]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
try to cache fewer animations for entities when r_shadows is used by using cull box
[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_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
116 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
120
121 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
122 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
123 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
124
125 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)"};
126 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
127 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
128 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
129 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
130 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)"};
131 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)"};
132 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)"};
133 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)"};
134
135 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)"};
136 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
137 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"};
138 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
139 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
140
141 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
142 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
143 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
144 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
145
146 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
147 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
148 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
149 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
150 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
151 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
152 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
153
154 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
155 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
156 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
157 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)"};
158
159 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"};
160
161 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"};
162
163 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
164
165 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
166 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
167 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"};
168 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
169 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
170 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
171 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
172 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)"};
173
174 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
175
176 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)"};
177
178 extern cvar_t v_glslgamma;
179
180 extern qboolean v_flipped_state;
181
182 static struct r_bloomstate_s
183 {
184         qboolean enabled;
185         qboolean hdr;
186
187         int bloomwidth, bloomheight;
188
189         int screentexturewidth, screentextureheight;
190         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
191
192         int bloomtexturewidth, bloomtextureheight;
193         rtexture_t *texture_bloom;
194
195         // arrays for rendering the screen passes
196         float screentexcoord2f[8];
197         float bloomtexcoord2f[8];
198         float offsettexcoord2f[8];
199
200         r_viewport_t viewport;
201 }
202 r_bloomstate;
203
204 r_waterstate_t r_waterstate;
205
206 /// shadow volume bsp struct with automatically growing nodes buffer
207 svbsp_t r_svbsp;
208
209 rtexture_t *r_texture_blanknormalmap;
210 rtexture_t *r_texture_white;
211 rtexture_t *r_texture_grey128;
212 rtexture_t *r_texture_black;
213 rtexture_t *r_texture_notexture;
214 rtexture_t *r_texture_whitecube;
215 rtexture_t *r_texture_normalizationcube;
216 rtexture_t *r_texture_fogattenuation;
217 rtexture_t *r_texture_gammaramps;
218 unsigned int r_texture_gammaramps_serial;
219 //rtexture_t *r_texture_fogintensity;
220 rtexture_t *r_texture_reflectcube;
221
222 // TODO: hash lookups?
223 typedef struct cubemapinfo_s
224 {
225         char basename[64];
226         rtexture_t *texture;
227 }
228 cubemapinfo_t;
229
230 int r_texture_numcubemaps;
231 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
232
233 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
234 unsigned int r_numqueries;
235 unsigned int r_maxqueries;
236
237 typedef struct r_qwskincache_s
238 {
239         char name[MAX_QPATH];
240         skinframe_t *skinframe;
241 }
242 r_qwskincache_t;
243
244 static r_qwskincache_t *r_qwskincache;
245 static int r_qwskincache_size;
246
247 /// vertex coordinates for a quad that covers the screen exactly
248 const float r_screenvertex3f[12] =
249 {
250         0, 0, 0,
251         1, 0, 0,
252         1, 1, 0,
253         0, 1, 0
254 };
255
256 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
257 {
258         int i;
259         for (i = 0;i < verts;i++)
260         {
261                 out[0] = in[0] * r;
262                 out[1] = in[1] * g;
263                 out[2] = in[2] * b;
264                 out[3] = in[3];
265                 in += 4;
266                 out += 4;
267         }
268 }
269
270 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
271 {
272         int i;
273         for (i = 0;i < verts;i++)
274         {
275                 out[0] = r;
276                 out[1] = g;
277                 out[2] = b;
278                 out[3] = a;
279                 out += 4;
280         }
281 }
282
283 // FIXME: move this to client?
284 void FOG_clear(void)
285 {
286         if (gamemode == GAME_NEHAHRA)
287         {
288                 Cvar_Set("gl_fogenable", "0");
289                 Cvar_Set("gl_fogdensity", "0.2");
290                 Cvar_Set("gl_fogred", "0.3");
291                 Cvar_Set("gl_foggreen", "0.3");
292                 Cvar_Set("gl_fogblue", "0.3");
293         }
294         r_refdef.fog_density = 0;
295         r_refdef.fog_red = 0;
296         r_refdef.fog_green = 0;
297         r_refdef.fog_blue = 0;
298         r_refdef.fog_alpha = 1;
299         r_refdef.fog_start = 0;
300         r_refdef.fog_end = 16384;
301         r_refdef.fog_height = 1<<30;
302         r_refdef.fog_fadedepth = 128;
303 }
304
305 static void R_BuildBlankTextures(void)
306 {
307         unsigned char data[4];
308         data[2] = 128; // normal X
309         data[1] = 128; // normal Y
310         data[0] = 255; // normal Z
311         data[3] = 128; // height
312         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
313         data[0] = 255;
314         data[1] = 255;
315         data[2] = 255;
316         data[3] = 255;
317         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318         data[0] = 128;
319         data[1] = 128;
320         data[2] = 128;
321         data[3] = 255;
322         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323         data[0] = 0;
324         data[1] = 0;
325         data[2] = 0;
326         data[3] = 255;
327         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
328 }
329
330 static void R_BuildNoTexture(void)
331 {
332         int x, y;
333         unsigned char pix[16][16][4];
334         // this makes a light grey/dark grey checkerboard texture
335         for (y = 0;y < 16;y++)
336         {
337                 for (x = 0;x < 16;x++)
338                 {
339                         if ((y < 8) ^ (x < 8))
340                         {
341                                 pix[y][x][0] = 128;
342                                 pix[y][x][1] = 128;
343                                 pix[y][x][2] = 128;
344                                 pix[y][x][3] = 255;
345                         }
346                         else
347                         {
348                                 pix[y][x][0] = 64;
349                                 pix[y][x][1] = 64;
350                                 pix[y][x][2] = 64;
351                                 pix[y][x][3] = 255;
352                         }
353                 }
354         }
355         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
356 }
357
358 static void R_BuildWhiteCube(void)
359 {
360         unsigned char data[6*1*1*4];
361         memset(data, 255, sizeof(data));
362         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
363 }
364
365 static void R_BuildNormalizationCube(void)
366 {
367         int x, y, side;
368         vec3_t v;
369         vec_t s, t, intensity;
370 #define NORMSIZE 64
371         unsigned char *data;
372         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
373         for (side = 0;side < 6;side++)
374         {
375                 for (y = 0;y < NORMSIZE;y++)
376                 {
377                         for (x = 0;x < NORMSIZE;x++)
378                         {
379                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
381                                 switch(side)
382                                 {
383                                 default:
384                                 case 0:
385                                         v[0] = 1;
386                                         v[1] = -t;
387                                         v[2] = -s;
388                                         break;
389                                 case 1:
390                                         v[0] = -1;
391                                         v[1] = -t;
392                                         v[2] = s;
393                                         break;
394                                 case 2:
395                                         v[0] = s;
396                                         v[1] = 1;
397                                         v[2] = t;
398                                         break;
399                                 case 3:
400                                         v[0] = s;
401                                         v[1] = -1;
402                                         v[2] = -t;
403                                         break;
404                                 case 4:
405                                         v[0] = s;
406                                         v[1] = -t;
407                                         v[2] = 1;
408                                         break;
409                                 case 5:
410                                         v[0] = -s;
411                                         v[1] = -t;
412                                         v[2] = -1;
413                                         break;
414                                 }
415                                 intensity = 127.0f / sqrt(DotProduct(v, v));
416                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
417                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
418                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
419                                 data[((side*64+y)*64+x)*4+3] = 255;
420                         }
421                 }
422         }
423         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
424         Mem_Free(data);
425 }
426
427 static void R_BuildFogTexture(void)
428 {
429         int x, b;
430 #define FOGWIDTH 256
431         unsigned char data1[FOGWIDTH][4];
432         //unsigned char data2[FOGWIDTH][4];
433         double d, r, alpha;
434
435         r_refdef.fogmasktable_start = r_refdef.fog_start;
436         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
437         r_refdef.fogmasktable_range = r_refdef.fogrange;
438         r_refdef.fogmasktable_density = r_refdef.fog_density;
439
440         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
441         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
442         {
443                 d = (x * r - r_refdef.fogmasktable_start);
444                 if(developer_extra.integer)
445                         Con_DPrintf("%f ", d);
446                 d = max(0, d);
447                 if (r_fog_exp2.integer)
448                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
449                 else
450                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
451                 if(developer_extra.integer)
452                         Con_DPrintf(" : %f ", alpha);
453                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
454                 if(developer_extra.integer)
455                         Con_DPrintf(" = %f\n", alpha);
456                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
457         }
458
459         for (x = 0;x < FOGWIDTH;x++)
460         {
461                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
462                 data1[x][0] = b;
463                 data1[x][1] = b;
464                 data1[x][2] = b;
465                 data1[x][3] = 255;
466                 //data2[x][0] = 255 - b;
467                 //data2[x][1] = 255 - b;
468                 //data2[x][2] = 255 - b;
469                 //data2[x][3] = 255;
470         }
471         if (r_texture_fogattenuation)
472         {
473                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
474                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
475         }
476         else
477         {
478                 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);
479                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
480         }
481 }
482
483 //=======================================================================================================================================================
484
485 static const char *builtinshaderstring =
486 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
487 "// written by Forest 'LordHavoc' Hale\n"
488 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
489 "\n"
490 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
491 "# define USEFOG\n"
492 "#endif\n"
493 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
494 "#define USELIGHTMAP\n"
495 "#endif\n"
496 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
497 "#define USEEYEVECTOR\n"
498 "#endif\n"
499 "\n"
500 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
501 "# extension GL_ARB_texture_rectangle : enable\n"
502 "#endif\n"
503 "\n"
504 "#ifdef USESHADOWMAP2D\n"
505 "# ifdef GL_EXT_gpu_shader4\n"
506 "#   extension GL_EXT_gpu_shader4 : enable\n"
507 "# endif\n"
508 "# ifdef GL_ARB_texture_gather\n"
509 "#   extension GL_ARB_texture_gather : enable\n"
510 "# else\n"
511 "#   ifdef GL_AMD_texture_texture4\n"
512 "#     extension GL_AMD_texture_texture4 : enable\n"
513 "#   endif\n"
514 "# endif\n"
515 "#endif\n"
516 "\n"
517 "#ifdef USESHADOWMAPCUBE\n"
518 "# extension GL_EXT_gpu_shader4 : enable\n"
519 "#endif\n"
520 "\n"
521 "//#ifdef USESHADOWSAMPLER\n"
522 "//# extension GL_ARB_shadow : enable\n"
523 "//#endif\n"
524 "\n"
525 "//#ifdef __GLSL_CG_DATA_TYPES\n"
526 "//# define myhalf half\n"
527 "//# define myhalf2 half2\n"
528 "//# define myhalf3 half3\n"
529 "//# define myhalf4 half4\n"
530 "//#else\n"
531 "# define myhalf float\n"
532 "# define myhalf2 vec2\n"
533 "# define myhalf3 vec3\n"
534 "# define myhalf4 vec4\n"
