinframe = r_qwskincache[i].skinframe;
8908                 if (t->currentskinframe == NULL)
8909                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8910         }
8911         else if (t->numskinframes >= 2)
8912                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8913         if (t->backgroundnumskinframes >= 2)
8914                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8915
8916         t->currentmaterialflags = t->basematerialflags;
8917         t->currentalpha = rsurface.colormod[3];
8918         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8919                 t->currentalpha *= r_wateralpha.value;
8920         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8921                 t->currentalpha *= t->r_water_wateralpha;
8922         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8923                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8924         if (!(rsurface.ent_flags & RENDER_LIGHT))
8925                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8926         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8927         {
8928                 // pick a model lighting mode
8929                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8930                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8931                 else
8932                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8933         }
8934         if (rsurface.ent_flags & RENDER_ADDITIVE)
8935                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8936         else if (t->currentalpha < 1)
8937                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8938         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8939                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8940         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8941                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8942         if (t->backgroundnumskinframes)
8943                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8944         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8945         {
8946                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8947                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8948         }
8949         else
8950                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8951         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8952                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8953
8954         // there is no tcmod
8955         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8956         {
8957                 t->currenttexmatrix = r_waterscrollmatrix;
8958                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8959         }
8960         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8961         {
8962                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8963                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8964         }
8965
8966         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8967                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8968         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8969                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8970
8971         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8972         if (t->currentskinframe->qpixels)
8973                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8974         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8975         if (!t->basetexture)
8976                 t->basetexture = r_texture_notexture;
8977         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8978         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8979         t->nmaptexture = t->currentskinframe->nmap;
8980         if (!t->nmaptexture)
8981                 t->nmaptexture = r_texture_blanknormalmap;
8982         t->glosstexture = r_texture_black;
8983         t->glowtexture = t->currentskinframe->glow;
8984         t->fogtexture = t->currentskinframe->fog;
8985         t->reflectmasktexture = t->currentskinframe->reflect;
8986         if (t->backgroundnumskinframes)
8987         {
8988                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8989                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8990                 t->backgroundglosstexture = r_texture_black;
8991                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8992                 if (!t->backgroundnmaptexture)
8993                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8994         }
8995         else
8996         {
8997                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8998                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8999                 t->backgroundglosstexture = r_texture_black;
9000                 t->backgroundglowtexture = NULL;
9001         }
9002         t->specularpower = r_shadow_glossexponent.value;
9003         // TODO: store reference values for these in the texture?
9004         t->specularscale = 0;
9005         if (r_shadow_gloss.integer > 0)
9006         {
9007                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9008                 {
9009                         if (r_shadow_glossintensity.value > 0)
9010                         {
9011                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9012                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9013                                 t->specularscale = r_shadow_glossintensity.value;
9014                         }
9015                 }
9016                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9017                 {
9018                         t->glosstexture = r_texture_white;
9019                         t->backgroundglosstexture = r_texture_white;
9020                         t->specularscale = r_shadow_gloss2intensity.value;
9021                         t->specularpower = r_shadow_gloss2exponent.value;
9022                 }
9023         }
9024         t->specularscale *= t->specularscalemod;
9025         t->specularpower *= t->specularpowermod;
9026
9027         // lightmaps mode looks bad with dlights using actual texturing, so turn
9028         // off the colormap and glossmap, but leave the normalmap on as it still
9029         // accurately represents the shading involved
9030         if (gl_lightmaps.integer)
9031         {
9032                 t->basetexture = r_texture_grey128;
9033                 t->pantstexture = r_texture_black;
9034                 t->shirttexture = r_texture_black;
9035                 t->nmaptexture = r_texture_blanknormalmap;
9036                 t->glosstexture = r_texture_black;
9037                 t->glowtexture = NULL;
9038                 t->fogtexture = NULL;
9039                 t->reflectmasktexture = NULL;
9040                 t->backgroundbasetexture = NULL;
9041                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9042                 t->backgroundglosstexture = r_texture_black;
9043                 t->backgroundglowtexture = NULL;
9044                 t->specularscale = 0;
9045                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9046         }
9047
9048         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9049         VectorClear(t->dlightcolor);
9050         t->currentnumlayers = 0;
9051         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9052         {
9053                 int blendfunc1, blendfunc2;
9054                 qboolean depthmask;
9055                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9056                 {
9057                         blendfunc1 = GL_SRC_ALPHA;
9058                         blendfunc2 = GL_ONE;
9059                 }
9060                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9061                 {
9062                         blendfunc1 = GL_SRC_ALPHA;
9063                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9064                 }
9065                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9066                 {
9067                         blendfunc1 = t->customblendfunc[0];
9068                         blendfunc2 = t->customblendfunc[1];
9069                 }
9070                 else
9071                 {
9072                         blendfunc1 = GL_ONE;
9073                         blendfunc2 = GL_ZERO;
9074                 }
9075                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9076                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9077                 {
9078                         // fullbright is not affected by r_refdef.lightmapintensity
9079                         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]);
9080                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9081                                 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]);
9082                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9083                                 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]);
9084                 }
9085                 else
9086                 {
9087                         vec3_t ambientcolor;
9088                         float colorscale;
9089                         // set the color tint used for lights affecting this surface
9090                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9091                         colorscale = 2;
9092                         // q3bsp has no lightmap updates, so the lightstylevalue that
9093                         // would normally be baked into the lightmap must be
9094                         // applied to the color
9095                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9096                         if (model->type == mod_brushq3)
9097                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9098                         colorscale *= r_refdef.lightmapintensity;
9099                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9100                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9101                         // basic lit geometry
9102                         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]);
9103                         // add pants/shirt if needed
9104                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9105                                 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]);
9106                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9107                                 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]);
9108                         // now add ambient passes if needed
9109                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9110                         {
9111                                 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]);
9112                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9113                                         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]);
9114                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9115                                         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]);
9116                         }
9117                 }
9118                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9119                         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]);
9120                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9121                 {
9122                         // if this is opaque use alpha blend which will darken the earlier
9123                         // passes cheaply.
9124                         //
9125                         // if this is an alpha blended material, all the earlier passes
9126                         // were darkened by fog already, so we only need to add the fog
9127                         // color ontop through the fog mask texture
9128                         //
9129                         // if this is an additive blended material, all the earlier passes
9130                         // were darkened by fog already, and we should not add fog color
9131                         // (because the background was not darkened, there is no fog color
9132                         // that was lost behind it).
9133                         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]);
9134                 }
9135         }
9136
9137         return t->currentframe;
9138 }
9139
9140 rsurfacestate_t rsurface;
9141
9142 void R_Mesh_ResizeArrays(int newvertices)
9143 {
9144         float *base;
9145         if (rsurface.array_size >= newvertices)
9146                 return;
9147         if (rsurface.array_modelvertex3f)
9148                 Mem_Free(rsurface.array_modelvertex3f);
9149         rsurface.array_size = (newvertices + 1023) & ~1023;
9150         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9151         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9152         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9153         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9154         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9155         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9156         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9157         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9158         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9159         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9160         rsurface.array_color4f           = base + rsurface.array_size * 27;
9161         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9162 }
9163
9164 void RSurf_ActiveWorldEntity(void)
9165 {
9166         dp_model_t *model = r_refdef.scene.worldmodel;
9167         //if (rsurface.entity == r_refdef.scene.worldentity)
9168         //      return;
9169         rsurface.entity = r_refdef.scene.worldentity;
9170         rsurface.skeleton = NULL;
9171         rsurface.ent_skinnum = 0;
9172         rsurface.ent_qwskin = -1;
9173         rsurface.ent_shadertime = 0;
9174         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9175         if (rsurface.array_size < model->surfmesh.num_vertices)
9176                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9177         rsurface.matrix = identitymatrix;
9178         rsurface.inversematrix = identitymatrix;
9179         rsurface.matrixscale = 1;
9180         rsurface.inversematrixscale = 1;
9181         R_EntityMatrix(&identitymatrix);
9182         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9183         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9184         rsurface.fograngerecip = r_refdef.fograngerecip;
9185         rsurface.fogheightfade = r_refdef.fogheightfade;
9186         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9187         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9188         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9189         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9190         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9191         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9192         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9193         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9194         rsurface.colormod[3] = 1;
9195         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);
9196         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9197         rsurface.frameblend[0].lerp = 1;
9198         rsurface.ent_alttextures = false;
9199         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9200         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9201         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9202         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9203         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9204         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9205         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9206         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9207         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9208         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9209         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9210         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9211         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9212         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9213         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9214         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9215         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9216         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9217         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9218         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9219         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9220         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9221         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9222         rsurface.modelelement3i = model->surfmesh.data_element3i;
9223         rsurface.modelelement3s = model->surfmesh.data_element3s;
9224         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9225         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9226         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9227         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9228         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9229         rsurface.modelsurfaces = model->data_surfaces;
9230         rsurface.generatedvertex = false;
9231         rsurface.vertex3f  = rsurface.modelvertex3f;
9232         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9233         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9234         rsurface.svector3f = rsurface.modelsvector3f;
9235         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9236         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9237         rsurface.tvector3f = rsurface.modeltvector3f;
9238         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9239         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9240         rsurface.normal3f  = rsurface.modelnormal3f;
9241         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9242         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9243         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9244 }
9245
9246 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9247 {
9248         dp_model_t *model = ent->model;
9249         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9250         //      return;
9251         rsurface.entity = (entity_render_t *)ent;
9252         rsurface.skeleton = ent->skeleton;
9253         rsurface.ent_skinnum = ent->skinnum;
9254         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;
9255         rsurface.ent_shadertime = ent->shadertime;
9256         rsurface.ent_flags = ent->flags;
9257         if (rsurface.array_size < model->surfmesh.num_vertices)
9258                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9259         rsurface.matrix = ent->matrix;
9260         rsurface.inversematrix = ent->inversematrix;
9261         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9262         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9263         R_EntityMatrix(&rsurface.matrix);
9264         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9265         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9266         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9267         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9268         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9269         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9270         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9271         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9272         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9273         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9274         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9275         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9276         rsurface.colormod[3] = ent->alpha;
9277         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9278         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9279         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9280         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9281         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9282         if (ent->model->brush.submodel && !prepass)
9283         {
9284                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9285                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9286         }
9287         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9288         {
9289                 if (ent->animcache_vertex3f && !r_framedata_failed)
9290                 {
9291                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9292                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9293                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9294                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9295                 }
9296                 else if (wanttangents)
9297                 {
9298                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9299                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9300                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9301                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9302                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9303                 }
9304                 else if (wantnormals)
9305                 {
9306                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9307                         rsurface.modelsvector3f = NULL;
9308                         rsurface.modeltvector3f = NULL;
9309                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9310                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9311                 }
9312                 else
9313                 {
9314                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9315                         rsurface.modelsvector3f = NULL;
9316                         rsurface.modeltvector3f = NULL;
9317                         rsurface.modelnormal3f = NULL;
9318                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9319                 }
9320                 rsurface.modelvertex3f_bufferobject = 0;
9321                 rsurface.modelvertex3f_bufferoffset = 0;
9322                 rsurface.modelsvector3f_bufferobject = 0;
9323                 rsurface.modelsvector3f_bufferoffset = 0;
9324                 rsurface.modeltvector3f_bufferobject = 0;
9325                 rsurface.modeltvector3f_bufferoffset = 0;
9326                 rsurface.modelnormal3f_bufferobject = 0;
9327                 rsurface.modelnormal3f_bufferoffset = 0;
9328                 rsurface.generatedvertex = true;
9329         }
9330         else
9331         {
9332                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9333                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9334                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9335                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9336                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9337                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9338                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9339                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9340                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9341                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9342                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9343                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9344                 rsurface.generatedvertex = false;
9345         }
9346         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9347         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9348         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9349         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9350         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9351         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9352         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9353         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9354         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9355         rsurface.modelelement3i = model->surfmesh.data_element3i;
9356         rsurface.modelelement3s = model->surfmesh.data_element3s;
9357         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9358         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9359         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9360         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9361         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9362         rsurface.modelsurfaces = model->data_surfaces;
9363         rsurface.vertex3f  = rsurface.modelvertex3f;
9364         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9365         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9366         rsurface.svector3f = rsurface.modelsvector3f;
9367         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9368         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9369         rsurface.tvector3f = rsurface.modeltvector3f;
9370         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9371         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9372         rsurface.normal3f  = rsurface.modelnormal3f;
9373         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9374         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9375         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9376 }
9377
9378 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)
9379 {
9380         rsurface.entity = r_refdef.scene.worldentity;
9381         rsurface.skeleton = NULL;
9382         rsurface.ent_skinnum = 0;
9383         rsurface.ent_qwskin = -1;
9384         rsurface.ent_shadertime = shadertime;
9385         rsurface.ent_flags = entflags;
9386         rsurface.modelnum_vertices = numvertices;
9387         rsurface.modelnum_triangles = numtriangles;
9388         if (rsurface.array_size < rsurface.modelnum_vertices)
9389                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9390         rsurface.matrix = *matrix;
9391         rsurface.inversematrix = *inversematrix;
9392         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9393         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9394         R_EntityMatrix(&rsurface.matrix);
9395         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9396         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9397         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9398         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9399         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9400         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9401         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9402         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9403         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9404         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9405         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9406         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9407         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);
9408         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9409         rsurface.frameblend[0].lerp = 1;
9410         rsurface.ent_alttextures = false;
9411         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9412         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9413         if (wanttangents)
9414         {
9415                 rsurface.modelvertex3f = vertex3f;
9416                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9417                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9418                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9419         }
9420         else if (wantnormals)
9421         {
9422                 rsurface.modelvertex3f = vertex3f;
9423                 rsurface.modelsvector3f = NULL;
9424                 rsurface.modeltvector3f = NULL;
9425                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9426         }
9427         else
9428         {
9429                 rsurface.modelvertex3f = vertex3f;
9430                 rsurface.modelsvector3f = NULL;
9431                 rsurface.modeltvector3f = NULL;
9432                 rsurface.modelnormal3f = NULL;
9433         }
9434         rsurface.modelvertex3f_bufferobject = 0;
9435         rsurface.modelvertex3f_bufferoffset = 0;
9436         rsurface.modelsvector3f_bufferobject = 0;
9437         rsurface.modelsvector3f_bufferoffset = 0;
9438         rsurface.modeltvector3f_bufferobject = 0;
9439         rsurface.modeltvector3f_bufferoffset = 0;
9440         rsurface.modelnormal3f_bufferobject = 0;
9441         rsurface.modelnormal3f_bufferoffset = 0;
9442         rsurface.generatedvertex = true;
9443         rsurface.modellightmapcolor4f  = color4f;
9444         rsurface.modellightmapcolor4f_bufferobject = 0;
9445         rsurface.modellightmapcolor4f_bufferoffset = 0;
9446         rsurface.modeltexcoordtexture2f  = texcoord2f;
9447         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9448         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9449         rsurface.modeltexcoordlightmap2f  = NULL;
9450         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9451         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9452         rsurface.modelelement3i = element3i;
9453         rsurface.modelelement3s = element3s;
9454         rsurface.modelelement3i_bufferobject = 0;
9455         rsurface.modelelement3s_bufferobject = 0;
9456         rsurface.modellightmapoffsets = NULL;
9457         rsurface.modelsurfaces = NULL;
9458         rsurface.vertex3f  = rsurface.modelvertex3f;
9459         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9460         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9461         rsurface.svector3f = rsurface.modelsvector3f;
9462         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9463         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9464         rsurface.tvector3f = rsurface.modeltvector3f;
9465         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9466         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9467         rsurface.normal3f  = rsurface.modelnormal3f;
9468         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9469         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9470         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9471
9472         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9473         {
9474                 if ((wantnormals || wanttangents) && !normal3f)
9475                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9476                 if (wanttangents && !svector3f)
9477                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9478         }
9479 }
9480
9481 float RSurf_FogPoint(const float *v)
9482 {
9483         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9484         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9485         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9486         float FogHeightFade = r_refdef.fogheightfade;
9487         float fogfrac;
9488         unsigned int fogmasktableindex;
9489         if (r_refdef.fogplaneviewabove)
9490                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9491         else
9492                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9493         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9494         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9495 }
9496
9497 float RSurf_FogVertex(const float *v)
9498 {
9499         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9500         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9501         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9502         float FogHeightFade = rsurface.fogheightfade;
9503         float fogfrac;
9504         unsigned int fogmasktableindex;
9505         if (r_refdef.fogplaneviewabove)
9506                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9507         else
9508                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9509         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9510         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9511 }
9512
9513 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9514 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9515 {
9516         int deformindex;
9517         int texturesurfaceindex;
9518         int i, j;
9519         float amplitude;
9520         float animpos;
9521         float scale;
9522         const float *v1, *in_tc;
9523         float *out_tc;
9524         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9525         float waveparms[4];
9526         q3shaderinfo_deform_t *deform;
9527         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9528         if (rsurface.generatedvertex)
9529         {
9530                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9531                         generatenormals = true;
9532                 for (i = 0;i < Q3MAXDEFORMS;i++)
9533                 {
9534                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9535                         {
9536                                 generatetangents = true;
9537                                 generatenormals = true;
9538                         }
9539                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9540                                 generatenormals = true;
9541                 }
9542                 if (generatenormals && !rsurface.modelnormal3f)
9543                 {
9544                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9545                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9546                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9547                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9548                 }
9549                 if (generatetangents && !rsurface.modelsvector3f)
9550                 {
9551                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9552                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9553                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9554                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9555                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9556                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9557                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9558                 }
9559         }
9560         rsurface.vertex3f  = rsurface.modelvertex3f;
9561         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9562         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9563         rsurface.svector3f = rsurface.modelsvector3f;
9564         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9565         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9566         rsurface.tvector3f = rsurface.modeltvector3f;
9567         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9568         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9569         rsurface.normal3f  = rsurface.modelnormal3f;
9570         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9571         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9572         // if vertices are deformed (sprite flares and things in maps, possibly
9573         // water waves, bulges and other deformations), generate them into
9574         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9575         // (may be static model data or generated data for an animated model, or
9576         //  the previous deform pass)
9577         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9578         {
9579                 switch (deform->deform)
9580                 {
9581                 default:
9582                 case Q3DEFORM_PROJECTIONSHADOW:
9583                 case Q3DEFORM_TEXT0:
9584                 case Q3DEFORM_TEXT1:
9585                 case Q3DEFORM_TEXT2:
9586                 case Q3DEFORM_TEXT3:
9587                 case Q3DEFORM_TEXT4:
9588                 case Q3DEFORM_TEXT5:
9589                 case Q3DEFORM_TEXT6:
9590                 case Q3DEFORM_TEXT7:
9591                 case Q3DEFORM_NONE:
9592                         break;
9593                 case Q3DEFORM_AUTOSPRITE:
9594                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9595                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9596                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9597                         VectorNormalize(newforward);
9598                         VectorNormalize(newright);
9599                         VectorNormalize(newup);
9600                         // make deformed versions of only the model vertices used by the specified surfaces
9601                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9602                         {
9603                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9604                                 // a single autosprite surface can contain multiple sprites...
9605                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9606                                 {
9607                                         VectorClear(center);
9608                                         for (i = 0;i < 4;i++)
9609                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9610                                         VectorScale(center, 0.25f, center);
9611                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9612                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9613                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9614                                         for (i = 0;i < 4;i++)
9615                                         {
9616                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9617                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9618                                         }
9619                                 }
9620                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9621                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9622                         }
9623                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9624                         rsurface.vertex3f_bufferobject = 0;
9625                         rsurface.vertex3f_bufferoffset = 0;
9626                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9627                         rsurface.svector3f_bufferobject = 0;
9628                         rsurface.svector3f_bufferoffset = 0;
9629                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9630                         rsurface.tvector3f_bufferobject = 0;
9631                         rsurface.tvector3f_bufferoffset = 0;
9632                         rsurface.normal3f = rsurface.array_deformednormal3f;
9633                         rsurface.normal3f_bufferobject = 0;
9634                         rsurface.normal3f_bufferoffset = 0;
9635                         break;
9636                 case Q3DEFORM_AUTOSPRITE2:
9637                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9638                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9639                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9640                         VectorNormalize(newforward);
9641                         VectorNormalize(newright);
9642                         VectorNormalize(newup);
9643                         // make deformed versions of only the model vertices used by the specified surfaces
9644                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9645                         {
9646                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9647                                 const float *v1, *v2;
9648                                 vec3_t start, end;
9649                                 float f, l;
9650                                 struct
9651                                 {
9652                                         float length2;
9653                                         const float *v1;
9654                                         const float *v2;
9655                                 }
9656                                 shortest[2];
9657                                 memset(shortest, 0, sizeof(shortest));
9658                                 // a single autosprite surface can contain multiple sprites...