535 "//#endif\n"
536 "\n"
537 "#ifdef VERTEX_SHADER\n"
538 "uniform mat4 ModelViewProjectionMatrix;\n"
539 "#endif\n"
540 "\n"
541 "#ifdef MODE_DEPTH_OR_SHADOW\n"
542 "#ifdef VERTEX_SHADER\n"
543 "void main(void)\n"
544 "{\n"
545 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
546 "}\n"
547 "#endif\n"
548 "#else // !MODE_DEPTH_ORSHADOW\n"
549 "\n"
550 "\n"
551 "\n"
552 "\n"
553 "#ifdef MODE_SHOWDEPTH\n"
554 "#ifdef VERTEX_SHADER\n"
555 "void main(void)\n"
556 "{\n"
557 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
558 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
559 "}\n"
560 "#endif\n"
561 "\n"
562 "#ifdef FRAGMENT_SHADER\n"
563 "void main(void)\n"
564 "{\n"
565 "       gl_FragColor = gl_Color;\n"
566 "}\n"
567 "#endif\n"
568 "#else // !MODE_SHOWDEPTH\n"
569 "\n"
570 "\n"
571 "\n"
572 "\n"
573 "#ifdef MODE_POSTPROCESS\n"
574 "varying vec2 TexCoord1;\n"
575 "varying vec2 TexCoord2;\n"
576 "\n"
577 "#ifdef VERTEX_SHADER\n"
578 "void main(void)\n"
579 "{\n"
580 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
581 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
582 "#ifdef USEBLOOM\n"
583 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
584 "#endif\n"
585 "}\n"
586 "#endif\n"
587 "\n"
588 "#ifdef FRAGMENT_SHADER\n"
589 "uniform sampler2D Texture_First;\n"
590 "#ifdef USEBLOOM\n"
591 "uniform sampler2D Texture_Second;\n"
592 "#endif\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "uniform sampler2D Texture_GammaRamps;\n"
595 "#endif\n"
596 "#ifdef USESATURATION\n"
597 "uniform float Saturation;\n"
598 "#endif\n"
599 "#ifdef USEVIEWTINT\n"
600 "uniform vec4 ViewTintColor;\n"
601 "#endif\n"
602 "//uncomment these if you want to use them:\n"
603 "uniform vec4 UserVec1;\n"
604 "// uniform vec4 UserVec2;\n"
605 "// uniform vec4 UserVec3;\n"
606 "// uniform vec4 UserVec4;\n"
607 "// uniform float ClientTime;\n"
608 "uniform vec2 PixelSize;\n"
609 "void main(void)\n"
610 "{\n"
611 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
612 "#ifdef USEBLOOM\n"
613 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
614 "#endif\n"
615 "#ifdef USEVIEWTINT\n"
616 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
617 "#endif\n"
618 "\n"
619 "#ifdef USEPOSTPROCESSING\n"
620 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
621 "// 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"
622 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
623 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
624 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
625 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
626 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
627 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
628 "#endif\n"
629 "\n"
630 "#ifdef USESATURATION\n"
631 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
632 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
633 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
634 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
635 "#endif\n"
636 "\n"
637 "#ifdef USEGAMMARAMPS\n"
638 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
639 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
640 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
641 "#endif\n"
642 "}\n"
643 "#endif\n"
644 "#else // !MODE_POSTPROCESS\n"
645 "\n"
646 "\n"
647 "\n"
648 "\n"
649 "#ifdef MODE_GENERIC\n"
650 "#ifdef USEDIFFUSE\n"
651 "varying vec2 TexCoord1;\n"
652 "#endif\n"
653 "#ifdef USESPECULAR\n"
654 "varying vec2 TexCoord2;\n"
655 "#endif\n"
656 "#ifdef VERTEX_SHADER\n"
657 "void main(void)\n"
658 "{\n"
659 "       gl_FrontColor = gl_Color;\n"
660 "#ifdef USEDIFFUSE\n"
661 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
662 "#endif\n"
663 "#ifdef USESPECULAR\n"
664 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
665 "#endif\n"
666 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
667 "}\n"
668 "#endif\n"
669 "\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "#ifdef USEDIFFUSE\n"
672 "uniform sampler2D Texture_First;\n"
673 "#endif\n"
674 "#ifdef USESPECULAR\n"
675 "uniform sampler2D Texture_Second;\n"
676 "#endif\n"
677 "\n"
678 "void main(void)\n"
679 "{\n"
680 "       gl_FragColor = gl_Color;\n"
681 "#ifdef USEDIFFUSE\n"
682 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
683 "#endif\n"
684 "\n"
685 "#ifdef USESPECULAR\n"
686 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
687 "# ifdef USECOLORMAPPING\n"
688 "       gl_FragColor *= tex2;\n"
689 "# endif\n"
690 "# ifdef USEGLOW\n"
691 "       gl_FragColor += tex2;\n"
692 "# endif\n"
693 "# ifdef USEVERTEXTEXTUREBLEND\n"
694 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
695 "# endif\n"
696 "#endif\n"
697 "}\n"
698 "#endif\n"
699 "#else // !MODE_GENERIC\n"
700 "\n"
701 "\n"
702 "\n"
703 "\n"
704 "#ifdef MODE_BLOOMBLUR\n"
705 "varying TexCoord;\n"
706 "#ifdef VERTEX_SHADER\n"
707 "void main(void)\n"
708 "{\n"
709 "       gl_FrontColor = gl_Color;\n"
710 "       TexCoord = gl_MultiTexCoord0.xy;\n"
711 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
712 "}\n"
713 "#endif\n"
714 "\n"
715 "#ifdef FRAGMENT_SHADER\n"
716 "uniform sampler2D Texture_First;\n"
717 "uniform vec4 BloomBlur_Parameters;\n"
718 "\n"
719 "void main(void)\n"
720 "{\n"
721 "       int i;\n"
722 "       vec2 tc = TexCoord;\n"
723 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
724 "       tc += BloomBlur_Parameters.xy;\n"
725 "       for (i = 1;i < SAMPLES;i++)\n"
726 "       {\n"
727 "               color += texture2D(Texture_First, tc).rgb;\n"
728 "               tc += BloomBlur_Parameters.xy;\n"
729 "       }\n"
730 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
731 "}\n"
732 "#endif\n"
733 "#else // !MODE_BLOOMBLUR\n"
734 "#ifdef MODE_REFRACTION\n"
735 "varying vec2 TexCoord;\n"
736 "varying vec4 ModelViewProjectionPosition;\n"
737 "uniform mat4 TexMatrix;\n"
738 "#ifdef VERTEX_SHADER\n"
739 "\n"
740 "void main(void)\n"
741 "{\n"
742 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
743 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
744 "       ModelViewProjectionPosition = gl_Position;\n"
745 "}\n"
746 "#endif\n"
747 "\n"
748 "#ifdef FRAGMENT_SHADER\n"
749 "uniform sampler2D Texture_Normal;\n"
750 "uniform sampler2D Texture_Refraction;\n"
751 "uniform sampler2D Texture_Reflection;\n"
752 "\n"
753 "uniform vec4 DistortScaleRefractReflect;\n"
754 "uniform vec4 ScreenScaleRefractReflect;\n"
755 "uniform vec4 ScreenCenterRefractReflect;\n"
756 "uniform vec4 RefractColor;\n"
757 "uniform vec4 ReflectColor;\n"
758 "uniform float ReflectFactor;\n"
759 "uniform float ReflectOffset;\n"
760 "\n"
761 "void main(void)\n"
762 "{\n"
763 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
764 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
765 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
767 "       // FIXME temporary hack to detect the case that the reflection\n"
768 "       // gets blackened at edges due to leaving the area that contains actual\n"
769 "       // content.\n"
770 "       // Remove this 'ack once we have a better way to stop this thing from\n"
771 "       // 'appening.\n"
772 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
773 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
774 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
775 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
776 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
777 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
778 "}\n"
779 "#endif\n"
780 "#else // !MODE_REFRACTION\n"
781 "\n"
782 "\n"
783 "\n"
784 "\n"
785 "#ifdef MODE_WATER\n"
786 "varying vec2 TexCoord;\n"
787 "varying vec3 EyeVector;\n"
788 "varying vec4 ModelViewProjectionPosition;\n"
789 "#ifdef VERTEX_SHADER\n"
790 "uniform vec3 EyePosition;\n"
791 "uniform mat4 TexMatrix;\n"
792 "\n"
793 "void main(void)\n"
794 "{\n"
795 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
796 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
797 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
798 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
799 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
800 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
801 "       ModelViewProjectionPosition = gl_Position;\n"
802 "}\n"
803 "#endif\n"
804 "\n"
805 "#ifdef FRAGMENT_SHADER\n"
806 "uniform sampler2D Texture_Normal;\n"
807 "uniform sampler2D Texture_Refraction;\n"
808 "uniform sampler2D Texture_Reflection;\n"
809 "\n"
810 "uniform vec4 DistortScaleRefractReflect;\n"
811 "uniform vec4 ScreenScaleRefractReflect;\n"
812 "uniform vec4 ScreenCenterRefractReflect;\n"
813 "uniform vec4 RefractColor;\n"
814 "uniform vec4 ReflectColor;\n"
815 "uniform float ReflectFactor;\n"
816 "uniform float ReflectOffset;\n"
817 "\n"
818 "void main(void)\n"
819 "{\n"
820 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
821 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
822 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
824 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
825 "       // FIXME temporary hack to detect the case that the reflection\n"
826 "       // gets blackened at edges due to leaving the area that contains actual\n"
827 "       // content.\n"
828 "       // Remove this 'ack once we have a better way to stop this thing from\n"
829 "       // 'appening.\n"
830 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
831 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
834 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
835 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
836 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
837 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
838 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
839 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
840 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
841 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
842 "}\n"
843 "#endif\n"
844 "#else // !MODE_WATER\n"
845 "\n"
846 "\n"
847 "\n"
848 "\n"
849 "// common definitions between vertex shader and fragment shader:\n"
850 "\n"
851 "varying vec2 TexCoord;\n"
852 "#ifdef USEVERTEXTEXTUREBLEND\n"
853 "varying vec2 TexCoord2;\n"
854 "#endif\n"
855 "#ifdef USELIGHTMAP\n"
856 "varying vec2 TexCoordLightmap;\n"
857 "#endif\n"
858 "\n"
859 "#ifdef MODE_LIGHTSOURCE\n"
860 "varying vec3 CubeVector;\n"
861 "#endif\n"
862 "\n"
863 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
864 "varying vec3 LightVector;\n"
865 "#endif\n"
866 "\n"
867 "#ifdef USEEYEVECTOR\n"
868 "varying vec3 EyeVector;\n"
869 "#endif\n"
870 "#ifdef USEFOG\n"
871 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
872 "#endif\n"
873 "\n"
874 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
875 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
876 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
877 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
878 "#endif\n"
879 "\n"
880 "#ifdef USEREFLECTION\n"
881 "varying vec4 ModelViewProjectionPosition;\n"
882 "#endif\n"
883 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
884 "uniform vec3 LightPosition;\n"
885 "varying vec4 ModelViewPosition;\n"
886 "#endif\n"
887 "\n"
888 "#ifdef MODE_LIGHTSOURCE\n"
889 "uniform vec3 LightPosition;\n"
890 "#endif\n"
891 "uniform vec3 EyePosition;\n"
892 "#ifdef MODE_LIGHTDIRECTION\n"
893 "uniform vec3 LightDir;\n"
894 "#endif\n"
895 "uniform vec4 FogPlane;\n"
896 "\n"
897 "#ifdef USESHADOWMAPORTHO\n"
898 "varying vec3 ShadowMapTC;\n"
899 "#endif\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "// 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"
906 "\n"
907 "// fragment shader specific:\n"
908 "#ifdef FRAGMENT_SHADER\n"
909 "\n"
910 "uniform sampler2D Texture_Normal;\n"
911 "uniform sampler2D Texture_Color;\n"
912 "uniform sampler2D Texture_Gloss;\n"
913 "#ifdef USEGLOW\n"
914 "uniform sampler2D Texture_Glow;\n"
915 "#endif\n"
916 "#ifdef USEVERTEXTEXTUREBLEND\n"
917 "uniform sampler2D Texture_SecondaryNormal;\n"
918 "uniform sampler2D Texture_SecondaryColor;\n"
919 "uniform sampler2D Texture_SecondaryGloss;\n"
920 "#ifdef USEGLOW\n"
921 "uniform sampler2D Texture_SecondaryGlow;\n"
922 "#endif\n"
923 "#endif\n"
924 "#ifdef USECOLORMAPPING\n"
925 "uniform sampler2D Texture_Pants;\n"
926 "uniform sampler2D Texture_Shirt;\n"
927 "#endif\n"
928 "#ifdef USEFOG\n"
929 "uniform sampler2D Texture_FogMask;\n"
930 "#endif\n"
931 "#ifdef USELIGHTMAP\n"
932 "uniform sampler2D Texture_Lightmap;\n"
933 "#endif\n"
934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
935 "uniform sampler2D Texture_Deluxemap;\n"
936 "#endif\n"
937 "#ifdef USEREFLECTION\n"
938 "uniform sampler2D Texture_Reflection;\n"
939 "#endif\n"
940 "\n"
941 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
942 "uniform sampler2D Texture_ScreenDepth;\n"
943 "uniform sampler2D Texture_ScreenNormalMap;\n"
944 "#endif\n"
945 "#ifdef USEDEFERREDLIGHTMAP\n"
946 "uniform sampler2D Texture_ScreenDiffuse;\n"
947 "uniform sampler2D Texture_ScreenSpecular;\n"
948 "#endif\n"
949 "\n"
950 "uniform myhalf3 Color_Pants;\n"
951 "uniform myhalf3 Color_Shirt;\n"
952 "uniform myhalf3 FogColor;\n"
953 "\n"
954 "#ifdef USEFOG\n"
955 "uniform float FogRangeRecip;\n"
956 "uniform float FogPlaneViewDist;\n"
957 "uniform float FogHeightFade;\n"
958 "float FogVertex(void)\n"
959 "{\n"
960 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
961 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
962 "       float fogfrac;\n"
963 "#ifdef USEFOGOUTSIDE\n"
964 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
965 "#else\n"
966 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
967 "#endif\n"
968 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
969 "}\n"
970 "#endif\n"
971 "\n"
972 "#ifdef USEOFFSETMAPPING\n"
973 "uniform float OffsetMapping_Scale;\n"
974 "vec2 OffsetMapping(vec2 TexCoord)\n"
975 "{\n"
976 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
977 "       // 14 sample relief mapping: linear search and then binary search\n"
978 "       // this basically steps forward a small amount repeatedly until it finds\n"
979 "       // itself inside solid, then jitters forward and back using decreasing\n"
980 "       // amounts to find the impact\n"
981 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
982 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
983 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 "       vec3 RT = vec3(TexCoord, 1);\n"
985 "       OffsetVector *= 0.1;\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);\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
996 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
997 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
998 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
999 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1000 "       return RT.xy;\n"
1001 "#else\n"
1002 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1003 "       // this basically moves forward the full distance, and then backs up based\n"
1004 "       // on height of samples\n"
1005 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1006 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1007 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 "       TexCoord += OffsetVector;\n"
1009 "       OffsetVector *= 0.333;\n"
1010 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1011 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 "       return TexCoord;\n"
1014 "#endif\n"
1015 "}\n"