9659                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9660                                 {
9661                                         VectorClear(center);
9662                                         for (i = 0;i < 4;i++)
9663                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9664                                         VectorScale(center, 0.25f, center);
9665                                         // find the two shortest edges, then use them to define the
9666                                         // axis vectors for rotating around the central axis
9667                                         for (i = 0;i < 6;i++)
9668                                         {
9669                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9670                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9671 #if 0
9672                                                 Debug_PolygonBegin(NULL, 0);
9673                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9674                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9675                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9676                                                 Debug_PolygonEnd();
9677 #endif
9678                                                 l = VectorDistance2(v1, v2);
9679                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9680                                                 if (v1[2] != v2[2])
9681                                                         l += (1.0f / 1024.0f);
9682                                                 if (shortest[0].length2 > l || i == 0)
9683                                                 {
9684                                                         shortest[1] = shortest[0];
9685                                                         shortest[0].length2 = l;
9686                                                         shortest[0].v1 = v1;
9687                                                         shortest[0].v2 = v2;
9688                                                 }
9689                                                 else if (shortest[1].length2 > l || i == 1)
9690                                                 {
9691                                                         shortest[1].length2 = l;
9692                                                         shortest[1].v1 = v1;
9693                                                         shortest[1].v2 = v2;
9694                                                 }
9695                                         }
9696                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9697                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9698 #if 0
9699                                         Debug_PolygonBegin(NULL, 0);
9700                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9701                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9702                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9703                                         Debug_PolygonEnd();
9704 #endif
9705                                         // this calculates the right vector from the shortest edge
9706                                         // and the up vector from the edge midpoints
9707                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9708                                         VectorNormalize(right);
9709                                         VectorSubtract(end, start, up);
9710                                         VectorNormalize(up);
9711                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9712                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9713                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9714                                         VectorNegate(forward, forward);
9715                                         VectorReflect(forward, 0, up, forward);
9716                                         VectorNormalize(forward);
9717                                         CrossProduct(up, forward, newright);
9718                                         VectorNormalize(newright);
9719 #if 0
9720                                         Debug_PolygonBegin(NULL, 0);
9721                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9722                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9723                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9724                                         Debug_PolygonEnd();
9725 #endif
9726 #if 0
9727                                         Debug_PolygonBegin(NULL, 0);
9728                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9729                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9730                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9731                                         Debug_PolygonEnd();
9732 #endif
9733                                         // rotate the quad around the up axis vector, this is made
9734                                         // especially easy by the fact we know the quad is flat,
9735                                         // so we only have to subtract the center position and
9736                                         // measure distance along the right vector, and then
9737                                         // multiply that by the newright vector and add back the
9738                                         // center position
9739                                         // we also need to subtract the old position to undo the
9740                                         // displacement from the center, which we do with a
9741                                         // DotProduct, the subtraction/addition of center is also
9742                                         // optimized into DotProducts here
9743                                         l = DotProduct(right, center);
9744                                         for (i = 0;i < 4;i++)
9745                                         {
9746                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9747                                                 f = DotProduct(right, v1) - l;
9748                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9749                                         }
9750                                 }
9751                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9752                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9753                         }
9754                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9755                         rsurface.vertex3f_bufferobject = 0;
9756                         rsurface.vertex3f_bufferoffset = 0;
9757                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9758                         rsurface.svector3f_bufferobject = 0;
9759                         rsurface.svector3f_bufferoffset = 0;
9760                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9761                         rsurface.tvector3f_bufferobject = 0;
9762                         rsurface.tvector3f_bufferoffset = 0;
9763                         rsurface.normal3f = rsurface.array_deformednormal3f;
9764                         rsurface.normal3f_bufferobject = 0;
9765                         rsurface.normal3f_bufferoffset = 0;
9766                         break;
9767                 case Q3DEFORM_NORMAL:
9768                         // deform the normals to make reflections wavey
9769                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9770                         {
9771                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9772                                 for (j = 0;j < surface->num_vertices;j++)
9773                                 {
9774                                         float vertex[3];
9775                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9776                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9777                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9778                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9779                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9780                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9781                                         VectorNormalize(normal);
9782                                 }
9783                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9784                         }
9785                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9786                         rsurface.svector3f_bufferobject = 0;
9787                         rsurface.svector3f_bufferoffset = 0;
9788                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9789                         rsurface.tvector3f_bufferobject = 0;
9790                         rsurface.tvector3f_bufferoffset = 0;
9791                         rsurface.normal3f = rsurface.array_deformednormal3f;
9792                         rsurface.normal3f_bufferobject = 0;
9793                         rsurface.normal3f_bufferoffset = 0;
9794                         break;
9795                 case Q3DEFORM_WAVE:
9796                         // deform vertex array to make wavey water and flags and such
9797                         waveparms[0] = deform->waveparms[0];
9798                         waveparms[1] = deform->waveparms[1];
9799                         waveparms[2] = deform->waveparms[2];
9800                         waveparms[3] = deform->waveparms[3];
9801                         // this is how a divisor of vertex influence on deformation
9802                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9803                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9804                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9805                         {
9806                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9807                                 for (j = 0;j < surface->num_vertices;j++)
9808                                 {
9809                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9810                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9811                                         // if the wavefunc depends on time, evaluate it per-vertex
9812                                         if (waveparms[3])
9813                                         {
9814                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9815                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9816                                         }
9817                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9818                                 }
9819                         }
9820                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9821                         rsurface.vertex3f_bufferobject = 0;
9822                         rsurface.vertex3f_bufferoffset = 0;
9823                         break;
9824                 case Q3DEFORM_BULGE:
9825                         // deform vertex array to make the surface have moving bulges
9826                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9827                         {
9828                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9829                                 for (j = 0;j < surface->num_vertices;j++)
9830                                 {
9831                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9832                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9833                                 }
9834                         }
9835                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9836                         rsurface.vertex3f_bufferobject = 0;
9837                         rsurface.vertex3f_bufferoffset = 0;
9838                         break;
9839                 case Q3DEFORM_MOVE:
9840                         // deform vertex array
9841                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9842                         VectorScale(deform->parms, scale, waveparms);
9843                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9844                         {
9845                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9846                                 for (j = 0;j < surface->num_vertices;j++)
9847                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9848                         }
9849                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9850                         rsurface.vertex3f_bufferobject = 0;
9851                         rsurface.vertex3f_bufferoffset = 0;
9852                         break;
9853                 }
9854         }
9855         // generate texcoords based on the chosen texcoord source
9856         switch(rsurface.texture->tcgen.tcgen)
9857         {
9858         default:
9859         case Q3TCGEN_TEXTURE:
9860                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9861                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9862                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9863                 break;
9864         case Q3TCGEN_LIGHTMAP:
9865                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9866                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9867                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9868                 break;
9869         case Q3TCGEN_VECTOR:
9870                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9871                 {
9872                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9873                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9874                         {
9875                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9876                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9877                         }
9878                 }
9879                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9880                 rsurface.texcoordtexture2f_bufferobject  = 0;
9881                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9882                 break;
9883         case Q3TCGEN_ENVIRONMENT:
9884                 // make environment reflections using a spheremap
9885                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9886                 {
9887                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9888                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9889                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9890                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9891                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9892                         {
9893                                 // identical to Q3A's method, but executed in worldspace so
9894                                 // carried models can be shiny too
9895
9896                                 float viewer[3], d, reflected[3], worldreflected[3];
9897
9898                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9899                                 // VectorNormalize(viewer);
9900
9901                                 d = DotProduct(normal, viewer);
9902
9903                                 reflected[0] = normal[0]*2*d - viewer[0];
9904                                 reflected[1] = normal[1]*2*d - viewer[1];
9905                                 reflected[2] = normal[2]*2*d - viewer[2];
9906                                 // note: this is proportinal to viewer, so we can normalize later
9907
9908                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9909                                 VectorNormalize(worldreflected);
9910
9911                                 // note: this sphere map only uses world x and z!
9912                                 // so positive and negative y will LOOK THE SAME.
9913                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9914                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9915                         }
9916                 }
9917                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9918                 rsurface.texcoordtexture2f_bufferobject  = 0;
9919                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9920                 break;
9921         }
9922         // the only tcmod that needs software vertex processing is turbulent, so
9923         // check for it here and apply the changes if needed
9924         // and we only support that as the first one
9925         // (handling a mixture of turbulent and other tcmods would be problematic
9926         //  without punting it entirely to a software path)
9927         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9928         {
9929                 amplitude = rsurface.texture->tcmods[0].parms[1];
9930                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9931                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9932                 {
9933                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9934                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9935                         {
9936                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9937                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9938                         }
9939                 }
9940                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9941                 rsurface.texcoordtexture2f_bufferobject  = 0;
9942                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9943         }
9944         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
9945         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9946         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9947         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9948 }
9949
9950 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9951 {
9952         int i, j;
9953         const msurface_t *surface = texturesurfacelist[0];
9954         const msurface_t *surface2;
9955         int firstvertex;
9956         int endvertex;
9957         int numvertices;
9958         int numtriangles;
9959         // TODO: lock all array ranges before render, rather than on each surface
9960         if (texturenumsurfaces == 1)
9961                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9962         else if (r_batchmode.integer == 2)
9963         {
9964                 #define MAXBATCHTRIANGLES 4096
9965                 int batchtriangles = 0;
9966                 static int batchelements[MAXBATCHTRIANGLES*3];
9967                 for (i = 0;i < texturenumsurfaces;i = j)
9968                 {
9969                         surface = texturesurfacelist[i];
9970                         j = i + 1;
9971                         if (surface->num_triangles > MAXBATCHTRIANGLES)
9972                         {
9973                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9974                                 continue;
9975                         }
9976                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9977                         batchtriangles = surface->num_triangles;
9978                         firstvertex = surface->num_firstvertex;
9979                         endvertex = surface->num_firstvertex + surface->num_vertices;
9980                         for (;j < texturenumsurfaces;j++)
9981                         {
9982                                 surface2 = texturesurfacelist[j];
9983                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9984                                         break;
9985                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9986                                 batchtriangles += surface2->num_triangles;
9987                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
9988                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9989                         }
9990                         surface2 = texturesurfacelist[j-1];
9991                         numvertices = endvertex - firstvertex;
9992                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9993                 }
9994         }
9995         else if (r_batchmode.integer == 1)
9996         {
9997                 for (i = 0;i < texturenumsurfaces;i = j)
9998                 {
9999                         surface = texturesurfacelist[i];
10000                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10001                                 if (texturesurfacelist[j] != surface2)
10002                                         break;
10003                         surface2 = texturesurfacelist[j-1];
10004                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10005                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10006                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10007                 }
10008         }
10009         else
10010         {
10011                 for (i = 0;i < texturenumsurfaces;i++)
10012                 {
10013                         surface = texturesurfacelist[i];
10014                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10015                 }
10016         }
10017 }
10018
10019 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10020 {
10021         switch(vid.renderpath)
10022         {
10023         case RENDERPATH_CGGL:
10024 #ifdef SUPPORTCG
10025                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10026                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10027 #endif
10028                 break;
10029         case RENDERPATH_GL20:
10030                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10031                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10032                 break;
10033         case RENDERPATH_GL13:
10034         case RENDERPATH_GL11:
10035                 R_Mesh_TexBind(0, surface->lightmaptexture);
10036                 break;
10037         }
10038 }
10039
10040 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10041 {
10042         // pick the closest matching water plane and bind textures
10043         int planeindex, vertexindex;
10044         float d, bestd;
10045         vec3_t vert;
10046         const float *v;
10047         r_waterstate_waterplane_t *p, *bestp;
10048         bestd = 0;
10049         bestp = NULL;
10050         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10051         {
10052                 d = 0;
10053                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10054                 {
10055                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10056                         d += fabs(PlaneDiff(vert, &p->plane));
10057                 }
10058                 if (bestd > d || !bestp)
10059                 {
10060                         bestd = d;
10061                         bestp = p;
10062                 }
10063         }
10064         switch(vid.renderpath)
10065         {
10066         case RENDERPATH_CGGL:
10067 #ifdef SUPPORTCG
10068                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10069                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10070 #endif
10071                 break;
10072         case RENDERPATH_GL20:
10073                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10074                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10075                 break;
10076         case RENDERPATH_GL13:
10077         case RENDERPATH_GL11:
10078                 break;
10079         }
10080 }
10081
10082 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10083 {
10084         int i;
10085         const msurface_t *surface;
10086         if (r_waterstate.renderingscene)
10087                 return;
10088         for (i = 0;i < texturenumsurfaces;i++)
10089         {
10090                 surface = texturesurfacelist[i];
10091                 RSurf_BindLightmapForSurface(surface);
10092                 RSurf_BindReflectionForSurface(surface);
10093                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10094         }
10095 }
10096
10097 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10098 {
10099         int i;
10100         int j;
10101         const msurface_t *surface = texturesurfacelist[0];
10102         const msurface_t *surface2;
10103         int firstvertex;
10104         int endvertex;
10105         int numvertices;
10106         int numtriangles;
10107         if (texturenumsurfaces == 1)
10108         {
10109                 RSurf_BindLightmapForSurface(surface);
10110                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10111         }
10112         else if (r_batchmode.integer == 2)
10113         {
10114 #define MAXBATCHTRIANGLES 4096
10115                 int batchtriangles = 0;
10116                 static int batchelements[MAXBATCHTRIANGLES*3];
10117                 for (i = 0;i < texturenumsurfaces;i = j)
10118                 {
10119                         surface = texturesurfacelist[i];
10120                         RSurf_BindLightmapForSurface(surface);
10121                         j = i + 1;
10122                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10123                         {
10124                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10125                                 continue;
10126                         }
10127                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10128                         batchtriangles = surface->num_triangles;
10129                         firstvertex = surface->num_firstvertex;
10130                         endvertex = surface->num_firstvertex + surface->num_vertices;
10131                         for (;j < texturenumsurfaces;j++)
10132                         {
10133                                 surface2 = texturesurfacelist[j];
10134                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10135                                         break;
10136                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10137                                 batchtriangles += surface2->num_triangles;
10138                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10139                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10140                         }
10141                         surface2 = texturesurfacelist[j-1];
10142                         numvertices = endvertex - firstvertex;
10143                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10144                 }
10145         }
10146         else if (r_batchmode.integer == 1)
10147         {
10148 #if 0
10149                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10150                 for (i = 0;i < texturenumsurfaces;i = j)
10151                 {
10152                         surface = texturesurfacelist[i];
10153                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10154                                 if (texturesurfacelist[j] != surface2)
10155                                         break;
10156                         Con_Printf(" %i", j - i);
10157                 }
10158                 Con_Printf("\n");
10159                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10160 #endif
10161                 for (i = 0;i < texturenumsurfaces;i = j)
10162                 {
10163                         surface = texturesurfacelist[i];
10164                         RSurf_BindLightmapForSurface(surface);
10165                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10166                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10167                                         break;
10168 #if 0
10169                         Con_Printf(" %i", j - i);
10170 #endif
10171                         surface2 = texturesurfacelist[j-1];
10172                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10173                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10174                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10175                 }
10176 #if 0
10177                 Con_Printf("\n");
10178 #endif
10179         }
10180         else
10181         {
10182                 for (i = 0;i < texturenumsurfaces;i++)
10183                 {
10184                         surface = texturesurfacelist[i];
10185                         RSurf_BindLightmapForSurface(surface);
10186                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10187                 }
10188         }
10189 }
10190
10191 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10192 {
10193         int j;
10194         int texturesurfaceindex;
10195         if (r_showsurfaces.integer == 2)
10196         {
10197                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10198                 {
10199                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10200                         for (j = 0;j < surface->num_triangles;j++)
10201                         {
10202                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10203                                 GL_Color(f, f, f, 1);
10204                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10205                         }
10206                 }
10207         }
10208         else
10209         {
10210                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10211                 {
10212                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10213                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10214                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10215                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10216                 }
10217         }
10218 }
10219
10220 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10221 {
10222         int texturesurfaceindex;
10223         int i;
10224         const float *v;
10225         float *c2;
10226         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10227         {
10228                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10229                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10230                 {
10231                         c2[0] = 0.5;
10232                         c2[1] = 0.5;
10233                         c2[2] = 0.5;
10234                         c2[3] = 1;
10235                 }
10236         }
10237         rsurface.lightmapcolor4f = rsurface.array_color4f;
10238         rsurface.lightmapcolor4f_bufferobject = 0;
10239         rsurface.lightmapcolor4f_bufferoffset = 0;
10240 }
10241
10242 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10243 {
10244         int texturesurfaceindex;
10245         int i;
10246         float f;
10247         const float *v;
10248         const float *c;
10249         float *c2;
10250         if (rsurface.lightmapcolor4f)
10251         {
10252                 // generate color arrays for the surfaces in this list
10253                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10254                 {
10255                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10256                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10257                         {
10258                                 f = RSurf_FogVertex(v);
10259                                 c2[0] = c[0] * f;
10260                                 c2[1] = c[1] * f;
10261                                 c2[2] = c[2] * f;
10262                                 c2[3] = c[3];
10263                         }
10264                 }
10265         }
10266         else
10267         {
10268                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10269                 {
10270                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10271                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10272                         {
10273                                 f = RSurf_FogVertex(v);
10274                                 c2[0] = f;
10275                                 c2[1] = f;
10276                                 c2[2] = f;
10277                                 c2[3] = 1;
10278                         }
10279                 }
10280         }
10281         rsurface.lightmapcolor4f = rsurface.array_color4f;
10282         rsurface.lightmapcolor4f_bufferobject = 0;
10283         rsurface.lightmapcolor4f_bufferoffset = 0;
10284 }
10285
10286 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10287 {
10288         int texturesurfaceindex;
10289         int i;
10290         float f;
10291         const float *v;
10292         const float *c;
10293         float *c2;
10294         if (!rsurface.lightmapcolor4f)
10295                 return;
10296         // generate color arrays for the surfaces in this list
10297         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10298         {
10299                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10300                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10301                 {
10302                         f = RSurf_FogVertex(v);
10303                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10304                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10305                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10306                         c2[3] = c[3];
10307                 }
10308         }
10309         rsurface.lightmapcolor4f = rsurface.array_color4f;
10310         rsurface.lightmapcolor4f_bufferobject = 0;
10311         rsurface.lightmapcolor4f_bufferoffset = 0;
10312 }
10313
10314 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10315 {
10316         int texturesurfaceindex;
10317         int i;
10318         const float *c;
10319         float *c2;
10320         if (!rsurface.lightmapcolor4f)
10321                 return;
10322         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10323         {
10324                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10325                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10326                 {
10327                         c2[0] = c[0] * r;
10328                         c2[1] = c[1] * g;
10329                         c2[2] = c[2] * b;
10330                         c2[3] = c[3] * a;
10331                 }
10332         }
10333         rsurface.lightmapcolor4f = rsurface.array_color4f;
10334         rsurface.lightmapcolor4f_bufferobject = 0;
10335         rsurface.lightmapcolor4f_bufferoffset = 0;
10336 }
10337
10338 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10339 {
10340         int texturesurfaceindex;
10341         int i;
10342         const float *c;
10343         float *c2;
10344         if (!rsurface.lightmapcolor4f)
10345                 return;
10346         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10347         {
10348                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10349                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10350                 {
10351                         c2[0] = c[0] + r_refdef.scene.ambient;
10352                         c2[1] = c[1] + r_refdef.scene.ambient;
10353                         c2[2] = c[2] + r_refdef.scene.ambient;
10354                         c2[3] = c[3];
10355                 }
10356         }
10357         rsurface.lightmapcolor4f = rsurface.array_color4f;
10358         rsurface.lightmapcolor4f_bufferobject = 0;
10359         rsurface.lightmapcolor4f_bufferoffset = 0;
10360 }
10361
10362 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10363 {
10364         // TODO: optimize
10365         rsurface.lightmapcolor4f = NULL;
10366         rsurface.lightmapcolor4f_bufferobject = 0;
10367         rsurface.lightmapcolor4f_bufferoffset = 0;
10368         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10369         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10370         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10371         GL_Color(r, g, b, a);
10372         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10373 }
10374
10375 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10376 {
10377         // TODO: optimize applyfog && applycolor case
10378         // just apply fog if necessary, and tint the fog color array if necessary
10379         rsurface.lightmapcolor4f = NULL;
10380         rsurface.lightmapcolor4f_bufferobject = 0;
10381         rsurface.lightmapcolor4f_bufferoffset = 0;
10382         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10383         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10384         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10385         GL_Color(r, g, b, a);
10386         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10387 }
10388
10389 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10390 {
10391         int texturesurfaceindex;
10392         int i;
10393         float *c;
10394         // TODO: optimize
10395         if (texturesurfacelist[0]->lightmapinfo)
10396         {
10397                 // generate color arrays for the surfaces in this list
10398                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10399                 {
10400                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10401                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10402                         {
10403                                 if (surface->lightmapinfo->samples)
10404                                 {
10405                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10406                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10407                                         VectorScale(lm, scale, c);
10408                                         if (surface->lightmapinfo->styles[1] != 255)
10409                                         {
10410                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10411                                                 lm += size3;
10412                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10413                                                 VectorMA(c, scale, lm, c);
10414                                                 if (surface->lightmapinfo->styles[2] != 255)
10415                                                 {
10416                                                         lm += size3;
10417                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10418                                                         VectorMA(c, scale, lm, c);
10419                                                         if (surface->lightmapinfo->styles[3] != 255)
10420                                                         {
10421                                                                 lm += size3;
10422                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10423                                                                 VectorMA(c, scale, lm, c);
10424                                                         }
10425                                                 }
10426                                         }
10427                                 }
10428                                 else
10429                                         VectorClear(c);
10430                                 c[3] = 1;
10431                         }
10432                 }
10433                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10434                 rsurface.lightmapcolor4f_bufferobject = 0;
10435                 rsurface.lightmapcolor4f_bufferoffset = 0;
10436         }
10437         else
10438         {
10439                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10440                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10441                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10442         }
10443         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10444         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10445         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10446         GL_Color(r, g, b, a);
10447         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10448 }
10449
10450 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10451 {
10452         int texturesurfaceindex;
10453         int i;
10454         float f;
10455         float alpha;
10456         const float *v;
10457         const float *n;
10458         float *c;
10459         vec3_t ambientcolor;
10460         vec3_t diffusecolor;
10461         vec3_t lightdir;
10462         // TODO: optimize
10463         // model lighting
10464         VectorCopy(rsurface.modellight_lightdir, lightdir);
10465         f = 0.5f * r_refdef.lightmapintensity;
10466         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10467         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10468         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10469         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10470         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10471         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10472         alpha = *a;
10473         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10474         {
10475                 // generate color arrays for the surfaces in this list
10476                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10477                 {
10478                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10479                         int numverts = surface->num_vertices;
10480                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10481                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10482                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10483                         // q3-style directional shading
10484                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10485                         {
10486                                 if ((f = DotProduct(n, lightdir)) > 0)
10487                                         VectorMA(ambientcolor, f, diffusecolor, c);
10488                                 else
10489                                         VectorCopy(ambientcolor, c);
10490                                 c[3] = alpha;
10491                         }
10492                 }
10493                 *r = 1;
10494                 *g = 1;
10495                 *b = 1;
10496                 *a = 1;
10497                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10498                 rsurface.lightmapcolor4f_bufferobject = 0;
10499                 rsurface.lightmapcolor4f_bufferoffset = 0;
10500                 *applycolor = false;
10501         }
10502         else
10503         {
10504                 *r = ambientcolor[0];
10505                 *g = ambientcolor[1];
10506                 *b = ambientcolor[2];
10507                 rsurface.lightmapcolor4f = NULL;
10508                 rsurface.lightmapcolor4f_bufferobject = 0;
10509                 rsurface.lightmapcolor4f_bufferoffset = 0;
10510         }
10511 }
10512
10513 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10514 {
10515         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10516         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10517         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10518         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10519         GL_Color(r, g, b, a);
10520         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10521 }
10522
10523 void RSurf_SetupDepthAndCulling(void)
10524 {
10525         // submodels are biased to avoid z-fighting with world surfaces that they
10526         // may be exactly overlapping (avoids z-fighting artifacts on certain
10527         // doors and things in Quake maps)
10528         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10529         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10530         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10531         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10532 }
10533
10534 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10535 {
10536         // transparent sky would be ridiculous
10537         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10538                 return;
10539         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10540         skyrenderlater = true;
10541         RSurf_SetupDepthAndCulling();
10542         GL_DepthMask(true);
10543         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10544         // skymasking on them, and Quake3 never did sky masking (unlike
10545         // software Quake and software Quake2), so disable the sky masking
10546         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10547         // and skymasking also looks very bad when noclipping outside the
10548         // level, so don't use it then either.
10549         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10550         {
10551                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10552                 R_Mesh_ColorPointer(NULL, 0, 0);
10553                 R_Mesh_ResetTextureState();
10554                 if (skyrendermasked)
10555                 {
10556                         R_SetupShader_DepthOrShadow();
10557                         // depth-only (masking)
10558                         GL_ColorMask(0,0,0,0);
10559                         // just to make sure that braindead drivers don't draw
10560                         // anything despite that colormask...