1016 "#endif // USEOFFSETMAPPING\n"
1017 "\n"
1018 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1019 "uniform sampler2D Texture_Attenuation;\n"
1020 "uniform samplerCube Texture_Cube;\n"
1021 "#endif\n"
1022 "\n"
1023 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1024 "\n"
1025 "#ifdef USESHADOWMAPRECT\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1028 "# else\n"
1029 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1030 "# endif\n"
1031 "#endif\n"
1032 "\n"
1033 "#ifdef USESHADOWMAP2D\n"
1034 "# ifdef USESHADOWSAMPLER\n"
1035 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1036 "# else\n"
1037 "uniform sampler2D Texture_ShadowMap2D;\n"
1038 "# endif\n"
1039 "#endif\n"
1040 "\n"
1041 "#ifdef USESHADOWMAPVSDCT\n"
1042 "uniform samplerCube Texture_CubeProjection;\n"
1043 "#endif\n"
1044 "\n"
1045 "#ifdef USESHADOWMAPCUBE\n"
1046 "# ifdef USESHADOWSAMPLER\n"
1047 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1048 "# else\n"
1049 "uniform samplerCube Texture_ShadowMapCube;\n"
1050 "# endif\n"
1051 "#endif\n"
1052 "\n"
1053 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1054 "uniform vec2 ShadowMap_TextureScale;\n"
1055 "uniform vec4 ShadowMap_Parameters;\n"
1056 "#endif\n"
1057 "\n"
1058 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1059 "# ifdef USESHADOWMAPORTHO\n"
1060 "#  define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1061 "# else\n"
1062 "#  ifdef USESHADOWMAPVSDCT\n"
1063 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1064 "{\n"
1065 "   vec3 adir = abs(dir);\n"
1066 "   vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1067 "   float ma = max(max(adir.x, adir.y), adir.z);\n"
1068 "   vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1069 "   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1070 "   stc.z += ShadowMap_Parameters.z;\n"
1071 "   return stc;\n"
1072 "}\n"
1073 "#  else\n"
1074 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1075 "{\n"
1076 "       vec3 adir = abs(dir);\n"
1077 "       vec2 tc;\n"
1078 "       vec2 offset;\n"
1079 "       float ma;\n"
1080 "       if (adir.x > adir.y)\n"
1081 "       {\n"
1082 "               if (adir.x > adir.z) // X\n"
1083 "               {\n"
1084 "                       ma = adir.x;\n"
1085 "                       tc = dir.zy;\n"
1086 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1087 "               }\n"
1088 "               else // Z\n"
1089 "               {\n"
1090 "                       ma = adir.z;\n"
1091 "                       tc = dir.xy;\n"
1092 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1093 "               }\n"
1094 "       }\n"
1095 "       else\n"
1096 "       {\n"
1097 "               if (adir.y > adir.z) // Y\n"
1098 "               {\n"
1099 "                       ma = adir.y;\n"
1100 "                       tc = dir.xz;\n"
1101 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1102 "               }\n"
1103 "               else // Z\n"
1104 "               {\n"
1105 "                       ma = adir.z;\n"
1106 "                       tc = dir.xy;\n"
1107 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1108 "               }\n"
1109 "       }\n"
1110 "\n"
1111 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1112 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1113 "       stc.z += ShadowMap_Parameters.z;\n"
1114 "       return stc;\n"
1115 "}\n"
1116 "#  endif\n"
1117 "# endif\n"
1118 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1119 "\n"
1120 "#ifdef USESHADOWMAPCUBE\n"
1121 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1122 "{\n"
1123 "       vec3 adir = abs(dir);\n"
1124 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1125 "}\n"
1126 "#endif\n"
1127 "\n"
1128 "# ifdef USESHADOWMAPRECT\n"
1129 "float ShadowMapCompare(vec3 dir)\n"
1130 "{\n"
1131 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1132 "       float f;\n"
1133 "#  ifdef USESHADOWSAMPLER\n"
1134 "\n"
1135 "#    ifdef USESHADOWMAPPCF\n"
1136 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1137 "       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"
1138 "#    else\n"
1139 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1140 "#    endif\n"
1141 "\n"
1142 "#  else\n"
1143 "\n"
1144 "#    ifdef USESHADOWMAPPCF\n"
1145 "#      if USESHADOWMAPPCF > 1\n"
1146 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1147 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1148 "       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"
1149 "       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"
1150 "       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"
1151 "       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"
1152 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1153 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1154 "#      else\n"
1155 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1156 "       vec2 offset = fract(shadowmaptc.xy);\n"
1157 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1158 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1159 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1160 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1161 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1162 "#      endif\n"
1163 "#    else\n"
1164 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1165 "#    endif\n"
1166 "\n"
1167 "#  endif\n"
1168 "#  ifdef USESHADOWMAPORTHO\n"
1169 "       return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1170 "#  else\n"
1171 "       return f;\n"
1172 "#  endif\n"
1173 "}\n"
1174 "# endif\n"
1175 "\n"
1176 "# ifdef USESHADOWMAP2D\n"
1177 "float ShadowMapCompare(vec3 dir)\n"
1178 "{\n"
1179 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1180 "       float f;\n"
1181 "\n"
1182 "#  ifdef USESHADOWSAMPLER\n"
1183 "#    ifdef USESHADOWMAPPCF\n"
1184 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1185 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1186 "       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"
1187 "#    else\n"
1188 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1189 "#    endif\n"
1190 "#  else\n"
1191 "#    ifdef USESHADOWMAPPCF\n"
1192 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1193 "#      ifdef GL_ARB_texture_gather\n"
1194 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1195 "#      else\n"
1196 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1197 "#      endif\n"
1198 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1199 "       center *= ShadowMap_TextureScale;\n"
1200 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1201 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1202 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1203 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1204 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1205 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1206 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1207 "#     else\n"
1208 "#      ifdef GL_EXT_gpu_shader4\n"
1209 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1210 "#      else\n"
1211 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1212 "#      endif\n"
1213 "#      if USESHADOWMAPPCF > 1\n"
1214 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1215 "       center *= ShadowMap_TextureScale;\n"
1216 "       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"
1217 "       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"
1218 "       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"
1219 "       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"
1220 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1221 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1222 "#      else\n"
1223 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1224 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1225 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1226 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1227 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1228 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1229 "#      endif\n"
1230 "#     endif\n"
1231 "#    else\n"
1232 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1233 "#    endif\n"
1234 "#  endif\n"
1235 "#  ifdef USESHADOWMAPORTHO\n"
1236 "       return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1237 "#  else\n"
1238 "       return f;\n"
1239 "#  endif\n"
1240 "}\n"
1241 "# endif\n"
1242 "\n"
1243 "# ifdef USESHADOWMAPCUBE\n"
1244 "float ShadowMapCompare(vec3 dir)\n"
1245 "{\n"
1246 "       // apply depth texture cubemap as light filter\n"
1247 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1248 "       float f;\n"
1249 "#  ifdef USESHADOWSAMPLER\n"
1250 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1251 "#  else\n"
1252 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1253 "#  endif\n"
1254 "       return f;\n"
1255 "}\n"
1256 "# endif\n"
1257 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1258 "#endif // FRAGMENT_SHADER\n"
1259 "\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "#ifdef MODE_DEFERREDGEOMETRY\n"
1264 "#ifdef VERTEX_SHADER\n"
1265 "uniform mat4 TexMatrix;\n"
1266 "#ifdef USEVERTEXTEXTUREBLEND\n"
1267 "uniform mat4 BackgroundTexMatrix;\n"
1268 "#endif\n"
1269 "uniform mat4 ModelViewMatrix;\n"
1270 "void main(void)\n"
1271 "{\n"
1272 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1273 "#ifdef USEVERTEXTEXTUREBLEND\n"
1274 "       gl_FrontColor = gl_Color;\n"
1275 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1276 "#endif\n"
1277 "\n"
1278 "       // transform unnormalized eye direction into tangent space\n"
1279 "#ifdef USEOFFSETMAPPING\n"
1280 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1281 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1282 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1283 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1284 "#endif\n"
1285 "\n"
1286 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1287 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1288 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1289 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1290 "}\n"
1291 "#endif // VERTEX_SHADER\n"
1292 "\n"
1293 "#ifdef FRAGMENT_SHADER\n"
1294 "void main(void)\n"
1295 "{\n"
1296 "#ifdef USEOFFSETMAPPING\n"
1297 "       // apply offsetmapping\n"
1298 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1299 "#define TexCoord TexCoordOffset\n"
1300 "#endif\n"
1301 "\n"
1302 "#ifdef USEALPHAKILL\n"
1303 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1304 "               discard;\n"
1305 "#endif\n"
1306 "\n"
1307 "#ifdef USEVERTEXTEXTUREBLEND\n"
1308 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1309 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1310 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1311 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1312 "#endif\n"
1313 "\n"
1314 "#ifdef USEVERTEXTEXTUREBLEND\n"
1315 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1316 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1317 "#else\n"
1318 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1319 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1320 "#endif\n"
1321 "\n"
1322 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1323 "}\n"
1324 "#endif // FRAGMENT_SHADER\n"
1325 "#else // !MODE_DEFERREDGEOMETRY\n"
1326 "\n"
1327 "\n"
1328 "\n"
1329 "\n"
1330 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1331 "#ifdef VERTEX_SHADER\n"
1332 "uniform mat4 ModelViewMatrix;\n"
1333 "void main(void)\n"
1334 "{\n"
1335 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1336 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1337 "}\n"
1338 "#endif // VERTEX_SHADER\n"
1339 "\n"
1340 "#ifdef FRAGMENT_SHADER\n"
1341 "uniform mat4 ViewToLight;\n"
1342 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1343 "uniform vec2 ScreenToDepth;\n"
1344 "uniform myhalf3 DeferredColor_Ambient;\n"
1345 "uniform myhalf3 DeferredColor_Diffuse;\n"
1346 "#ifdef USESPECULAR\n"
1347 "uniform myhalf3 DeferredColor_Specular;\n"
1348 "uniform myhalf SpecularPower;\n"
1349 "#endif\n"
1350 "uniform myhalf2 PixelToScreenTexCoord;\n"
1351 "void main(void)\n"
1352 "{\n"
1353 "       // calculate viewspace pixel position\n"
1354 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1355 "       vec3 position;\n"
1356 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1357 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1358 "       // decode viewspace pixel normal\n"
1359 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1360 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1361 "       // surfacenormal = pixel normal in viewspace\n"
1362 "       // LightVector = pixel to light in viewspace\n"
1363 "       // CubeVector = position in lightspace\n"
1364 "       // eyevector = pixel to view in viewspace\n"
1365 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1366 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1367 "#ifdef USEDIFFUSE\n"
1368 "       // calculate diffuse shading\n"
1369 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1370 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1371 "#endif\n"
1372 "#ifdef USESPECULAR\n"
1373 "       // calculate directional shading\n"
1374 "       vec3 eyevector = position * -1.0;\n"
1375 "#  ifdef USEEXACTSPECULARMATH\n"
1376 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1377 "#  else\n"
1378 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1379 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1380 "#  endif\n"
1381 "#endif\n"
1382 "\n"
1383 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1384 "       fade *= ShadowMapCompare(CubeVector);\n"
1385 "#endif\n"
1386 "\n"
1387 "#ifdef USEDIFFUSE\n"
1388 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1389 "#else\n"
1390 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1391 "#endif\n"
1392 "#ifdef USESPECULAR\n"
1393 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1394 "#else\n"
1395 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1396 "#endif\n"
1397 "\n"
1398 "# ifdef USECUBEFILTER\n"
1399 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1400 "       gl_FragData[0].rgb *= cubecolor;\n"
1401 "       gl_FragData[1].rgb *= cubecolor;\n"
1402 "# endif\n"
1403 "}\n"
1404 "#endif // FRAGMENT_SHADER\n"
1405 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1406 "\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "#ifdef VERTEX_SHADER\n"
1411 "uniform mat4 TexMatrix;\n"
1412 "#ifdef USEVERTEXTEXTUREBLEND\n"
1413 "uniform mat4 BackgroundTexMatrix;\n"
1414 "#endif\n"
1415 "#ifdef MODE_LIGHTSOURCE\n"
1416 "uniform mat4 ModelToLight;\n"
1417 "#endif\n"
1418 "#ifdef USESHADOWMAPORTHO\n"
1419 "uniform mat4 ShadowMapMatrix;\n"
1420 "#endif\n"
1421 "void main(void)\n"
1422 "{\n"
1423 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1424 "       gl_FrontColor = gl_Color;\n"
1425 "#endif\n"
1426 "       // copy the surface texcoord\n"
1427 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1428 "#ifdef USEVERTEXTEXTUREBLEND\n"
1429 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1430 "#endif\n"
1431 "#ifdef USELIGHTMAP\n"
1432 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1433 "#endif\n"
1434 "\n"
1435 "#ifdef MODE_LIGHTSOURCE\n"
1436 "       // transform vertex position into light attenuation/cubemap space\n"
1437 "       // (-1 to +1 across the light box)\n"