10561                         GL_BlendFunc(GL_ZERO, GL_ONE);
10562                 }
10563                 else
10564                 {
10565                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10566                         // fog sky
10567                         GL_BlendFunc(GL_ONE, GL_ZERO);
10568                 }
10569                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10570                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10571                 if (skyrendermasked)
10572                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10573         }
10574         R_Mesh_ResetTextureState();
10575         GL_Color(1, 1, 1, 1);
10576 }
10577
10578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10580 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10581 {
10582         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10583                 return;
10584         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10585         if (prepass)
10586         {
10587                 // render screenspace normalmap to texture
10588                 GL_DepthMask(true);
10589                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10590                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10591         }
10592         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10593         {
10594                 // render water or distortion background, then blend surface on top
10595                 GL_DepthMask(true);
10596                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10597                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10598                 GL_DepthMask(false);
10599                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10600                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10601                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10602                 else
10603                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10604         }
10605         else
10606         {
10607                 // render surface normally
10608                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10609                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10610                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10611                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10612                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10613                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10614                 else
10615                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10616         }
10617 }
10618
10619 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10620 {
10621         // OpenGL 1.3 path - anything not completely ancient
10622         int texturesurfaceindex;
10623         qboolean applycolor;
10624         qboolean applyfog;
10625         int layerindex;
10626         const texturelayer_t *layer;
10627         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10628
10629         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10630         {
10631                 vec4_t layercolor;
10632                 int layertexrgbscale;
10633                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10634                 {
10635                         if (layerindex == 0)
10636                                 GL_AlphaTest(true);
10637                         else
10638                         {
10639                                 GL_AlphaTest(false);
10640                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10641                         }
10642                 }
10643                 GL_DepthMask(layer->depthmask && writedepth);
10644                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10645                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10646                 {
10647                         layertexrgbscale = 4;
10648                         VectorScale(layer->color, 0.25f, layercolor);
10649                 }
10650                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10651                 {
10652                         layertexrgbscale = 2;
10653                         VectorScale(layer->color, 0.5f, layercolor);
10654                 }
10655                 else
10656                 {
10657                         layertexrgbscale = 1;
10658                         VectorScale(layer->color, 1.0f, layercolor);
10659                 }
10660                 layercolor[3] = layer->color[3];
10661                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10662                 R_Mesh_ColorPointer(NULL, 0, 0);
10663                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10664                 switch (layer->type)
10665                 {
10666                 case TEXTURELAYERTYPE_LITTEXTURE:
10667                         // single-pass lightmapped texture with 2x rgbscale
10668                         R_Mesh_TexBind(0, r_texture_white);
10669                         R_Mesh_TexMatrix(0, NULL);
10670                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10671                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10672                         R_Mesh_TexBind(1, layer->texture);
10673                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10674                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10675                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10676                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10677                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10678                         else if (rsurface.uselightmaptexture)
10679                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10680                         else
10681                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10682                         break;
10683                 case TEXTURELAYERTYPE_TEXTURE:
10684                         // singletexture unlit texture with transparency support
10685                         R_Mesh_TexBind(0, layer->texture);
10686                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10687                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10688                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10689                         R_Mesh_TexBind(1, 0);
10690                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10691                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10692                         break;
10693                 case TEXTURELAYERTYPE_FOG:
10694                         // singletexture fogging
10695                         if (layer->texture)
10696                         {
10697                                 R_Mesh_TexBind(0, layer->texture);
10698                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10699                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10700                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10701                         }
10702                         else
10703                         {
10704                                 R_Mesh_TexBind(0, 0);
10705                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10706                         }
10707                         R_Mesh_TexBind(1, 0);
10708                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10709                         // generate a color array for the fog pass
10710                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10711                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10712                         {
10713                                 int i;
10714                                 float f;
10715                                 const float *v;
10716                                 float *c;
10717                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10718                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10719                                 {
10720                                         f = 1 - RSurf_FogVertex(v);
10721                                         c[0] = layercolor[0];
10722                                         c[1] = layercolor[1];
10723                                         c[2] = layercolor[2];
10724                                         c[3] = f * layercolor[3];
10725                                 }
10726                         }
10727                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10728                         break;
10729                 default:
10730                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10731                 }
10732         }
10733         CHECKGLERROR
10734         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10735         {
10736                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10737                 GL_AlphaTest(false);
10738         }
10739 }
10740
10741 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10742 {
10743         // OpenGL 1.1 - crusty old voodoo path
10744         int texturesurfaceindex;
10745         qboolean applyfog;
10746         int layerindex;
10747         const texturelayer_t *layer;
10748         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10749
10750         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10751         {
10752                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10753                 {
10754                         if (layerindex == 0)
10755                                 GL_AlphaTest(true);
10756                         else
10757                         {
10758                                 GL_AlphaTest(false);
10759                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10760                         }
10761                 }
10762                 GL_DepthMask(layer->depthmask && writedepth);
10763                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10764                 R_Mesh_ColorPointer(NULL, 0, 0);
10765                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10766                 switch (layer->type)
10767                 {
10768                 case TEXTURELAYERTYPE_LITTEXTURE:
10769                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10770                         {
10771                                 // two-pass lit texture with 2x rgbscale
10772                                 // first the lightmap pass
10773                                 R_Mesh_TexBind(0, r_texture_white);
10774                                 R_Mesh_TexMatrix(0, NULL);
10775                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10776                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10777                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10778                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10779                                 else if (rsurface.uselightmaptexture)
10780                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10781                                 else
10782                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10783                                 // then apply the texture to it
10784                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10785                                 R_Mesh_TexBind(0, layer->texture);
10786                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10787                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10788                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10789                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
10790                         }
10791                         else
10792                         {
10793                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10794                                 R_Mesh_TexBind(0, layer->texture);
10795                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10796                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10797                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10798                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10799                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 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);
10800                                 else
10801                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 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);
10802                         }
10803                         break;
10804                 case TEXTURELAYERTYPE_TEXTURE:
10805                         // singletexture unlit texture with transparency support
10806                         R_Mesh_TexBind(0, layer->texture);
10807                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10808                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10809                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10810                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
10811                         break;
10812                 case TEXTURELAYERTYPE_FOG:
10813                         // singletexture fogging
10814                         if (layer->texture)
10815                         {
10816                                 R_Mesh_TexBind(0, layer->texture);
10817                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10818                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10819                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10820                         }
10821                         else
10822                         {
10823                                 R_Mesh_TexBind(0, 0);
10824                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10825                         }
10826                         // generate a color array for the fog pass
10827                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10828                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10829                         {
10830                                 int i;
10831                                 float f;
10832                                 const float *v;
10833                                 float *c;
10834                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10835                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10836                                 {
10837                                         f = 1 - RSurf_FogVertex(v);
10838                                         c[0] = layer->color[0];
10839                                         c[1] = layer->color[1];
10840                                         c[2] = layer->color[2];
10841                                         c[3] = f * layer->color[3];
10842                                 }
10843                         }
10844                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10845                         break;
10846                 default:
10847                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10848                 }
10849         }
10850         CHECKGLERROR
10851         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10852         {
10853                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10854                 GL_AlphaTest(false);
10855         }
10856 }
10857
10858 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10859 {
10860         float c[4];
10861
10862         GL_AlphaTest(false);
10863         R_Mesh_ColorPointer(NULL, 0, 0);
10864         R_Mesh_ResetTextureState();
10865         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10866
10867         if(rsurface.texture && rsurface.texture->currentskinframe)
10868         {
10869                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10870                 c[3] *= rsurface.texture->currentalpha;
10871         }
10872         else
10873         {
10874                 c[0] = 1;
10875                 c[1] = 0;
10876                 c[2] = 1;
10877                 c[3] = 1;
10878         }
10879
10880         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10881         {
10882                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10883                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10884                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10885         }
10886
10887         // brighten it up (as texture value 127 means "unlit")
10888         c[0] *= 2 * r_refdef.view.colorscale;
10889         c[1] *= 2 * r_refdef.view.colorscale;
10890         c[2] *= 2 * r_refdef.view.colorscale;
10891
10892         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10893                 c[3] *= r_wateralpha.value;
10894
10895         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10896         {
10897                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10898                 GL_DepthMask(false);
10899         }
10900         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10901         {
10902                 GL_BlendFunc(GL_ONE, GL_ONE);
10903                 GL_DepthMask(false);
10904         }
10905         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10906         {
10907                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10908                 GL_DepthMask(false);
10909         }
10910         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10911         {
10912                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10913                 GL_DepthMask(false);
10914         }
10915         else
10916         {
10917                 GL_BlendFunc(GL_ONE, GL_ZERO);
10918                 GL_DepthMask(writedepth);
10919         }
10920
10921         rsurface.lightmapcolor4f = NULL;
10922
10923         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10924         {
10925                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10926
10927                 rsurface.lightmapcolor4f = NULL;
10928                 rsurface.lightmapcolor4f_bufferobject = 0;
10929                 rsurface.lightmapcolor4f_bufferoffset = 0;
10930         }
10931         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10932         {
10933                 qboolean applycolor = true;
10934                 float one = 1.0;
10935
10936                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10937
10938                 r_refdef.lightmapintensity = 1;
10939                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10940                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10941         }
10942         else
10943         {
10944                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10945
10946                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10947                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10948                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10949         }
10950
10951         if(!rsurface.lightmapcolor4f)
10952                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10953
10954         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10955         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10956         if(r_refdef.fogenabled)
10957                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10958
10959         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10960         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10961 }
10962
10963 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10964 {
10965         CHECKGLERROR
10966         RSurf_SetupDepthAndCulling();
10967         if (r_showsurfaces.integer == 3 && !prepass)
10968         {
10969                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10970                 return;
10971         }
10972         switch (vid.renderpath)
10973         {
10974         case RENDERPATH_GL20:
10975         case RENDERPATH_CGGL:
10976                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10977                 break;
10978         case RENDERPATH_GL13:
10979                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10980                 break;
10981         case RENDERPATH_GL11:
10982                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10983                 break;
10984         }
10985         CHECKGLERROR
10986 }
10987
10988 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10989 {
10990         CHECKGLERROR
10991         RSurf_SetupDepthAndCulling();
10992         if (r_showsurfaces.integer == 3 && !prepass)
10993         {
10994                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10995                 return;
10996         }
10997         switch (vid.renderpath)
10998         {
10999         case RENDERPATH_GL20:
11000         case RENDERPATH_CGGL:
11001                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11002                 break;
11003         case RENDERPATH_GL13:
11004                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11005                 break;
11006         case RENDERPATH_GL11:
11007                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11008                 break;
11009         }
11010         CHECKGLERROR
11011 }
11012
11013 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11014 {
11015         int i, j;
11016         int texturenumsurfaces, endsurface;
11017         texture_t *texture;
11018         const msurface_t *surface;
11019         const msurface_t *texturesurfacelist[256];
11020
11021         // if the model is static it doesn't matter what value we give for
11022         // wantnormals and wanttangents, so this logic uses only rules applicable
11023         // to a model, knowing that they are meaningless otherwise
11024         if (ent == r_refdef.scene.worldentity)
11025                 RSurf_ActiveWorldEntity();
11026         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11027                 RSurf_ActiveModelEntity(ent, false, false, false);
11028         else
11029         {
11030                 switch (vid.renderpath)
11031                 {
11032                 case RENDERPATH_GL20:
11033                 case RENDERPATH_CGGL:
11034                         RSurf_ActiveModelEntity(ent, true, true, false);
11035                         break;
11036                 case RENDERPATH_GL13:
11037                 case RENDERPATH_GL11:
11038                         RSurf_ActiveModelEntity(ent, true, false, false);
11039                         break;
11040                 }
11041         }
11042
11043         if (r_transparentdepthmasking.integer)
11044         {
11045                 qboolean setup = false;
11046                 for (i = 0;i < numsurfaces;i = j)
11047                 {
11048                         j = i + 1;
11049                         surface = rsurface.modelsurfaces + surfacelist[i];
11050                         texture = surface->texture;
11051                         rsurface.texture = R_GetCurrentTexture(texture);
11052                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11053                         // scan ahead until we find a different texture
11054                         endsurface = min(i + 1024, numsurfaces);
11055                         texturenumsurfaces = 0;
11056                         texturesurfacelist[texturenumsurfaces++] = surface;
11057                         for (;j < endsurface;j++)
11058                         {
11059                                 surface = rsurface.modelsurfaces + surfacelist[j];
11060                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11061                                         break;
11062                                 texturesurfacelist[texturenumsurfaces++] = surface;
11063                         }
11064                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11065                                 continue;
11066                         // render the range of surfaces as depth
11067                         if (!setup)
11068                         {
11069                                 setup = true;
11070                                 GL_ColorMask(0,0,0,0);
11071                                 GL_Color(1,1,1,1);
11072                                 GL_DepthTest(true);
11073                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11074                                 GL_DepthMask(true);
11075                                 GL_AlphaTest(false);
11076                                 R_Mesh_ColorPointer(NULL, 0, 0);
11077                                 R_Mesh_ResetTextureState();
11078                                 R_SetupShader_DepthOrShadow();
11079                         }
11080                         RSurf_SetupDepthAndCulling();
11081                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11082                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11083                 }
11084                 if (setup)
11085                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11086         }
11087
11088         for (i = 0;i < numsurfaces;i = j)
11089         {
11090                 j = i + 1;
11091                 surface = rsurface.modelsurfaces + surfacelist[i];
11092                 texture = surface->texture;
11093                 rsurface.texture = R_GetCurrentTexture(texture);
11094                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11095                 // scan ahead until we find a different texture
11096                 endsurface = min(i + 1024, numsurfaces);
11097                 texturenumsurfaces = 0;
11098                 texturesurfacelist[texturenumsurfaces++] = surface;
11099                 for (;j < endsurface;j++)
11100                 {
11101                         surface = rsurface.modelsurfaces + surfacelist[j];