1438 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1439 "\n"
1440 "# ifdef USEDIFFUSE\n"
1441 "       // transform unnormalized light direction into tangent space\n"
1442 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1443 "       //  normalize it per pixel)\n"
1444 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1445 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1446 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1447 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1448 "# endif\n"
1449 "#endif\n"
1450 "\n"
1451 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1452 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1453 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1454 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1455 "#endif\n"
1456 "\n"
1457 "       // transform unnormalized eye direction into tangent space\n"
1458 "#ifdef USEEYEVECTOR\n"
1459 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1460 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1461 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1462 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1463 "#endif\n"
1464 "\n"
1465 "#ifdef USEFOG\n"
1466 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1467 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1468 "#endif\n"
1469 "\n"
1470 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1471 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1472 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1473 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1474 "#endif\n"
1475 "\n"
1476 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1477 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1478 "\n"
1479 "#ifdef USESHADOWMAPORTHO\n"
1480 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1481 "#endif\n"
1482 "\n"
1483 "#ifdef USEREFLECTION\n"
1484 "       ModelViewProjectionPosition = gl_Position;\n"
1485 "#endif\n"
1486 "}\n"
1487 "#endif // VERTEX_SHADER\n"
1488 "\n"
1489 "\n"
1490 "\n"
1491 "\n"
1492 "#ifdef FRAGMENT_SHADER\n"
1493 "#ifdef USEDEFERREDLIGHTMAP\n"
1494 "uniform myhalf2 PixelToScreenTexCoord;\n"
1495 "uniform myhalf3 DeferredMod_Diffuse;\n"
1496 "uniform myhalf3 DeferredMod_Specular;\n"
1497 "#endif\n"
1498 "uniform myhalf3 Color_Ambient;\n"
1499 "uniform myhalf3 Color_Diffuse;\n"
1500 "uniform myhalf3 Color_Specular;\n"
1501 "uniform myhalf SpecularPower;\n"
1502 "#ifdef USEGLOW\n"
1503 "uniform myhalf3 Color_Glow;\n"
1504 "#endif\n"
1505 "uniform myhalf Alpha;\n"
1506 "#ifdef USEREFLECTION\n"
1507 "uniform vec4 DistortScaleRefractReflect;\n"
1508 "uniform vec4 ScreenScaleRefractReflect;\n"
1509 "uniform vec4 ScreenCenterRefractReflect;\n"
1510 "uniform myhalf4 ReflectColor;\n"
1511 "#endif\n"
1512 "#ifdef USEREFLECTCUBE\n"
1513 "uniform mat4 ModelToReflectCube;\n"
1514 "uniform sampler2D Texture_ReflectMask;\n"
1515 "uniform samplerCube Texture_ReflectCube;\n"
1516 "#endif\n"
1517 "#ifdef MODE_LIGHTDIRECTION\n"
1518 "uniform myhalf3 LightColor;\n"
1519 "#endif\n"
1520 "#ifdef MODE_LIGHTSOURCE\n"
1521 "uniform myhalf3 LightColor;\n"
1522 "#endif\n"
1523 "void main(void)\n"
1524 "{\n"
1525 "#ifdef USEOFFSETMAPPING\n"
1526 "       // apply offsetmapping\n"
1527 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1528 "#define TexCoord TexCoordOffset\n"
1529 "#endif\n"
1530 "\n"
1531 "       // combine the diffuse textures (base, pants, shirt)\n"
1532 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1533 "#ifdef USEALPHAKILL\n"
1534 "       if (color.a < 0.5)\n"
1535 "               discard;\n"
1536 "#endif\n"
1537 "       color.a *= Alpha;\n"
1538 "#ifdef USECOLORMAPPING\n"
1539 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1540 "#endif\n"
1541 "#ifdef USEVERTEXTEXTUREBLEND\n"
1542 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1543 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1544 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1545 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1546 "       color.a = 1.0;\n"
1547 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1548 "#endif\n"
1549 "\n"
1550 "       // get the surface normal\n"
1551 "#ifdef USEVERTEXTEXTUREBLEND\n"
1552 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1553 "#else\n"
1554 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1555 "#endif\n"
1556 "\n"
1557 "       // get the material colors\n"
1558 "       myhalf3 diffusetex = color.rgb;\n"
1559 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1560 "# ifdef USEVERTEXTEXTUREBLEND\n"
1561 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1562 "# else\n"
1563 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1564 "# endif\n"
1565 "#endif\n"
1566 "\n"
1567 "#ifdef USEREFLECTCUBE\n"
1568 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1569 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1570 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1571 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1572 "#endif\n"
1573 "\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "#ifdef MODE_LIGHTSOURCE\n"
1578 "       // light source\n"
1579 "#ifdef USEDIFFUSE\n"
1580 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1581 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1582 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1583 "#ifdef USESPECULAR\n"
1584 "#ifdef USEEXACTSPECULARMATH\n"
1585 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1586 "#else\n"
1587 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1588 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1589 "#endif\n"
1590 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1591 "#endif\n"
1592 "#else\n"
1593 "       color.rgb = diffusetex * Color_Ambient;\n"
1594 "#endif\n"
1595 "       color.rgb *= LightColor;\n"
1596 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1597 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1598 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1599 "#endif\n"
1600 "# ifdef USECUBEFILTER\n"
1601 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1602 "# endif\n"
1603 "#endif // MODE_LIGHTSOURCE\n"
1604 "\n"
1605 "\n"
1606 "\n"
1607 "\n"
1608 "#ifdef MODE_LIGHTDIRECTION\n"
1609 "#define SHADING\n"
1610 "#ifdef USEDIFFUSE\n"
1611 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1612 "#endif\n"
1613 "#define lightcolor LightColor\n"
1614 "#endif // MODE_LIGHTDIRECTION\n"
1615 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1616 "#define SHADING\n"
1617 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1618 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1619 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1620 "       // convert modelspace light vector to tangentspace\n"
1621 "       myhalf3 lightnormal;\n"
1622 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1623 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1624 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1625 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1626 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1627 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1628 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1629 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1630 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1631 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1632 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1633 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1634 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1635 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1637 "#define SHADING\n"
1638 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1639 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1641 "#endif\n"
1642 "\n"
1643 "\n"
1644 "\n"
1645 "\n"
1646 "#ifdef MODE_LIGHTMAP\n"
1647 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1648 "#endif // MODE_LIGHTMAP\n"
1649 "#ifdef MODE_VERTEXCOLOR\n"
1650 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1651 "#endif // MODE_VERTEXCOLOR\n"
1652 "#ifdef MODE_FLATCOLOR\n"
1653 "       color.rgb = diffusetex * Color_Ambient;\n"
1654 "#endif // MODE_FLATCOLOR\n"
1655 "\n"
1656 "\n"
1657 "\n"
1658 "\n"
1659 "#ifdef SHADING\n"
1660 "# ifdef USEDIFFUSE\n"
1661 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1662 "#  ifdef USESPECULAR\n"
1663 "#   ifdef USEEXACTSPECULARMATH\n"
1664 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1665 "#   else\n"
1666 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1667 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1668 "#   endif\n"
1669 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1670 "#  else\n"
1671 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1672 "#  endif\n"
1673 "# else\n"
1674 "       color.rgb = diffusetex * Color_Ambient;\n"
1675 "# endif\n"
1676 "#endif\n"
1677 "\n"
1678 "#ifdef USESHADOWMAPORTHO\n"
1679 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1680 "#endif\n"
1681 "\n"
1682 "#ifdef USEDEFERREDLIGHTMAP\n"
1683 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1684 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1685 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1686 "#endif\n"
1687 "\n"
1688 "#ifdef USEGLOW\n"
1689 "#ifdef USEVERTEXTEXTUREBLEND\n"
1690 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1691 "#else\n"
1692 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1693 "#endif\n"
1694 "#endif\n"
1695 "\n"
1696 "#ifdef USEFOG\n"
1697 "#ifdef MODE_LIGHTSOURCE\n"
1698 "       color.rgb *= myhalf(FogVertex());\n"
1699 "#else\n"
1700 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1701 "#endif\n"
1702 "#endif\n"
1703 "\n"
1704 "       // 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"
1705 "#ifdef USEREFLECTION\n"
1706 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1707 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1708 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1709 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1710 "       // FIXME temporary hack to detect the case that the reflection\n"
1711 "       // gets blackened at edges due to leaving the area that contains actual\n"
1712 "       // content.\n"
1713 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1714 "       // 'appening.\n"
1715 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1716 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1717 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1718 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1719 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1720 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1721 "#endif\n"
1722 "\n"
1723 "       gl_FragColor = vec4(color);\n"
1724 "}\n"
1725 "#endif // FRAGMENT_SHADER\n"
1726 "\n"
1727 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1728 "#endif // !MODE_DEFERREDGEOMETRY\n"
1729 "#endif // !MODE_WATER\n"
1730 "#endif // !MODE_REFRACTION\n"
1731 "#endif // !MODE_BLOOMBLUR\n"
1732 "#endif // !MODE_GENERIC\n"
1733 "#endif // !MODE_POSTPROCESS\n"
1734 "#endif // !MODE_SHOWDEPTH\n"
1735 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1736 ;
1737
1738 /*
1739 =========================================================================================================================================================
1740
1741
1742
1743 =========================================================================================================================================================
1744
1745
1746
1747 =========================================================================================================================================================
1748
1749
1750
1751 =========================================================================================================================================================
1752
1753
1754
1755 =========================================================================================================================================================
1756
1757
1758
1759 =========================================================================================================================================================
1760
1761
1762
1763 =========================================================================================================================================================
1764 */
1765
1766 const char *builtincgshaderstring =
1767 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1768 "// written by Forest 'LordHavoc' Hale\n"
1769 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1770 "\n"
1771 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1772 "# define USEFOG\n"
1773 "#endif\n"
1774 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1775 "#define USELIGHTMAP\n"
1776 "#endif\n"
1777 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1778 "#define USEEYEVECTOR\n"
1779 "#endif\n"
1780 "\n"
1781 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1782 "#ifdef VERTEX_SHADER\n"
1783 "void main\n"
1784 "(\n"
1785 "float4 gl_Vertex : POSITION,\n"
1786 "uniform float4x4 ModelViewProjectionMatrix,\n"
1787 "out float4 gl_Position : POSITION\n"
1788 ")\n"
1789 "{\n"
1790 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1791 "}\n"
1792 "#endif\n"
1793 "#else // !MODE_DEPTH_ORSHADOW\n"
1794 "\n"
1795 "\n"
1796 "\n"
1797 "\n"
1798 "#ifdef MODE_SHOWDEPTH\n"
1799 "#ifdef VERTEX_SHADER\n"
1800 "void main\n"
1801 "(\n"
1802 "float4 gl_Vertex : POSITION,\n"
1803 "uniform float4x4 ModelViewProjectionMatrix,\n"
1804 "out float4 gl_Position : POSITION,\n"
1805 "out float4 gl_FrontColor : COLOR0\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1810 "}\n"
1811 "#endif\n"
1812 "\n"
1813 "#ifdef FRAGMENT_SHADER\n"
1814 "void main\n"
1815 "(\n"
1816 "float4 gl_FrontColor : COLOR0,\n"
1817 "out float4 gl_FragColor : COLOR\n"
1818 ")\n"
1819 "{\n"
1820 "       gl_FragColor = gl_FrontColor;\n"
1821 "}\n"
1822 "#endif\n"
1823 "#else // !MODE_SHOWDEPTH\n"
1824 "\n"
1825 "\n"
1826 "\n"
1827 "\n"
1828 "#ifdef MODE_POSTPROCESS\n"
1829 "\n"
1830 "#ifdef VERTEX_SHADER\n"
1831 "void main\n"
1832 "(\n"
1833 "float4 gl_Vertex : POSITION,\n"
1834 "uniform float4x4 ModelViewProjectionMatrix,\n"
1835 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1836 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1837 "out float4 gl_Position : POSITION,\n"
1838 "out float2 TexCoord1 : TEXCOORD0,\n"
1839 "out float2 TexCoord2 : TEXCOORD1\n"
1840 ")\n"
1841 "{\n"
1842 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1843 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1844 "#ifdef USEBLOOM\n"
1845 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1846 "#endif\n"
1847 "}\n"
1848 "#endif\n"
1849 "\n"
1850 "#ifdef FRAGMENT_SHADER\n"
1851 "void main\n"
1852 "(\n"
1853 "float2 TexCoord1 : TEXCOORD0,\n"
1854 "float2 TexCoord2 : TEXCOORD1,\n"
1855 "uniform sampler2D Texture_First,\n"
1856 "#ifdef USEBLOOM\n"
1857 "uniform sampler2D Texture_Second,\n"
1858 "#endif\n"
1859 "#ifdef USEGAMMARAMPS\n"
1860 "uniform sampler2D Texture_GammaRamps,\n"
1861 "#endif\n"
1862 "#ifdef USESATURATION\n"
1863 "uniform float Saturation,\n"
1864 "#endif\n"
1865 "#ifdef USEVIEWTINT\n"
1866 "uniform float4 ViewTintColor,\n"
1867 "#endif\n"
1868 "uniform float4 UserVec1,\n"
1869 "uniform float4 UserVec2,\n"
1870 "uniform float4 UserVec3,\n"
1871 "uniform float4 UserVec4,\n"
1872 "uniform float ClientTime,\n"
1873 "uniform float2 PixelSize,\n"
1874 "out float4 gl_FragColor : COLOR\n"
1875 ")\n"
1876 "{\n"
1877 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1878 "#ifdef USEBLOOM\n"
1879 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1880 "#endif\n"
1881 "#ifdef USEVIEWTINT\n"
1882 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1883 "#endif\n"
1884 "\n"
1885 "#ifdef USEPOSTPROCESSING\n"
1886 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1887 "// 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"
1888 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1889 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1890 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1891 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1892 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1893 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1894 "#endif\n"
1895 "\n"
1896 "#ifdef USESATURATION\n"
1897 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1898 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1899 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1900 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1901 "#endif\n"
1902 "\n"
1903 "#ifdef USEGAMMARAMPS\n"
1904 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1905 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1906 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1907 "#endif\n"
1908 "}\n"
1909 "#endif\n"
1910 "#else // !MODE_POSTPROCESS\n"
1911 "\n"
1912 "\n"
1913 "\n"
1914 "\n"
1915 "#ifdef MODE_GENERIC\n"
1916 "#ifdef VERTEX_SHADER\n"
1917 "void main\n"
1918 "(\n"
1919 "float4 gl_Vertex : POSITION,\n"
1920 "uniform float4x4 ModelViewProjectionMatrix,\n"
1921 "float4 gl_Color : COLOR0,\n"
1922 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1923 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1924 "out float4 gl_Position : POSITION,\n"
1925 "out float4 gl_FrontColor : COLOR,\n"
1926 "out float2 TexCoord1 : TEXCOORD0,\n"
1927 "out float2 TexCoord2 : TEXCOORD1\n"
1928 ")\n"
1929 "{\n"
1930 "       gl_FrontColor = gl_Color;\n"
1931 "#ifdef USEDIFFUSE\n"
1932 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1933 "#endif\n"
1934 "#ifdef USESPECULAR\n"
1935 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1936 "#endif\n"
1937 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1938 "}\n"
1939 "#endif\n"
1940 "\n"
1941 "#ifdef FRAGMENT_SHADER\n"
1942 "\n"
1943 "void main\n"
1944 "(\n"
1945 "float4 gl_FrontColor : COLOR,\n"
1946 "float2 TexCoord1 : TEXCOORD0,\n"
1947 "float2 TexCoord2 : TEXCOORD1,\n"
1948 "#ifdef USEDIFFUSE\n"
1949 "uniform sampler2D Texture_First,\n"
1950 "#endif\n"
1951 "#ifdef USESPECULAR\n"
1952 "uniform sampler2D Texture_Second,\n"
1953 "#endif\n"
1954 "out float4 gl_FragColor : COLOR\n"
1955 ")\n"
1956 "{\n"
1957 "       gl_FragColor = gl_FrontColor;\n"
1958 "#ifdef USEDIFFUSE\n"
1959 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1960 "#endif\n"
1961 "\n"
1962 "#ifdef USESPECULAR\n"
1963 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1964 "# ifdef USECOLORMAPPING\n"
1965 "       gl_FragColor *= tex2;\n"
1966 "# endif\n"
1967 "# ifdef USEGLOW\n"
1968 "       gl_FragColor += tex2;\n"
1969 "# endif\n"
1970 "# ifdef USEVERTEXTEXTUREBLEND\n"
1971 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1972 "# endif\n"
1973 "#endif\n"
1974 "}\n"
1975 "#endif\n"
1976 "#else // !MODE_GENERIC\n"
1977 "\n"
1978 "\n"
1979 "\n"
1980 "\n"
1981 "#ifdef MODE_BLOOMBLUR\n"
1982 "#ifdef VERTEX_SHADER\n"
1983 "void main\n"
1984 "(\n"
1985 "float4 gl_Vertex : POSITION,\n"
1986 "uniform float4x4 ModelViewProjectionMatrix,\n"
1987 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1988 "out float4 gl_Position : POSITION,\n"
1989 "out float2 TexCoord : TEXCOORD0\n"
1990 ")\n"
1991 "{\n"
1992 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1993 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1994 "}\n"
1995 "#endif\n"
1996 "\n"
1997 "#ifdef FRAGMENT_SHADER\n"
1998 "\n"
1999 "void main\n"
2000 "(\n"
2001 "float2 TexCoord : TEXCOORD0,\n"
2002 "uniform sampler2D Texture_First,\n"
2003 "uniform float4 BloomBlur_Parameters,\n"
2004 "out float4 gl_FragColor : COLOR\n"
2005 ")\n"
2006 "{\n"
2007 "       int i;\n"
2008 "       float2 tc = TexCoord;\n"
2009 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2010 "       tc += BloomBlur_Parameters.xy;\n"
2011 "       for (i = 1;i < SAMPLES;i++)\n"
2012 "       {\n"
2013 "               color += tex2D(Texture_First, tc).rgb;\n"
2014 "               tc += BloomBlur_Parameters.xy;\n"
2015 "       }\n"
2016 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2017 "}\n"
2018 "#endif\n"
2019 "#else // !MODE_BLOOMBLUR\n"
2020 "#ifdef MODE_REFRACTION\n"
2021 "#ifdef VERTEX_SHADER\n"
2022 "void main\n"
2023 "(\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2027 "uniform float4x4 TexMatrix,\n"
2028 "uniform float3 EyePosition,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float2 TexCoord : TEXCOORD0,\n"
2031 "out float3 EyeVector : TEXCOORD1,\n"
2032 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2033 ")\n"
2034 "{\n"
2035 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2036 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2037 "       ModelViewProjectionPosition = gl_Position;\n"
2038 "}\n"
2039 "#endif\n"
2040 "\n"
2041 "#ifdef FRAGMENT_SHADER\n"
2042 "void main\n"
2043 "(\n"
2044 "float2 TexCoord : TEXCOORD0,\n"
2045 "float3 EyeVector : TEXCOORD1,\n"
2046 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2047 "uniform sampler2D Texture_Normal,\n"
2048 "uniform sampler2D Texture_Refraction,\n"
2049 "uniform sampler2D Texture_Reflection,\n"
2050 "uniform float4 DistortScaleRefractReflect,\n"
2051 "uniform float4 ScreenScaleRefractReflect,\n"
2052 "uniform float4 ScreenCenterRefractReflect,\n"
2053 "uniform float4 RefractColor,\n"
2054 "out float4 gl_FragColor : COLOR\n"
2055 ")\n"
2056 "{\n"
2057 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2058 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2059 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2060 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2061 "       // FIXME temporary hack to detect the case that the reflection\n"
2062 "       // gets blackened at edges due to leaving the area that contains actual\n"
2063 "       // content.\n"
2064 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2065 "       // 'appening.\n"
2066 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2067 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2068 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2069 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2070 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2071 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2072 "}\n"
2073 "#endif\n"
2074 "#else // !MODE_REFRACTION\n"
2075 "\n"
2076 "\n"
2077 "\n"
2078 "\n"
2079 "#ifdef MODE_WATER\n"
2080 "#ifdef VERTEX_SHADER\n"
2081 "\n"
2082 "void main\n"
2083 "(\n"
2084 "float4 gl_Vertex : POSITION,\n"
2085 "uniform float4x4 ModelViewProjectionMatrix,\n"
2086 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2087 "uniform float4x4 TexMatrix,\n"
2088 "uniform float3 EyePosition,\n"
2089 "out float4 gl_Position : POSITION,\n"
2090 "out float2 TexCoord : TEXCOORD0,\n"
2091 "out float3 EyeVector : TEXCOORD1,\n"
2092 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2093 ")\n"
2094 "{\n"
2095 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2096 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2097 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2098 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2099 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2100 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2101 "       ModelViewProjectionPosition = gl_Position;\n"
2102 "}\n"
2103 "#endif\n"
2104 "\n"
2105 "#ifdef FRAGMENT_SHADER\n"
2106 "void main\n"
2107 "(\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "float3 EyeVector : TEXCOORD1,\n"
2110 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2111 "uniform sampler2D Texture_Normal,\n"
2112 "uniform sampler2D Texture_Refraction,\n"
2113 "uniform sampler2D Texture_Reflection,\n"
2114 "uniform float4 DistortScaleRefractReflect,\n"
2115 "uniform float4 ScreenScaleRefractReflect,\n"
2116 "uniform float4 ScreenCenterRefractReflect,\n"
2117 "uniform float4 RefractColor,\n"
2118 "uniform float4 ReflectColor,\n"
2119 "uniform float ReflectFactor,\n"
2120 "uniform float ReflectOffset,\n"
2121 "out float4 gl_FragColor : COLOR\n"
2122 ")\n"
2123 "{\n"
2124 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2125 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2126 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2127 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2128 "       // FIXME temporary hack to detect the case that the reflection\n"
2129 "       // gets blackened at edges due to leaving the area that contains actual\n"
2130 "       // content.\n"
2131 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2132 "       // 'appening.\n"
2133 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2134 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2135 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2136 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2137 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2138 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2139 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2140 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2142 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2143 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2144 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2145 "}\n"
2146 "#endif\n"
2147 "#else // !MODE_WATER\n"
2148 "\n"
2149 "\n"
2150 "\n"
2151 "\n"
2152 "// 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"
2153 "\n"
2154 "// fragment shader specific:\n"
2155 "#ifdef FRAGMENT_SHADER\n"
2156 "\n"
2157 "#ifdef USEFOG\n"
2158 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2159 "{\n"
2160 "       float fogfrac;\n"
2161 "#ifdef USEFOGOUTSIDE\n"
2162 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2163 "#else\n"
2164 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2165 "#endif\n"
2166 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2167 "}\n"
2168 "#endif\n"
2169 "\n"
2170 "#ifdef USEOFFSETMAPPING\n"
2171 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2172 "{\n"
2173 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2174 "       // 14 sample relief mapping: linear search and then binary search\n"
2175 "       // this basically steps forward a small amount repeatedly until it finds\n"
2176 "       // itself inside solid, then jitters forward and back using decreasing\n"
2177 "       // amounts to find the impact\n"
2178 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2179 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2180 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2181 "       float3 RT = float3(TexCoord, 1);\n"
2182 "       OffsetVector *= 0.1;\n"
2183 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2184 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2190 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2191 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2192 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2193 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2194 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2195 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2196 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2197 "       return RT.xy;\n"
2198 "#else\n"
2199 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2200 "       // this basically moves forward the full distance, and then backs up based\n"
2201 "       // on height of samples\n"
2202 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2203 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2204 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2205 "       TexCoord += OffsetVector;\n"
2206 "       OffsetVector *= 0.333;\n"
2207 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2208 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2209 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2210 "       return TexCoord;\n"
2211 "#endif\n"
2212 "}\n"
2213 "#endif // USEOFFSETMAPPING\n"
2214 "\n"
2215 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2216 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2217 "# ifdef USESHADOWMAPORTHO\n"
2218 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
2219 "# else\n"
2220 "#  ifdef USESHADOWMAPVSDCT\n"
2221 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2222 "{\n"
2223 "   float3 adir = abs(dir);\n"
2224 "   float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2225 "   float ma = max(max(adir.x, adir.y), adir.z);\n"
2226 "   float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2227 "   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2228 "   stc.z += ShadowMap_Parameters.z;\n"
2229 "   return stc;\n"
2230 "}\n"
2231 "#  else\n"
2232 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2233 "{\n"
2234 "       float3 adir = abs(dir);\n"
2235 "       float2 tc;\n"
2236 "       float2 offset;\n"
2237 "       float ma;\n"
2238 "       if (adir.x > adir.y)\n"
2239 "       {\n"
2240 "               if (adir.x > adir.z) // X\n"
2241 "               {\n"
2242 "                       ma = adir.x;\n"
2243 "                       tc = dir.zy;\n"
2244 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2245 "               }\n"
2246 "               else // Z\n"
2247 "               {\n"
2248 "                       ma = adir.z;\n"
2249 "                       tc = dir.xy;\n"
2250 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2251 "               }\n"
2252 "       }\n"
2253 "       else\n"
2254 "       {\n"
2255 "               if (adir.y > adir.z) // Y\n"
2256 "               {\n"
2257 "                       ma = adir.y;\n"
2258 "                       tc = dir.xz;\n"
2259 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2260 "               }\n"
2261 "               else // Z\n"
2262 "               {\n"
2263 "                       ma = adir.z;\n"
2264 "                       tc = dir.xy;\n"
2265 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2266 "               }\n"
2267 "       }\n"
2268 "\n"
2269 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2270 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2271 "       stc.z += ShadowMap_Parameters.z;\n"
2272 "       return stc;\n"
2273 "}\n"
2274 "#  endif\n"
2275 "# endif\n"
2276 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2277 "\n"
2278 "#ifdef USESHADOWMAPCUBE\n"
2279 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2280 "{\n"
2281 "    float3 adir = abs(dir);\n"
2282 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2283 "}\n"
2284 "#endif\n"
2285 "\n"
2286 "# ifdef USESHADOWMAPRECT\n"
2287 "#ifdef USESHADOWMAPVSDCT\n"
2288 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2289 "#else\n"
2290 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2291 "#endif\n"
2292 "{\n"
2293 "#ifdef USESHADOWMAPVSDCT\n"
2294 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2295 "#else\n"
2296 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2297 "#endif\n"
2298 "       float f;\n"
2299 "#  ifdef USESHADOWSAMPLER\n"
2300 "\n"
2301 "#    ifdef USESHADOWMAPPCF\n"
2302 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2303 "    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"
2304 "#    else\n"