11102                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11103                                 break;
11104                         texturesurfacelist[texturenumsurfaces++] = surface;
11105                 }
11106                 // render the range of surfaces
11107                 if (ent == r_refdef.scene.worldentity)
11108                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11109                 else
11110                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11111         }
11112         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11113         GL_AlphaTest(false);
11114 }
11115
11116 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11117 {
11118         // transparent surfaces get pushed off into the transparent queue
11119         int surfacelistindex;
11120         const msurface_t *surface;
11121         vec3_t tempcenter, center;
11122         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11123         {
11124                 surface = texturesurfacelist[surfacelistindex];
11125                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11126                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11127                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11128                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11129                 if (queueentity->transparent_offset) // transparent offset
11130                 {
11131                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11132                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11133                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11134                 }
11135                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11136         }
11137 }
11138
11139 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11140 {
11141         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11142         CHECKGLERROR
11143         if (depthonly)
11144         {
11145                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11146                         return;
11147                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11148                         return;
11149                 RSurf_SetupDepthAndCulling();
11150                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11151                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11152         }
11153         else if (prepass)
11154         {
11155                 if (!rsurface.texture->currentnumlayers)
11156                         return;
11157                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11158                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11159                 else
11160                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11161         }
11162         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11163         {
11164                 RSurf_SetupDepthAndCulling();
11165                 GL_AlphaTest(false);
11166                 R_Mesh_ColorPointer(NULL, 0, 0);
11167                 R_Mesh_ResetTextureState();
11168                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11169                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11170                 GL_DepthMask(true);
11171                 GL_BlendFunc(GL_ONE, GL_ZERO);
11172                 GL_Color(0, 0, 0, 1);
11173                 GL_DepthTest(writedepth);
11174                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11175         }
11176         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11177         {
11178                 RSurf_SetupDepthAndCulling();
11179                 GL_AlphaTest(false);
11180                 R_Mesh_ColorPointer(NULL, 0, 0);
11181                 R_Mesh_ResetTextureState();
11182                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11183                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11184                 GL_DepthMask(true);
11185                 GL_BlendFunc(GL_ONE, GL_ZERO);
11186                 GL_DepthTest(true);
11187                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11188         }
11189         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11190                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11191         else if (!rsurface.texture->currentnumlayers)
11192                 return;
11193         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11194         {
11195                 // in the deferred case, transparent surfaces were queued during prepass
11196                 if (!r_shadow_usingdeferredprepass)
11197                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11198         }
11199         else
11200         {
11201                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11202                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11203         }
11204         CHECKGLERROR
11205 }
11206
11207 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11208 {
11209         int i, j;
11210         texture_t *texture;
11211         // break the surface list down into batches by texture and use of lightmapping
11212         for (i = 0;i < numsurfaces;i = j)
11213         {
11214                 j = i + 1;
11215                 // texture is the base texture pointer, rsurface.texture is the
11216                 // current frame/skin the texture is directing us to use (for example
11217                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11218                 // use skin 1 instead)
11219                 texture = surfacelist[i]->texture;
11220                 rsurface.texture = R_GetCurrentTexture(texture);
11221                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11222                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11223                 {
11224                         // if this texture is not the kind we want, skip ahead to the next one
11225                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11226                                 ;
11227                         continue;
11228                 }
11229                 // simply scan ahead until we find a different texture or lightmap state
11230                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11231                         ;
11232                 // render the range of surfaces
11233                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11234         }
11235 }
11236
11237 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11238 {
11239         CHECKGLERROR
11240         if (depthonly)
11241         {
11242                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11243                         return;
11244                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11245                         return;
11246                 RSurf_SetupDepthAndCulling();
11247                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11248                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11249         }
11250         else if (prepass)
11251         {
11252                 if (!rsurface.texture->currentnumlayers)
11253                         return;
11254                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11255                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11256                 else
11257                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11258         }
11259         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11260         {
11261                 RSurf_SetupDepthAndCulling();
11262                 GL_AlphaTest(false);
11263                 R_Mesh_ColorPointer(NULL, 0, 0);
11264                 R_Mesh_ResetTextureState();
11265                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11266                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11267                 GL_DepthMask(true);
11268                 GL_BlendFunc(GL_ONE, GL_ZERO);
11269                 GL_Color(0, 0, 0, 1);
11270                 GL_DepthTest(writedepth);
11271                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11272         }
11273         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11274         {
11275                 RSurf_SetupDepthAndCulling();
11276                 GL_AlphaTest(false);
11277                 R_Mesh_ColorPointer(NULL, 0, 0);
11278                 R_Mesh_ResetTextureState();
11279                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11280                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11281                 GL_DepthMask(true);
11282                 GL_BlendFunc(GL_ONE, GL_ZERO);
11283                 GL_DepthTest(true);
11284                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11285         }
11286         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11287                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11288         else if (!rsurface.texture->currentnumlayers)
11289                 return;
11290         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11291         {
11292                 // in the deferred case, transparent surfaces were queued during prepass
11293                 if (!r_shadow_usingdeferredprepass)
11294                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11295         }
11296         else
11297         {
11298                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11299                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11300         }
11301         CHECKGLERROR
11302 }
11303
11304 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11305 {
11306         int i, j;
11307         texture_t *texture;
11308         // break the surface list down into batches by texture and use of lightmapping
11309         for (i = 0;i < numsurfaces;i = j)
11310         {
11311                 j = i + 1;
11312                 // texture is the base texture pointer, rsurface.texture is the
11313                 // current frame/skin the texture is directing us to use (for example
11314                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11315                 // use skin 1 instead)
11316                 texture = surfacelist[i]->texture;
11317                 rsurface.texture = R_GetCurrentTexture(texture);
11318                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11319                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11320                 {
11321                         // if this texture is not the kind we want, skip ahead to the next one
11322                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11323                                 ;
11324                         continue;
11325                 }
11326                 // simply scan ahead until we find a different texture or lightmap state
11327                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11328                         ;
11329                 // render the range of surfaces
11330                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11331         }
11332 }
11333
11334 float locboxvertex3f[6*4*3] =
11335 {
11336         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11337         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11338         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11339         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11340         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11341         1,0,0, 0,0,0, 0,1,0, 1,1,0
11342 };
11343
11344 unsigned short locboxelements[6*2*3] =
11345 {
11346          0, 1, 2, 0, 2, 3,
11347          4, 5, 6, 4, 6, 7,
11348          8, 9,10, 8,10,11,
11349         12,13,14, 12,14,15,
11350         16,17,18, 16,18,19,
11351         20,21,22, 20,22,23
11352 };
11353
11354 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11355 {
11356         int i, j;
11357         cl_locnode_t *loc = (cl_locnode_t *)ent;
11358         vec3_t mins, size;
11359         float vertex3f[6*4*3];
11360         CHECKGLERROR
11361         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11362         GL_DepthMask(false);
11363         GL_DepthRange(0, 1);
11364         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11365         GL_DepthTest(true);
11366         GL_CullFace(GL_NONE);
11367         R_EntityMatrix(&identitymatrix);
11368
11369         R_Mesh_VertexPointer(vertex3f, 0, 0);
11370         R_Mesh_ColorPointer(NULL, 0, 0);
11371         R_Mesh_ResetTextureState();
11372         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11373
11374         i = surfacelist[0];
11375         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11376                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11377                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11378                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11379
11380         if (VectorCompare(loc->mins, loc->maxs))
11381         {
11382                 VectorSet(size, 2, 2, 2);
11383                 VectorMA(loc->mins, -0.5f, size, mins);
11384         }
11385         else
11386         {
11387                 VectorCopy(loc->mins, mins);
11388                 VectorSubtract(loc->maxs, loc->mins, size);
11389         }
11390
11391         for (i = 0;i < 6*4*3;)
11392                 for (j = 0;j < 3;j++, i++)
11393                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11394
11395         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11396 }
11397
11398 void R_DrawLocs(void)
11399 {
11400         int index;
11401         cl_locnode_t *loc, *nearestloc;
11402         vec3_t center;
11403         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11404         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11405         {
11406                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11407                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11408         }
11409 }
11410
11411 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11412 {
11413         if (decalsystem->decals)
11414                 Mem_Free(decalsystem->decals);
11415         memset(decalsystem, 0, sizeof(*decalsystem));
11416 }
11417
11418 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)
11419 {
11420         tridecal_t *decal;
11421         tridecal_t *decals;
11422         int i;
11423         int maxdecals;
11424
11425         // expand or initialize the system
11426         if (decalsystem->maxdecals <= decalsystem->numdecals)
11427         {
11428                 decalsystem_t old = *decalsystem;
11429                 qboolean useshortelements;
11430                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11431                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11432                 decalsystem->decals = 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)));
11433                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11434                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11435                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11436                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11437                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11438                 if (decalsystem->numdecals)
11439                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11440                 if (old.decals)
11441                         Mem_Free(old.decals);
11442                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11443                         decalsystem->element3i[i] = i;
11444                 if (useshortelements)
11445                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11446                                 decalsystem->element3s[i] = i;
11447         }
11448
11449         // grab a decal and search for another free slot for the next one
11450         maxdecals = decalsystem->maxdecals;
11451         decals = decalsystem->decals;
11452         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11453         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11454                 ;
11455         decalsystem->freedecal = i;
11456         if (decalsystem->numdecals <= i)
11457                 decalsystem->numdecals = i + 1;
11458
11459         // initialize the decal
11460         decal->lived = 0;
11461         decal->triangleindex = triangleindex;
11462         decal->surfaceindex = surfaceindex;
11463         decal->decalsequence = decalsequence;
11464         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11465         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11466         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11467         decal->color4ub[0][3] = 255;
11468         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11469         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11470         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11471         decal->color4ub[1][3] = 255;
11472         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11473         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11474         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11475         decal->color4ub[2][3] = 255;
11476         decal->vertex3f[0][0] = v0[0];
11477         decal->vertex3f[0][1] = v0[1];
11478         decal->vertex3f[0][2] = v0[2];
11479         decal->vertex3f[1][0] = v1[0];
11480         decal->vertex3f[1][1] = v1[1];
11481         decal->vertex3f[1][2] = v1[2];
11482         decal->vertex3f[2][0] = v2[0];
11483         decal->vertex3f[2][1] = v2[1];
11484         decal->vertex3f[2][2] = v2[2];
11485         decal->texcoord2f[0][0] = t0[0];
11486         decal->texcoord2f[0][1] = t0[1];
11487         decal->texcoord2f[1][0] = t1[0];
11488         decal->texcoord2f[1][1] = t1[1];
11489         decal->texcoord2f[2][0] = t2[0];
11490         decal->texcoord2f[2][1] = t2[1];
11491 }
11492
11493 extern cvar_t cl_decals_bias;
11494 extern cvar_t cl_decals_models;
11495 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11496 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)
11497 {
11498         matrix4x4_t projection;
11499         decalsystem_t *decalsystem;
11500         qboolean dynamic;
11501         dp_model_t *model;
11502         const float *vertex3f;
11503         const msurface_t *surface;
11504         const msurface_t *surfaces;
11505         const int *surfacelist;
11506         const texture_t *texture;
11507         int numvertices;
11508         int numtriangles;
11509         int numsurfacelist;
11510         int surfacelistindex;
11511         int surfaceindex;
11512         int triangleindex;
11513         int decalsurfaceindex;
11514         int cornerindex;
11515         int index;
11516         int numpoints;
11517         const int *e;
11518         float localorigin[3];
11519         float localnormal[3];
11520         float localmins[3];
11521         float localmaxs[3];
11522         float localsize;
11523         float ilocalsize;
11524         float v[9][3];
11525         float tc[9][2];
11526         float c[9][4];
11527         //float normal[3];
11528         float planes[6][4];
11529         float f;
11530         float points[2][9][3];
11531         float angles[3];
11532         float temp[3];
11533
11534         decalsystem = &ent->decalsystem;
11535         model = ent->model;
11536         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11537         {
11538                 R_DecalSystem_Reset(&ent->decalsystem);
11539                 return;
11540         }
11541
11542         if (!model->brush.data_nodes && !cl_decals_models.integer)
11543         {
11544                 if (decalsystem->model)
11545                         R_DecalSystem_Reset(decalsystem);
11546                 return;
11547         }
11548
11549         if (decalsystem->model != model)
11550                 R_DecalSystem_Reset(decalsystem);
11551         decalsystem->model = model;
11552
11553         RSurf_ActiveModelEntity(ent, false, false, false);
11554
11555         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11556         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11557         VectorNormalize(localnormal);
11558         localsize = worldsize*rsurface.inversematrixscale;
11559         ilocalsize = 1.0f / localsize;
11560         localmins[0] = localorigin[0] - localsize;
11561         localmins[1] = localorigin[1] - localsize;
11562         localmins[2] = localorigin[2] - localsize;
11563         localmaxs[0] = localorigin[0] + localsize;
11564         localmaxs[1] = localorigin[1] + localsize;
11565         localmaxs[2] = localorigin[2] + localsize;
11566
11567         //VectorCopy(localnormal, planes[4]);
11568         //VectorVectors(planes[4], planes[2], planes[0]);
11569         AnglesFromVectors(angles, localnormal, NULL, false);
11570         AngleVectors(angles, planes[0], planes[2], planes[4]);
11571         VectorNegate(planes[0], planes[1]);
11572         VectorNegate(planes[2], planes[3]);
11573         VectorNegate(planes[4], planes[5]);
11574         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11575         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11576         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11577         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11578         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11579         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11580
11581 #if 1
11582 // works
11583 {
11584         matrix4x4_t forwardprojection;
11585         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11586         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11587 }
11588 #else
11589 // broken
11590 {
11591         float projectionvector[4][3];
11592         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11593         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11594         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11595         projectionvector[0][0] = planes[0][0] * ilocalsize;
11596         projectionvector[0][1] = planes[1][0] * ilocalsize;
11597         projectionvector[0][2] = planes[2][0] * ilocalsize;
11598         projectionvector[1][0] = planes[0][1] * ilocalsize;
11599         projectionvector[1][1] = planes[1][1] * ilocalsize;
11600         projectionvector[1][2] = planes[2][1] * ilocalsize;
11601         projectionvector[2][0] = planes[0][2] * ilocalsize;
11602         projectionvector[2][1] = planes[1][2] * ilocalsize;
11603         projectionvector[2][2] = planes[2][2] * ilocalsize;
11604         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11605         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11606         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11607         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11608 }
11609 #endif
11610
11611         dynamic = model->surfmesh.isanimated;
11612         vertex3f = rsurface.modelvertex3f;
11613         numsurfacelist = model->nummodelsurfaces;
11614         surfacelist = model->sortedmodelsurfaces;
11615         surfaces = model->data_surfaces;
11616         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11617         {
11618                 surfaceindex = surfacelist[surfacelistindex];
11619                 surface = surfaces + surfaceindex;
11620                 // check cull box first because it rejects more than any other check
11621                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11622                         continue;
11623                 // skip transparent surfaces
11624                 texture = surface->texture;
11625                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11626                         continue;
11627                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11628                         continue;
11629                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11630                 numvertices = surface->num_vertices;
11631                 numtriangles = surface->num_triangles;
11632                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11633                 {
11634                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11635                         {
11636                                 index = 3*e[cornerindex];
11637                                 VectorCopy(vertex3f + index, v[cornerindex]);
11638                         }
11639                         // cull backfaces
11640                         //TriangleNormal(v[0], v[1], v[2], normal);
11641                         //if (DotProduct(normal, localnormal) < 0.0f)
11642                         //      continue;
11643                         // clip by each of the box planes formed from the projection matrix
11644                         // if anything survives, we emit the decal
11645                         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]);
11646                         if (numpoints < 3)
11647                                 continue;
11648                         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]);
11649                         if (numpoints < 3)
11650                                 continue;
11651                         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]);
11652                         if (numpoints < 3)
11653                                 continue;
11654                         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]);
11655                         if (numpoints < 3)
11656                                 continue;
11657                         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]);
11658                         if (numpoints < 3)
11659                                 continue;
11660                         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]);
11661                         if (numpoints < 3)
11662                                 continue;
11663                         // some part of the triangle survived, so we have to accept it...