2305 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2306 "#    endif\n"
2307 "\n"
2308 "#  else\n"
2309 "\n"
2310 "#    ifdef USESHADOWMAPPCF\n"
2311 "#      if USESHADOWMAPPCF > 1\n"
2312 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2313 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2314 "    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"
2315 "    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"
2316 "    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"
2317 "    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"
2318 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2319 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2320 "#      else\n"
2321 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2322 "    float2 offset = frac(shadowmaptc.xy);\n"
2323 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2324 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2325 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2326 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2327 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2328 "#      endif\n"
2329 "#    else\n"
2330 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2331 "#    endif\n"
2332 "\n"
2333 "#  endif\n"
2334 "#  ifdef USESHADOWMAPORTHO\n"
2335 "       return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2336 "#  else\n"
2337 "       return f;\n"
2338 "#  endif\n"
2339 "}\n"
2340 "# endif\n"
2341 "\n"
2342 "# ifdef USESHADOWMAP2D\n"
2343 "#ifdef USESHADOWMAPVSDCT\n"
2344 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2345 "#else\n"
2346 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2347 "#endif\n"
2348 "{\n"
2349 "#ifdef USESHADOWMAPVSDCT\n"
2350 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2351 "#else\n"
2352 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2353 "#endif\n"
2354 "    float f;\n"
2355 "\n"
2356 "#  ifdef USESHADOWSAMPLER\n"
2357 "#    ifdef USESHADOWMAPPCF\n"
2358 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2359 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2360 "    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"
2361 "#    else\n"
2362 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2363 "#    endif\n"
2364 "#  else\n"
2365 "#    ifdef USESHADOWMAPPCF\n"
2366 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2367 "#      ifdef GL_ARB_texture_gather\n"
2368 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2369 "#      else\n"
2370 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2371 "#      endif\n"
2372 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2373 "    center *= ShadowMap_TextureScale;\n"
2374 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2375 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2376 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2377 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2378 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2379 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2380 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2381 "#     else\n"
2382 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2383 "#      if USESHADOWMAPPCF > 1\n"
2384 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2385 "    center *= ShadowMap_TextureScale;\n"
2386 "    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"
2387 "    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"
2388 "    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"
2389 "    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"
2390 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2391 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2392 "#      else\n"
2393 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2394 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2395 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2396 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2397 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2398 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2399 "#      endif\n"
2400 "#     endif\n"
2401 "#    else\n"
2402 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2403 "#    endif\n"
2404 "#  endif\n"
2405 "#  ifdef USESHADOWMAPORTHO\n"
2406 "       return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2407 "#  else\n"
2408 "       return f;\n"
2409 "#  endif\n"
2410 "}\n"
2411 "# endif\n"
2412 "\n"
2413 "# ifdef USESHADOWMAPCUBE\n"
2414 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2415 "{\n"
2416 "    // apply depth texture cubemap as light filter\n"
2417 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2418 "    float f;\n"
2419 "#  ifdef USESHADOWSAMPLER\n"
2420 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2421 "#  else\n"
2422 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2423 "#  endif\n"
2424 "    return f;\n"
2425 "}\n"
2426 "# endif\n"
2427 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2428 "#endif // FRAGMENT_SHADER\n"
2429 "\n"
2430 "\n"
2431 "\n"
2432 "\n"
2433 "#ifdef MODE_DEFERREDGEOMETRY\n"
2434 "#ifdef VERTEX_SHADER\n"
2435 "void main\n"
2436 "(\n"
2437 "float4 gl_Vertex : POSITION,\n"
2438 "uniform float4x4 ModelViewProjectionMatrix,\n"
2439 "#ifdef USEVERTEXTEXTUREBLEND\n"
2440 "float4 gl_Color : COLOR0,\n"
2441 "#endif\n"
2442 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2443 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2444 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2445 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2446 "uniform float4x4 TexMatrix,\n"
2447 "#ifdef USEVERTEXTEXTUREBLEND\n"
2448 "uniform float4x4 BackgroundTexMatrix,\n"
2449 "#endif\n"
2450 "uniform float4x4 ModelViewMatrix,\n"
2451 "#ifdef USEOFFSETMAPPING\n"
2452 "uniform float3 EyePosition,\n"
2453 "#endif\n"
2454 "out float4 gl_Position : POSITION,\n"
2455 "out float4 gl_FrontColor : COLOR,\n"
2456 "out float4 TexCoordBoth : TEXCOORD0,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "out float3 EyeVector : TEXCOORD2,\n"
2459 "#endif\n"
2460 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2461 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2462 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2463 ")\n"
2464 "{\n"
2465 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2466 "#ifdef USEVERTEXTEXTUREBLEND\n"
2467 "       gl_FrontColor = gl_Color;\n"
2468 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2469 "#endif\n"
2470 "\n"
2471 "       // transform unnormalized eye direction into tangent space\n"
2472 "#ifdef USEOFFSETMAPPING\n"
2473 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2474 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2475 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2476 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2477 "#endif\n"
2478 "\n"
2479 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2480 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2481 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2482 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2483 "}\n"
2484 "#endif // VERTEX_SHADER\n"
2485 "\n"
2486 "#ifdef FRAGMENT_SHADER\n"
2487 "void main\n"
2488 "(\n"
2489 "float4 TexCoordBoth : TEXCOORD0,\n"
2490 "float3 EyeVector : TEXCOORD2,\n"
2491 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2492 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2493 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2494 "uniform sampler2D Texture_Normal,\n"
2495 "#ifdef USEALPHAKILL\n"
2496 "uniform sampler2D Texture_Color,\n"
2497 "#endif\n"
2498 "uniform sampler2D Texture_Gloss,\n"
2499 "#ifdef USEVERTEXTEXTUREBLEND\n"
2500 "uniform sampler2D Texture_SecondaryNormal,\n"
2501 "uniform sampler2D Texture_SecondaryGloss,\n"
2502 "#endif\n"
2503 "#ifdef USEOFFSETMAPPING\n"
2504 "uniform float OffsetMapping_Scale,\n"
2505 "#endif\n"
2506 "uniform half SpecularPower,\n"
2507 "out float4 gl_FragColor : COLOR\n"
2508 ")\n"
2509 "{\n"
2510 "       float2 TexCoord = TexCoordBoth.xy;\n"
2511 "#ifdef USEOFFSETMAPPING\n"
2512 "       // apply offsetmapping\n"
2513 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2514 "#define TexCoord TexCoordOffset\n"
2515 "#endif\n"
2516 "\n"
2517 "#ifdef USEALPHAKILL\n"
2518 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2519 "               discard;\n"
2520 "#endif\n"
2521 "\n"
2522 "#ifdef USEVERTEXTEXTUREBLEND\n"
2523 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2524 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2525 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2526 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2527 "#endif\n"
2528 "\n"
2529 "#ifdef USEVERTEXTEXTUREBLEND\n"
2530 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2531 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2532 "#else\n"
2533 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2534 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2535 "#endif\n"
2536 "\n"
2537 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2538 "}\n"
2539 "#endif // FRAGMENT_SHADER\n"
2540 "#else // !MODE_DEFERREDGEOMETRY\n"
2541 "\n"
2542 "\n"
2543 "\n"
2544 "\n"
2545 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2546 "#ifdef VERTEX_SHADER\n"
2547 "void main\n"
2548 "(\n"
2549 "float4 gl_Vertex : POSITION,\n"
2550 "uniform float4x4 ModelViewProjectionMatrix,\n"
2551 "uniform float4x4 ModelViewMatrix,\n"
2552 "out float4 gl_Position : POSITION,\n"
2553 "out float4 ModelViewPosition : TEXCOORD0\n"
2554 ")\n"
2555 "{\n"
2556 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2557 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2558 "}\n"
2559 "#endif // VERTEX_SHADER\n"
2560 "\n"
2561 "#ifdef FRAGMENT_SHADER\n"
2562 "void main\n"
2563 "(\n"
2564 "float2 Pixel : WPOS,\n"
2565 "float4 ModelViewPosition : TEXCOORD0,\n"
2566 "uniform float4x4 ViewToLight,\n"
2567 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2568 "uniform float3 LightPosition,\n"
2569 "uniform half2 PixelToScreenTexCoord,\n"
2570 "uniform half3 DeferredColor_Ambient,\n"
2571 "uniform half3 DeferredColor_Diffuse,\n"
2572 "#ifdef USESPECULAR\n"
2573 "uniform half3 DeferredColor_Specular,\n"
2574 "uniform half SpecularPower,\n"
2575 "#endif\n"
2576 "uniform sampler2D Texture_Attenuation,\n"
2577 "uniform sampler2D Texture_ScreenDepth,\n"
2578 "uniform sampler2D Texture_ScreenNormalMap,\n"
2579 "\n"
2580 "#ifdef USESHADOWMAPRECT\n"
2581 "# ifdef USESHADOWSAMPLER\n"
2582 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2583 "# else\n"
2584 "uniform samplerRECT Texture_ShadowMapRect,\n"
2585 "# endif\n"
2586 "#endif\n"
2587 "\n"
2588 "#ifdef USESHADOWMAP2D\n"
2589 "# ifdef USESHADOWSAMPLER\n"
2590 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2591 "# else\n"
2592 "uniform sampler2D Texture_ShadowMap2D,\n"
2593 "# endif\n"
2594 "#endif\n"
2595 "\n"
2596 "#ifdef USESHADOWMAPVSDCT\n"
2597 "uniform samplerCUBE Texture_CubeProjection,\n"
2598 "#endif\n"
2599 "\n"
2600 "#ifdef USESHADOWMAPCUBE\n"
2601 "# ifdef USESHADOWSAMPLER\n"
2602 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2603 "# else\n"
2604 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2605 "# endif\n"
2606 "#endif\n"
2607 "\n"
2608 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2609 "uniform float2 ShadowMap_TextureScale,\n"
2610 "uniform float4 ShadowMap_Parameters,\n"
2611 "#endif\n"
2612 "\n"
2613 "out float4 gl_FragData0 : COLOR0,\n"
2614 "out float4 gl_FragData1 : COLOR1\n"
2615 ")\n"
2616 "{\n"
2617 "       // calculate viewspace pixel position\n"
2618 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2619 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2620 "       float3 position;\n"
2621 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2622 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2623 "       // decode viewspace pixel normal\n"
2624 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2625 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2626 "       // surfacenormal = pixel normal in viewspace\n"
2627 "       // LightVector = pixel to light in viewspace\n"
2628 "       // CubeVector = position in lightspace\n"
2629 "       // eyevector = pixel to view in viewspace\n"
2630 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2631 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2632 "#ifdef USEDIFFUSE\n"
2633 "       // calculate diffuse shading\n"
2634 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2635 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2636 "#endif\n"
2637 "#ifdef USESPECULAR\n"
2638 "       // calculate directional shading\n"
2639 "       float3 eyevector = position * -1.0;\n"
2640 "#  ifdef USEEXACTSPECULARMATH\n"
2641 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2642 "#  else\n"
2643 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2644 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2645 "#  endif\n"
2646 "#endif\n"
2647 "\n"
2648 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2649 "       fade *= ShadowMapCompare(CubeVector,\n"
2650 "# if defined(USESHADOWMAP2D)\n"
2651 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2652 "# endif\n"
2653 "# if defined(USESHADOWMAPRECT)\n"
2654 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2655 "# endif\n"
2656 "# if defined(USESHADOWMAPCUBE)\n"
2657 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2658 "# endif\n"
2659 "\n"
2660 "#ifdef USESHADOWMAPVSDCT\n"
2661 ", Texture_CubeProjection\n"
2662 "#endif\n"
2663 "       );\n"
2664 "#endif\n"
2665 "\n"
2666 "#ifdef USEDIFFUSE\n"
2667 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2668 "#else\n"
2669 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2670 "#endif\n"
2671 "#ifdef USESPECULAR\n"
2672 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2673 "#else\n"
2674 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2675 "#endif\n"
2676 "\n"
2677 "# ifdef USECUBEFILTER\n"
2678 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2679 "       gl_FragData0.rgb *= cubecolor;\n"
2680 "       gl_FragData1.rgb *= cubecolor;\n"
2681 "# endif\n"
2682 "}\n"
2683 "#endif // FRAGMENT_SHADER\n"
2684 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2685 "\n"
2686 "\n"
2687 "\n"
2688 "\n"
2689 "#ifdef VERTEX_SHADER\n"
2690 "void main\n"
2691 "(\n"
2692 "float4 gl_Vertex : POSITION,\n"
2693 "uniform float4x4 ModelViewProjectionMatrix,\n"
2694 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2695 "float4 gl_Color : COLOR0,\n"
2696 "#endif\n"
2697 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2698 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2699 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2700 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2701 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2702 "\n"
2703 "uniform float3 EyePosition,\n"
2704 "uniform float4x4 TexMatrix,\n"
2705 "#ifdef USEVERTEXTEXTUREBLEND\n"
2706 "uniform float4x4 BackgroundTexMatrix,\n"
2707 "#endif\n"
2708 "#ifdef MODE_LIGHTSOURCE\n"
2709 "uniform float4x4 ModelToLight,\n"
2710 "#endif\n"
2711 "#ifdef MODE_LIGHTSOURCE\n"
2712 "uniform float3 LightPosition,\n"
2713 "#endif\n"
2714 "#ifdef MODE_LIGHTDIRECTION\n"
2715 "uniform float3 LightDir,\n"
2716 "#endif\n"
2717 "uniform float4 FogPlane,\n"
2718 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2719 "uniform float3 LightPosition,\n"
2720 "#endif\n"
2721 "#ifdef USESHADOWMAPORTHO\n"
2722 "uniform float4x4 ShadowMapMatrix,\n"
2723 "#endif\n"
2724 "\n"
2725 "out float4 gl_FrontColor : COLOR,\n"
2726 "out float4 TexCoordBoth : TEXCOORD0,\n"
2727 "#ifdef USELIGHTMAP\n"
2728 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2729 "#endif\n"
2730 "#ifdef USEEYEVECTOR\n"
2731 "out float3 EyeVector : TEXCOORD2,\n"
2732 "#endif\n"
2733 "#ifdef USEREFLECTION\n"
2734 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2735 "#endif\n"
2736 "#ifdef USEFOG\n"
2737 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2738 "#endif\n"
2739 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2740 "out float3 LightVector : TEXCOORD5,\n"
2741 "#endif\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 "out float3 CubeVector : TEXCOORD3,\n"
2744 "#endif\n"
2745 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2746 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2747 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2748 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2749 "#endif\n"
2750 "#ifdef USESHADOWMAPORTHO\n"
2751 "out float3 ShadowMapTC : TEXCOORD8,\n"
2752 "#endif\n"
2753 "out float4 gl_Position : POSITION\n"
2754 ")\n"
2755 "{\n"
2756 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2757 "       gl_FrontColor = gl_Color;\n"
2758 "#endif\n"
2759 "       // copy the surface texcoord\n"
2760 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2761 "#ifdef USEVERTEXTEXTUREBLEND\n"
2762 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2763 "#endif\n"
2764 "#ifdef USELIGHTMAP\n"
2765 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2766 "#endif\n"
2767 "\n"
2768 "#ifdef MODE_LIGHTSOURCE\n"
2769 "       // transform vertex position into light attenuation/cubemap space\n"
2770 "       // (-1 to +1 across the light box)\n"
2771 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2772 "\n"
2773 "# ifdef USEDIFFUSE\n"
2774 "       // transform unnormalized light direction into tangent space\n"
2775 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2776 "       //  normalize it per pixel)\n"
2777 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2778 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2779 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2780 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2781 "# endif\n"
2782 "#endif\n"
2783 "\n"
2784 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2785 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2786 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2787 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2788 "#endif\n"
2789 "\n"
2790 "       // transform unnormalized eye direction into tangent space\n"
2791 "#ifdef USEEYEVECTOR\n"
2792 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2793 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2794 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2795 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2796 "#endif\n"
2797 "\n"
2798 "#ifdef USEFOG\n"
2799 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2800 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2801 "#endif\n"
2802 "\n"
2803 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2804 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2805 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2806 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2807 "#endif\n"
2808 "\n"
2809 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2810 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2811 "\n"
2812 "#ifdef USESHADOWMAPORTHO\n"
2813 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2814 "#endif\n"
2815 "\n"
2816 "#ifdef USEREFLECTION\n"
2817 "       ModelViewProjectionPosition = gl_Position;\n"
2818 "#endif\n"
2819 "}\n"
2820 "#endif // VERTEX_SHADER\n"
2821 "\n"
2822 "\n"
2823 "\n"
2824 "\n"
2825 "#ifdef FRAGMENT_SHADER\n"
2826 "void main\n"
2827 "(\n"
2828 "#ifdef USEDEFERREDLIGHTMAP\n"
2829 "float2 Pixel : WPOS,\n"
2830 "#endif\n"
2831 "float4 gl_FrontColor : COLOR,\n"
2832 "float4 TexCoordBoth : TEXCOORD0,\n"
2833 "#ifdef USELIGHTMAP\n"
2834 "float2 TexCoordLightmap : TEXCOORD1,\n"
2835 "#endif\n"
2836 "#ifdef USEEYEVECTOR\n"
2837 "float3 EyeVector : TEXCOORD2,\n"
2838 "#endif\n"
2839 "#ifdef USEREFLECTION\n"
2840 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2841 "#endif\n"
2842 "#ifdef USEFOG\n"
2843 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2844 "#endif\n"
2845 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2846 "float3 LightVector : TEXCOORD5,\n"
2847 "#endif\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "float3 CubeVector : TEXCOORD3,\n"
2850 "#endif\n"
2851 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2852 "float4 ModelViewPosition : TEXCOORD0,\n"
2853 "#endif\n"
2854 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2855 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2856 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2857 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2858 "#endif\n"
2859 "#ifdef USESHADOWMAPORTHO\n"
2860 "float3 ShadowMapTC : TEXCOORD8\n"
2861 "#endif\n"
2862 "\n"
2863 "uniform sampler2D Texture_Normal,\n"
2864 "uniform sampler2D Texture_Color,\n"
2865 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2866 "uniform sampler2D Texture_Gloss,\n"
2867 "#endif\n"
2868 "#ifdef USEGLOW\n"
2869 "uniform sampler2D Texture_Glow,\n"
2870 "#endif\n"
2871 "#ifdef USEVERTEXTEXTUREBLEND\n"
2872 "uniform sampler2D Texture_SecondaryNormal,\n"
2873 "uniform sampler2D Texture_SecondaryColor,\n"
2874 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2875 "uniform sampler2D Texture_SecondaryGloss,\n"
2876 "#endif\n"
2877 "#ifdef USEGLOW\n"
2878 "uniform sampler2D Texture_SecondaryGlow,\n"
2879 "#endif\n"
2880 "#endif\n"
2881 "#ifdef USECOLORMAPPING\n"
2882 "uniform sampler2D Texture_Pants,\n"
2883 "uniform sampler2D Texture_Shirt,\n"
2884 "#endif\n"
2885 "#ifdef USEFOG\n"
2886 "uniform sampler2D Texture_FogMask,\n"
2887 "#endif\n"
2888 "#ifdef USELIGHTMAP\n"
2889 "uniform sampler2D Texture_Lightmap,\n"
2890 "#endif\n"
2891 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2892 "uniform sampler2D Texture_Deluxemap,\n"
2893 "#endif\n"
2894 "#ifdef USEREFLECTION\n"
2895 "uniform sampler2D Texture_Reflection,\n"
2896 "#endif\n"
2897 "\n"
2898 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2899 "uniform sampler2D Texture_ScreenDepth,\n"
2900 "uniform sampler2D Texture_ScreenNormalMap,\n"
2901 "#endif\n"
2902 "#ifdef USEDEFERREDLIGHTMAP\n"
2903 "uniform sampler2D Texture_ScreenDiffuse,\n"
2904 "uniform sampler2D Texture_ScreenSpecular,\n"
2905 "#endif\n"
2906 "\n"
2907 "#ifdef USECOLORMAPPING\n"
2908 "uniform half3 Color_Pants,\n"
2909 "uniform half3 Color_Shirt,\n"
2910 "#endif\n"
2911 "#ifdef USEFOG\n"
2912 "uniform float3 FogColor,\n"
2913 "uniform float FogRangeRecip,\n"
2914 "uniform float FogPlaneViewDist,\n"
2915 "uniform float FogHeightFade,\n"
2916 "#endif\n"
2917 "\n"
2918 "#ifdef USEOFFSETMAPPING\n"
2919 "uniform float OffsetMapping_Scale,\n"
2920 "#endif\n"
2921 "\n"
2922 "#ifdef USEDEFERREDLIGHTMAP\n"
2923 "uniform half2 PixelToScreenTexCoord,\n"
2924 "uniform half3 DeferredMod_Diffuse,\n"
2925 "uniform half3 DeferredMod_Specular,\n"
2926 "#endif\n"
2927 "uniform half3 Color_Ambient,\n"
2928 "uniform half3 Color_Diffuse,\n"
2929 "uniform half3 Color_Specular,\n"
2930 "uniform half SpecularPower,\n"
2931 "#ifdef USEGLOW\n"
2932 "uniform half3 Color_Glow,\n"
2933 "#endif\n"
2934 "uniform half Alpha,\n"
2935 "#ifdef USEREFLECTION\n"
2936 "uniform float4 DistortScaleRefractReflect,\n"
2937 "uniform float4 ScreenScaleRefractReflect,\n"
2938 "uniform float4 ScreenCenterRefractReflect,\n"
2939 "uniform half4 ReflectColor,\n"
2940 "#endif\n"
2941 "#ifdef USEREFLECTCUBE\n"
2942 "uniform float4x4 ModelToReflectCube,\n"
2943 "uniform sampler2D Texture_ReflectMask,\n"
2944 "uniform samplerCUBE Texture_ReflectCube,\n"
2945 "#endif\n"
2946 "#ifdef MODE_LIGHTDIRECTION\n"
2947 "uniform half3 LightColor,\n"
2948 "#endif\n"
2949 "#ifdef MODE_LIGHTSOURCE\n"
2950 "uniform half3 LightColor,\n"
2951 "#endif\n"
2952 "\n"
2953 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2954 "uniform sampler2D Texture_Attenuation,\n"
2955 "uniform samplerCUBE Texture_Cube,\n"
2956 "#endif\n"
2957 "\n"
2958 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2959 "\n"
2960 "#ifdef USESHADOWMAPRECT\n"
2961 "# ifdef USESHADOWSAMPLER\n"
2962 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2963 "# else\n"
2964 "uniform samplerRECT Texture_ShadowMapRect,\n"
2965 "# endif\n"
2966 "#endif\n"
2967 "\n"
2968 "#ifdef USESHADOWMAP2D\n"
2969 "# ifdef USESHADOWSAMPLER\n"
2970 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2971 "# else\n"
2972 "uniform sampler2D Texture_ShadowMap2D,\n"
2973 "# endif\n"
2974 "#endif\n"
2975 "\n"
2976 "#ifdef USESHADOWMAPVSDCT\n"
2977 "uniform samplerCUBE Texture_CubeProjection,\n"
2978 "#endif\n"
2979 "\n"
2980 "#ifdef USESHADOWMAPCUBE\n"
2981 "# ifdef USESHADOWSAMPLER\n"
2982 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2983 "# else\n"
2984 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2985 "# endif\n"
2986 "#endif\n"
2987 "\n"
2988 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2989 "uniform float2 ShadowMap_TextureScale,\n"
2990 "uniform float4 ShadowMap_Parameters,\n"
2991 "#endif\n"
2992 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2993 "\n"
2994 "out float4 gl_FragColor : COLOR\n"
2995 ")\n"
2996 "{\n"
2997 "       float2 TexCoord = TexCoordBoth.xy;\n"
2998 "#ifdef USEVERTEXTEXTUREBLEND\n"
2999 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3000 "#endif\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "       // apply offsetmapping\n"
3003 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3004 "#define TexCoord TexCoordOffset\n"
3005 "#endif\n"
3006 "\n"
3007 "       // combine the diffuse textures (base, pants, shirt)\n"
3008 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3009 "#ifdef USEALPHAKILL\n"
3010 "       if (color.a < 0.5)\n"
3011 "               discard;\n"
3012 "#endif\n"
3013 "       color.a *= Alpha;\n"
3014 "#ifdef USECOLORMAPPING\n"
3015 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3016 "#endif\n"
3017 "#ifdef USEVERTEXTEXTUREBLEND\n"
3018 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3019 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3020 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3021 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3022 "       color.a = 1.0;\n"
3023 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3024 "#endif\n"
3025 "\n"
3026 "       // get the surface normal\n"
3027 "#ifdef USEVERTEXTEXTUREBLEND\n"
3028 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3029 "#else\n"
3030 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3031 "#endif\n"
3032 "\n"
3033 "       // get the material colors\n"
3034 "       half3 diffusetex = color.rgb;\n"
3035 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3036 "# ifdef USEVERTEXTEXTUREBLEND\n"
3037 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3038 "# else\n"
3039 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3040 "# endif\n"
3041 "#endif\n"
3042 "\n"
3043 "#ifdef USEREFLECTCUBE\n"
3044 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3045 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3046 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3047 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3048 "#endif\n"
3049 "\n"
3050 "\n"
3051 "\n"
3052 "\n"
3053 "#ifdef MODE_LIGHTSOURCE\n"
3054 "       // light source\n"
3055 "#ifdef USEDIFFUSE\n"
3056 "       half3 lightnormal = half3(normalize(LightVector));\n"
3057 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3058 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3059 "#ifdef USESPECULAR\n"
3060 "#ifdef USEEXACTSPECULARMATH\n"
3061 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3062 "#else\n"
3063 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3064 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3065 "#endif\n"
3066 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3067 "#endif\n"
3068 "#else\n"
3069 "       color.rgb = diffusetex * Color_Ambient;\n"
3070 "#endif\n"
3071 "       color.rgb *= LightColor;\n"
3072 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3073 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3074 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3075 "# if defined(USESHADOWMAP2D)\n"
3076 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3077 "# endif\n"
3078 "# if defined(USESHADOWMAPRECT)\n"
3079 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3080 "# endif\n"
3081 "# if defined(USESHADOWMAPCUBE)\n"
3082 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3083 "# endif\n"
3084 "\n"
3085 "#ifdef USESHADOWMAPVSDCT\n"
3086 ", Texture_CubeProjection\n"
3087 "#endif\n"
3088 "       );\n"
3089 "\n"
3090 "#endif\n"
3091 "# ifdef USECUBEFILTER\n"
3092 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3093 "# endif\n"
3094 "#endif // MODE_LIGHTSOURCE\n"
3095 "\n"
3096 "\n"
3097 "\n"
3098 "\n"
3099 "#ifdef MODE_LIGHTDIRECTION\n"
3100 "#define SHADING\n"
3101 "#ifdef USEDIFFUSE\n"
3102 "       half3 lightnormal = half3(normalize(LightVector));\n"
3103 "#endif\n"
3104 "#define lightcolor LightColor\n"
3105 "#endif // MODE_LIGHTDIRECTION\n"
3106 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3107 "#define SHADING\n"
3108 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3109 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3110 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3111 "       // convert modelspace light vector to tangentspace\n"
3112 "       half3 lightnormal;\n"
3113 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3114 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3115 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3116 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3117 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3118 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3119 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3120 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3121 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3122 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3123 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3124 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3125 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3126 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3127 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3128 "#define SHADING\n"
3129 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3130 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3131 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3132 "#endif\n"
3133 "\n"
3134 "\n"
3135 "\n"
3136 "\n"
3137 "#ifdef MODE_LIGHTMAP\n"
3138 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3139 "#endif // MODE_LIGHTMAP\n"
3140 "#ifdef MODE_VERTEXCOLOR\n"
3141 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3142 "#endif // MODE_VERTEXCOLOR\n"
3143 "#ifdef MODE_FLATCOLOR\n"
3144 "       color.rgb = diffusetex * Color_Ambient;\n"
3145 "#endif // MODE_FLATCOLOR\n"
3146 "\n"
3147 "\n"
3148 "\n"
3149 "\n"
3150 "#ifdef SHADING\n"
3151 "# ifdef USEDIFFUSE\n"
3152 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3153 "#  ifdef USESPECULAR\n"
3154 "#   ifdef USEEXACTSPECULARMATH\n"
3155 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3156 "#   else\n"
3157 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3158 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3159 "#   endif\n"