11664                         if (dynamic)
11665                         {
11666                                 // dynamic always uses the original triangle
11667                                 numpoints = 3;
11668                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11669                                 {
11670                                         index = 3*e[cornerindex];
11671                                         VectorCopy(vertex3f + index, v[cornerindex]);
11672                                 }
11673                         }
11674                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11675                         {
11676                                 // convert vertex positions to texcoords
11677                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11678                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11679                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11680                                 // calculate distance fade from the projection origin
11681                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11682                                 f = bound(0.0f, f, 1.0f);
11683                                 c[cornerindex][0] = r * f;
11684                                 c[cornerindex][1] = g * f;
11685                                 c[cornerindex][2] = b * f;
11686                                 c[cornerindex][3] = 1.0f;
11687                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11688                         }
11689                         if (dynamic)
11690                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11691                         else
11692                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11693                                         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);
11694                 }
11695         }
11696 }
11697
11698 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11699 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)
11700 {
11701         int renderentityindex;
11702         float worldmins[3];
11703         float worldmaxs[3];
11704         entity_render_t *ent;
11705
11706         if (!cl_decals_newsystem.integer)
11707                 return;
11708
11709         worldmins[0] = worldorigin[0] - worldsize;
11710         worldmins[1] = worldorigin[1] - worldsize;
11711         worldmins[2] = worldorigin[2] - worldsize;
11712         worldmaxs[0] = worldorigin[0] + worldsize;
11713         worldmaxs[1] = worldorigin[1] + worldsize;
11714         worldmaxs[2] = worldorigin[2] + worldsize;
11715
11716         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11717
11718         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11719         {
11720                 ent = r_refdef.scene.entities[renderentityindex];
11721                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11722                         continue;
11723
11724                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11725         }
11726 }
11727
11728 typedef struct r_decalsystem_splatqueue_s
11729 {
11730         vec3_t worldorigin;
11731         vec3_t worldnormal;
11732         float color[4];
11733         float tcrange[4];
11734         float worldsize;
11735         int decalsequence;
11736 }
11737 r_decalsystem_splatqueue_t;
11738
11739 int r_decalsystem_numqueued = 0;
11740 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11741
11742 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)
11743 {
11744         r_decalsystem_splatqueue_t *queue;
11745
11746         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11747                 return;
11748
11749         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11750         VectorCopy(worldorigin, queue->worldorigin);
11751         VectorCopy(worldnormal, queue->worldnormal);
11752         Vector4Set(queue->color, r, g, b, a);
11753         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11754         queue->worldsize = worldsize;
11755         queue->decalsequence = cl.decalsequence++;
11756 }
11757
11758 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11759 {
11760         int i;
11761         r_decalsystem_splatqueue_t *queue;
11762
11763         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11764                 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);
11765         r_decalsystem_numqueued = 0;
11766 }
11767
11768 extern cvar_t cl_decals_max;
11769 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11770 {
11771         int i;
11772         decalsystem_t *decalsystem = &ent->decalsystem;
11773         int numdecals;
11774         int killsequence;
11775         tridecal_t *decal;
11776         float frametime;
11777         float lifetime;
11778
11779         if (!decalsystem->numdecals)
11780                 return;
11781
11782         if (r_showsurfaces.integer)
11783                 return;
11784
11785         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11786         {
11787                 R_DecalSystem_Reset(decalsystem);
11788                 return;
11789         }
11790
11791         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11792         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11793
11794         if (decalsystem->lastupdatetime)
11795                 frametime = (cl.time - decalsystem->lastupdatetime);
11796         else
11797                 frametime = 0;
11798         decalsystem->lastupdatetime = cl.time;
11799         decal = decalsystem->decals;
11800         numdecals = decalsystem->numdecals;
11801
11802         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11803         {
11804                 if (decal->color4ub[0][3])
11805                 {
11806                         decal->lived += frametime;
11807                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11808                         {
11809                                 memset(decal, 0, sizeof(*decal));
11810                                 if (decalsystem->freedecal > i)
11811                                         decalsystem->freedecal = i;
11812                         }
11813                 }
11814         }
11815         decal = decalsystem->decals;
11816         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11817                 numdecals--;
11818
11819         // collapse the array by shuffling the tail decals into the gaps
11820         for (;;)
11821         {
11822                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11823                         decalsystem->freedecal++;
11824                 if (decalsystem->freedecal == numdecals)
11825                         break;
11826                 decal[decalsystem->freedecal] = decal[--numdecals];
11827         }
11828
11829         decalsystem->numdecals = numdecals;
11830
11831         if (numdecals <= 0)
11832         {
11833                 // if there are no decals left, reset decalsystem
11834                 R_DecalSystem_Reset(decalsystem);
11835         }
11836 }
11837
11838 extern skinframe_t *decalskinframe;
11839 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11840 {
11841         int i;
11842         decalsystem_t *decalsystem = &ent->decalsystem;
11843         int numdecals;
11844         tridecal_t *decal;
11845         float fadedelay;
11846         float faderate;
11847         float alpha;
11848         float *v3f;
11849         float *c4f;
11850         float *t2f;
11851         const int *e;
11852         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11853         int numtris = 0;
11854
11855         numdecals = decalsystem->numdecals;
11856         if (!numdecals)
11857                 return;
11858
11859         if (r_showsurfaces.integer)
11860                 return;
11861
11862         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11863         {
11864                 R_DecalSystem_Reset(decalsystem);
11865                 return;
11866         }
11867
11868         // if the model is static it doesn't matter what value we give for
11869         // wantnormals and wanttangents, so this logic uses only rules applicable
11870         // to a model, knowing that they are meaningless otherwise
11871         if (ent == r_refdef.scene.worldentity)
11872                 RSurf_ActiveWorldEntity();
11873         else
11874                 RSurf_ActiveModelEntity(ent, false, false, false);
11875
11876         decalsystem->lastupdatetime = cl.time;
11877         decal = decalsystem->decals;
11878
11879         fadedelay = cl_decals_time.value;
11880         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11881
11882         // update vertex positions for animated models
11883         v3f = decalsystem->vertex3f;
11884         c4f = decalsystem->color4f;
11885         t2f = decalsystem->texcoord2f;
11886         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11887         {
11888                 if (!decal->color4ub[0][3])
11889                         continue;
11890
11891                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11892                         continue;
11893
11894                 // update color values for fading decals
11895                 if (decal->lived >= cl_decals_time.value)
11896                 {
11897                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11898                         alpha *= (1.0f/255.0f);
11899                 }
11900                 else
11901                         alpha = 1.0f/255.0f;
11902
11903                 c4f[ 0] = decal->color4ub[0][0] * alpha;
11904                 c4f[ 1] = decal->color4ub[0][1] * alpha;
11905                 c4f[ 2] = decal->color4ub[0][2] * alpha;
11906                 c4f[ 3] = 1;
11907                 c4f[ 4] = decal->color4ub[1][0] * alpha;
11908                 c4f[ 5] = decal->color4ub[1][1] * alpha;
11909                 c4f[ 6] = decal->color4ub[1][2] * alpha;
11910                 c4f[ 7] = 1;
11911                 c4f[ 8] = decal->color4ub[2][0] * alpha;
11912                 c4f[ 9] = decal->color4ub[2][1] * alpha;
11913                 c4f[10] = decal->color4ub[2][2] * alpha;
11914                 c4f[11] = 1;
11915
11916                 t2f[0] = decal->texcoord2f[0][0];
11917                 t2f[1] = decal->texcoord2f[0][1];
11918                 t2f[2] = decal->texcoord2f[1][0];
11919                 t2f[3] = decal->texcoord2f[1][1];
11920                 t2f[4] = decal->texcoord2f[2][0];
11921                 t2f[5] = decal->texcoord2f[2][1];
11922
11923                 // update vertex positions for animated models
11924                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11925                 {
11926                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11927                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11928                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11929                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11930                 }
11931                 else
11932                 {
11933                         VectorCopy(decal->vertex3f[0], v3f);
11934                         VectorCopy(decal->vertex3f[1], v3f + 3);
11935                         VectorCopy(decal->vertex3f[2], v3f + 6);
11936                 }
11937
11938                 v3f += 9;
11939                 c4f += 12;
11940                 t2f += 6;
11941                 numtris++;
11942         }
11943
11944         if (numtris > 0)
11945         {
11946                 r_refdef.stats.drawndecals += numtris;
11947
11948                 if (r_refdef.fogenabled)
11949                 {
11950                         switch(vid.renderpath)
11951                         {
11952                         case RENDERPATH_GL20:
11953                         case RENDERPATH_CGGL:
11954                         case RENDERPATH_GL13:
11955                         case RENDERPATH_GL11:
11956                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11957                                 {
11958                                         alpha = RSurf_FogVertex(v3f);
11959                                         c4f[0] *= alpha;
11960                                         c4f[1] *= alpha;
11961                                         c4f[2] *= alpha;
11962                                 }
11963                                 break;
11964                         }
11965                 }
11966
11967                 // now render the decals all at once
11968                 // (this assumes they all use one particle font texture!)
11969                 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);
11970                 R_Mesh_ResetTextureState();
11971                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11972                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11973                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11974                 GL_DepthMask(false);
11975                 GL_DepthRange(0, 1);
11976                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11977                 GL_DepthTest(true);
11978                 GL_CullFace(GL_NONE);
11979                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11980                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11981                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11982         }
11983 }
11984
11985 static void R_DrawModelDecals(void)
11986 {
11987         int i, numdecals;
11988
11989         // fade faster when there are too many decals
11990         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11991         for (i = 0;i < r_refdef.scene.numentities;i++)
11992                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11993
11994         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11995         for (i = 0;i < r_refdef.scene.numentities;i++)
11996                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11997                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11998
11999         R_DecalSystem_ApplySplatEntitiesQueue();
12000
12001         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12002         for (i = 0;i < r_refdef.scene.numentities;i++)
12003                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12004
12005         r_refdef.stats.totaldecals += numdecals;
12006
12007         if (r_showsurfaces.integer)
12008                 return;
12009
12010         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12011
12012         for (i = 0;i < r_refdef.scene.numentities;i++)
12013         {
12014                 if (!r_refdef.viewcache.entityvisible[i])
12015                         continue;
12016                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12017                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12018         }
12019 }
12020
12021 void R_DrawDebugModel(void)
12022 {
12023         entity_render_t *ent = rsurface.entity;
12024         int i, j, k, l, flagsmask;
12025         const int *elements;
12026         q3mbrush_t *brush;
12027         const msurface_t *surface;
12028         dp_model_t *model = ent->model;
12029         vec3_t v;
12030
12031         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12032
12033         R_Mesh_ColorPointer(NULL, 0, 0);
12034         R_Mesh_ResetTextureState();
12035         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12036         GL_DepthRange(0, 1);
12037         GL_DepthTest(!r_showdisabledepthtest.integer);
12038         GL_DepthMask(false);
12039         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12040
12041         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12042         {
12043                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12044                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12045                 {
12046                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12047                         {
12048                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12049                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12050                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12051                         }
12052                 }
12053                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12054                 {
12055                         if (surface->num_collisiontriangles)
12056                         {
12057                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12058                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12059                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12060                         }
12061                 }
12062         }
12063
12064         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12065
12066         if (r_showtris.integer || r_shownormals.integer)
12067         {
12068                 if (r_showdisabledepthtest.integer)
12069                 {
12070                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12071                         GL_DepthMask(false);
12072                 }
12073                 else
12074                 {
12075                         GL_BlendFunc(GL_ONE, GL_ZERO);
12076                         GL_DepthMask(true);
12077                 }
12078                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12079                 {
12080                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12081                                 continue;
12082                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12083                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12084                         {
12085                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12086                                 if (r_showtris.value > 0)
12087                                 {
12088                                         if (!rsurface.texture->currentlayers->depthmask)
12089                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12090                                         else if (ent == r_refdef.scene.worldentity)
12091                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12092                                         else
12093                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12094                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12095                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12096                                         R_Mesh_ColorPointer(NULL, 0, 0);
12097                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12098                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12099                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12100                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12101                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12102                                         CHECKGLERROR
12103                                 }
12104                                 if (r_shownormals.value < 0)
12105                                 {
12106                                         qglBegin(GL_LINES);
12107                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12108                                         {
12109                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12110                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12111                                                 qglVertex3f(v[0], v[1], v[2]);
12112                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12113                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12114                                                 qglVertex3f(v[0], v[1], v[2]);
12115                                         }
12116                                         qglEnd();
12117                                         CHECKGLERROR
12118                                 }
12119                                 if (r_shownormals.value > 0)
12120                                 {
12121                                         qglBegin(GL_LINES);
12122                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12123                                         {
12124                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12125                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12126                                                 qglVertex3f(v[0], v[1], v[2]);
12127                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12128                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12129                                                 qglVertex3f(v[0], v[1], v[2]);
12130                                         }
12131                                         qglEnd();
12132                                         CHECKGLERROR
12133                                         qglBegin(GL_LINES);
12134                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12135                                         {
12136                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12137                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12138                                                 qglVertex3f(v[0], v[1], v[2]);
12139                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12140                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12141                                                 qglVertex3f(v[0], v[1], v[2]);
12142                                         }
12143                                         qglEnd();
12144                                         CHECKGLERROR
12145                                         qglBegin(GL_LINES);
12146                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12147                                         {
12148                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12149                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12150                                                 qglVertex3f(v[0], v[1], v[2]);
12151                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12152                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12153                                                 qglVertex3f(v[0], v[1], v[2]);
12154                                         }
12155                                         qglEnd();
12156                                         CHECKGLERROR
12157                                 }
12158                         }
12159                 }
12160                 rsurface.texture = NULL;
12161         }
12162 }
12163
12164 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12165 int r_maxsurfacelist = 0;
12166 const msurface_t **r_surfacelist = NULL;
12167 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12168 {
12169         int i, j, endj, f, flagsmask;
12170         texture_t *t;
12171         dp_model_t *model = r_refdef.scene.worldmodel;
12172         msurface_t *surfaces;
12173         unsigned char *update;
12174         int numsurfacelist = 0;
12175         if (model == NULL)
12176                 return;
12177
12178         if (r_maxsurfacelist < model->num_surfaces)
12179         {
12180                 r_maxsurfacelist = model->num_surfaces;
12181                 if (r_surfacelist)
12182                         Mem_Free((msurface_t**)r_surfacelist);
12183                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12184         }
12185
12186         RSurf_ActiveWorldEntity();
12187
12188         surfaces = model->data_surfaces;
12189         update = model->brushq1.lightmapupdateflags;
12190
12191         // update light styles on this submodel
12192         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12193         {
12194                 model_brush_lightstyleinfo_t *style;
12195                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12196                 {
12197                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12198                         {
12199                                 int *list = style->surfacelist;
12200                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12201                                 for (j = 0;j < style->numsurfaces;j++)
12202                                         update[list[j]] = true;
12203                         }
12204                 }
12205         }
12206
12207         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12208
12209         if (debug)
12210         {
12211                 R_DrawDebugModel();
12212                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12213                 return;
12214         }
12215
12216         f = 0;
12217         t = NULL;
12218         rsurface.uselightmaptexture = false;
12219         rsurface.texture = NULL;
12220         rsurface.rtlight = NULL;
12221         numsurfacelist = 0;
12222         // add visible surfaces to draw list
12223         for (i = 0;i < model->nummodelsurfaces;i++)
12224         {
12225                 j = model->sortedmodelsurfaces[i];
12226                 if (r_refdef.viewcache.world_surfacevisible[j])
12227                         r_surfacelist[numsurfacelist++] = surfaces + j;
12228         }
12229         // update lightmaps if needed
12230         if (model->brushq1.firstrender)
12231         {
12232                 model->brushq1.firstrender = false;
12233                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12234                         if (update[j])
12235                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12236         }
12237         else if (update)
12238         {
12239                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12240                         if (r_refdef.viewcache.world_surfacevisible[j])
12241                                 if (update[j])
12242                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12243         }
12244         // don't do anything if there were no surfaces
12245         if (!numsurfacelist)
12246         {
12247                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12248                 return;
12249         }
12250         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12251         GL_AlphaTest(false);
12252
12253         // add to stats if desired
12254         if (r_speeds.integer && !skysurfaces && !depthonly)
12255         {
12256                 r_refdef.stats.world_surfaces += numsurfacelist;
12257                 for (j = 0;j < numsurfacelist;j++)
12258                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12259         }
12260
12261         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12262 }
12263
12264 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12265 {
12266         int i, j, endj, f, flagsmask;
12267         texture_t *t;
12268         dp_model_t *model = ent->model;
12269         msurface_t *surfaces;
12270         unsigned char *update;
12271         int numsurfacelist = 0;
12272         if (model == NULL)
12273                 return;
12274
12275         if (r_maxsurfacelist < model->num_surfaces)
12276         {
12277                 r_maxsurfacelist = model->num_surfaces;
12278                 if (r_surfacelist)
12279                         Mem_Free((msurface_t **)r_surfacelist);
12280                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12281         }
12282
12283         // if the model is static it doesn't matter what value we give for
12284         // wantnormals and wanttangents, so this logic uses only rules applicable
12285         // to a model, knowing that they are meaningless otherwise
12286         if (ent == r_refdef.scene.worldentity)
12287                 RSurf_ActiveWorldEntity();
12288         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12289                 RSurf_ActiveModelEntity(ent, false, false, false);
12290         else if (prepass)
12291                 RSurf_ActiveModelEntity(ent, true, true, true);
12292         else if (depthonly)
12293                 RSurf_ActiveModelEntity(ent, false, false, false);
12294         else
12295         {
12296                 switch (vid.renderpath)
12297                 {
12298                 case RENDERPATH_GL20:
12299                 case RENDERPATH_CGGL:
12300                         RSurf_ActiveModelEntity(ent, true, true, false);
12301                         break;
12302                 case RENDERPATH_GL13:
12303                 case RENDERPATH_GL11:
12304                         RSurf_ActiveModelEntity(ent, true, false, false);
12305                         break;
12306                 }
12307         }
12308
12309         surfaces = model->data_surfaces;
12310         update = model->brushq1.lightmapupdateflags;
12311
12312         // update light styles
12313         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12314         {
12315                 model_brush_lightstyleinfo_t *style;
12316                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12317                 {
12318                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12319                         {
12320                                 int *list = style->surfacelist;
12321                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12322                                 for (j = 0;j < style->numsurfaces;j++)
12323                                         update[list[j]] = true;
12324                         }
12325                 }
12326         }
12327
12328         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12329
12330         if (debug)
12331         {
12332                 R_DrawDebugModel();
12333                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12334                 return;
12335         }
12336
12337         f = 0;
12338         t = NULL;
12339         rsurface.uselightmaptexture = false;
12340         rsurface.texture = NULL;
12341         rsurface.rtlight = NULL;
12342         numsurfacelist = 0;
12343         // add visible surfaces to draw list
12344         for (i = 0;i < model->nummodelsurfaces;i++)
12345                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12346         // don't do anything if there were no surfaces
12347         if (!numsurfacelist)
12348         {
12349                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12350                 return;
12351         }
12352         // update lightmaps if needed
12353         if (update)
12354         {
12355                 int updated = 0;
12356                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12357                 {
12358                         if (update[j])
12359                         {
12360                                 updated++;
12361                                 R_BuildLightMap(ent, surfaces + j);
12362                         }
12363                 }
12364         }
12365         if (update)
12366                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12367                         if (update[j])
12368                                 R_BuildLightMap(ent, surfaces + j);
12369         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12370         GL_AlphaTest(false);
12371
12372         // add to stats if desired
12373         if (r_speeds.integer && !skysurfaces && !depthonly)
12374         {
12375                 r_refdef.stats.entities_surfaces += numsurfacelist;
12376                 for (j = 0;j < numsurfacelist;j++)
12377                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12378         }
12379
12380         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12381 }
12382
12383 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12384 {
12385         static texture_t texture;
12386         static msurface_t surface;
12387         const msurface_t *surfacelist = &surface;
12388
12389         // fake enough texture and surface state to render this geometry
12390
12391         texture.update_lastrenderframe = -1; // regenerate this texture
12392         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12393         texture.currentskinframe = skinframe;
12394         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12395         texture.specularscalemod = 1;
12396         texture.specularpowermod = 1;
12397
12398         surface.texture = &texture;
12399         surface.num_triangles = numtriangles;
12400         surface.num_firsttriangle = firsttriangle;
12401         surface.num_vertices = numvertices;
12402         surface.num_firstvertex = firstvertex;
12403
12404         // now render it
12405         rsurface.texture = R_GetCurrentTexture(surface.texture);
12406         rsurface.uselightmaptexture = false;
12407         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12408 }
12409
12410 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)
12411 {
12412         static msurface_t surface;
12413         const msurface_t *surfacelist = &surface;
12414
12415         // fake enough texture and surface state to render this geometry
12416
12417         surface.texture = texture;
12418         surface.num_triangles = numtriangles;
12419         surface.num_firsttriangle = firsttriangle;
12420         surface.num_vertices = numvertices;
12421         surface.num_firstvertex = firstvertex;
12422
12423         // now render it
12424         rsurface.texture = R_GetCurrentTexture(surface.texture);
12425         rsurface.uselightmaptexture = false;
12426         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12427 }