3160 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3161 "#  else\n"
3162 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3163 "#  endif\n"
3164 "# else\n"
3165 "       color.rgb = diffusetex * Color_Ambient;\n"
3166 "# endif\n"
3167 "#endif\n"
3168 "\n"
3169 "#ifdef USESHADOWMAPORTHO\n"
3170 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3171 "# if defined(USESHADOWMAP2D)\n"
3172 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3173 "# endif\n"
3174 "# if defined(USESHADOWMAPRECT)\n"
3175 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3176 "# endif\n"
3177 "       );\n"
3178 "#endif\n"
3179 "\n"
3180 "#ifdef USEDEFERREDLIGHTMAP\n"
3181 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3182 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3183 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3184 "#endif\n"
3185 "\n"
3186 "#ifdef USEGLOW\n"
3187 "#ifdef USEVERTEXTEXTUREBLEND\n"
3188 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3189 "#else\n"
3190 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3191 "#endif\n"
3192 "#endif\n"
3193 "\n"
3194 "#ifdef USEFOG\n"
3195 "#ifdef MODE_LIGHTSOURCE\n"
3196 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3197 "#else\n"
3198 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3199 "#endif\n"
3200 "#endif\n"
3201 "\n"
3202 "       // 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"
3203 "#ifdef USEREFLECTION\n"
3204 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3205 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3206 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3207 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3208 "       // FIXME temporary hack to detect the case that the reflection\n"
3209 "       // gets blackened at edges due to leaving the area that contains actual\n"
3210 "       // content.\n"
3211 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3212 "       // 'appening.\n"
3213 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3214 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3215 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3216 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3217 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3218 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3219 "#endif\n"
3220 "\n"
3221 "       gl_FragColor = float4(color);\n"
3222 "}\n"
3223 "#endif // FRAGMENT_SHADER\n"
3224 "\n"
3225 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3226 "#endif // !MODE_DEFERREDGEOMETRY\n"
3227 "#endif // !MODE_WATER\n"
3228 "#endif // !MODE_REFRACTION\n"
3229 "#endif // !MODE_BLOOMBLUR\n"
3230 "#endif // !MODE_GENERIC\n"
3231 "#endif // !MODE_POSTPROCESS\n"
3232 "#endif // !MODE_SHOWDEPTH\n"
3233 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3234 ;
3235
3236 char *glslshaderstring = NULL;
3237 char *cgshaderstring = NULL;
3238
3239 //=======================================================================================================================================================
3240
3241 typedef struct shaderpermutationinfo_s
3242 {
3243         const char *pretext;
3244         const char *name;
3245 }
3246 shaderpermutationinfo_t;
3247
3248 typedef struct shadermodeinfo_s
3249 {
3250         const char *vertexfilename;
3251         const char *geometryfilename;
3252         const char *fragmentfilename;
3253         const char *pretext;
3254         const char *name;
3255 }
3256 shadermodeinfo_t;
3257
3258 typedef enum shaderpermutation_e
3259 {
3260         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3261         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3262         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3263         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3264         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3265         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3266         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3267         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3268         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3269         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3270         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3271         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3272         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3273         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3274         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3275         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3276         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3277         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3278         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3279         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3280         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3281         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3282         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3283         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3284         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3285         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3286         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3287         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3288         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3289         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3290 }
3291 shaderpermutation_t;
3292
3293 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3294 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3295 {
3296         {"#define USEDIFFUSE\n", " diffuse"},
3297         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3298         {"#define USEVIEWTINT\n", " viewtint"},
3299         {"#define USECOLORMAPPING\n", " colormapping"},
3300         {"#define USESATURATION\n", " saturation"},
3301         {"#define USEFOGINSIDE\n", " foginside"},
3302         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3303         {"#define USEGAMMARAMPS\n", " gammaramps"},
3304         {"#define USECUBEFILTER\n", " cubefilter"},
3305         {"#define USEGLOW\n", " glow"},
3306         {"#define USEBLOOM\n", " bloom"},
3307         {"#define USESPECULAR\n", " specular"},
3308         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3309         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3310         {"#define USEREFLECTION\n", " reflection"},
3311         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3312         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3313         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3314         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3315         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3316         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3317         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3318         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3319         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3320         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3321         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3322         {"#define USEALPHAKILL\n", " alphakill"},
3323         {"#define USEREFLECTCUBE\n", " reflectcube"},
3324 };
3325
3326 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3327 typedef enum shadermode_e
3328 {
3329         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3330         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3331         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3332         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3333         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3334         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3335         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3336         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3337         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3338         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3339         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3340         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3341         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3342         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3343         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3344         SHADERMODE_COUNT
3345 }
3346 shadermode_t;
3347
3348 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3349 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3350 {
3351         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3352         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3353         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3354         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3355         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3356         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3357         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3358         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3359         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3360         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3361         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3362         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3363         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3364         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3365         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3366 };
3367
3368 #ifdef SUPPORTCG
3369 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3370 {
3371         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3372         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3373         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3374         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3375         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3376         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3377         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3378         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3379         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3380         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3381         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3382         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3383         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3384         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3385         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3386 };
3387 #endif
3388
3389 struct r_glsl_permutation_s;
3390 typedef struct r_glsl_permutation_s
3391 {
3392         /// hash lookup data
3393         struct r_glsl_permutation_s *hashnext;
3394         unsigned int mode;
3395         unsigned int permutation;
3396
3397         /// indicates if we have tried compiling this permutation already
3398         qboolean compiled;
3399         /// 0 if compilation failed
3400         int program;
3401         /// locations of detected uniforms in program object, or -1 if not found
3402         int loc_Texture_First;
3403         int loc_Texture_Second;
3404         int loc_Texture_GammaRamps;
3405         int loc_Texture_Normal;
3406         int loc_Texture_Color;
3407         int loc_Texture_Gloss;
3408         int loc_Texture_Glow;
3409         int loc_Texture_SecondaryNormal;
3410         int loc_Texture_SecondaryColor;
3411         int loc_Texture_SecondaryGloss;
3412         int loc_Texture_SecondaryGlow;
3413         int loc_Texture_Pants;
3414         int loc_Texture_Shirt;
3415         int loc_Texture_FogMask;
3416         int loc_Texture_Lightmap;
3417         int loc_Texture_Deluxemap;
3418         int loc_Texture_Attenuation;
3419         int loc_Texture_Cube;
3420         int loc_Texture_Refraction;
3421         int loc_Texture_Reflection;
3422         int loc_Texture_ShadowMapRect;
3423         int loc_Texture_ShadowMapCube;
3424         int loc_Texture_ShadowMap2D;
3425         int loc_Texture_CubeProjection;
3426         int loc_Texture_ScreenDepth;
3427         int loc_Texture_ScreenNormalMap;
3428         int loc_Texture_ScreenDiffuse;
3429         int loc_Texture_ScreenSpecular;
3430         int loc_Texture_ReflectMask;
3431         int loc_Texture_ReflectCube;
3432         int loc_Alpha;
3433         int loc_BloomBlur_Parameters;
3434         int loc_ClientTime;
3435         int loc_Color_Ambient;
3436         int loc_Color_Diffuse;
3437         int loc_Color_Specular;
3438         int loc_Color_Glow;
3439         int loc_Color_Pants;
3440         int loc_Color_Shirt;
3441         int loc_DeferredColor_Ambient;
3442         int loc_DeferredColor_Diffuse;
3443         int loc_DeferredColor_Specular;
3444         int loc_DeferredMod_Diffuse;
3445         int loc_DeferredMod_Specular;
3446         int loc_DistortScaleRefractReflect;
3447         int loc_EyePosition;
3448         int loc_FogColor;
3449         int loc_FogHeightFade;
3450         int loc_FogPlane;
3451         int loc_FogPlaneViewDist;
3452         int loc_FogRangeRecip;
3453         int loc_LightColor;
3454         int loc_LightDir;
3455         int loc_LightPosition;
3456         int loc_OffsetMapping_Scale;
3457         int loc_PixelSize;
3458         int loc_ReflectColor;
3459         int loc_ReflectFactor;
3460         int loc_ReflectOffset;
3461         int loc_RefractColor;
3462         int loc_Saturation;
3463         int loc_ScreenCenterRefractReflect;
3464         int loc_ScreenScaleRefractReflect;
3465         int loc_ScreenToDepth;
3466         int loc_ShadowMap_Parameters;
3467         int loc_ShadowMap_TextureScale;
3468         int loc_SpecularPower;
3469         int loc_UserVec1;
3470         int loc_UserVec2;
3471         int loc_UserVec3;
3472         int loc_UserVec4;
3473         int loc_ViewTintColor;
3474         int loc_ViewToLight;
3475         int loc_ModelToLight;
3476         int loc_TexMatrix;
3477         int loc_BackgroundTexMatrix;
3478         int loc_ModelViewProjectionMatrix;
3479         int loc_ModelViewMatrix;
3480         int loc_PixelToScreenTexCoord;
3481         int loc_ModelToReflectCube;
3482         int loc_ShadowMapMatrix;        
3483 }
3484 r_glsl_permutation_t;
3485
3486 #define SHADERPERMUTATION_HASHSIZE 256
3487
3488 /// information about each possible shader permutation
3489 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3490 /// currently selected permutation
3491 r_glsl_permutation_t *r_glsl_permutation;
3492 /// storage for permutations linked in the hash table
3493 memexpandablearray_t r_glsl_permutationarray;
3494
3495 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3496 {
3497         //unsigned int hashdepth = 0;
3498         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3499         r_glsl_permutation_t *p;
3500         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3501         {
3502                 if (p->mode == mode && p->permutation == permutation)
3503                 {
3504                         //if (hashdepth > 10)
3505                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3506                         return p;
3507                 }
3508                 //hashdepth++;
3509         }
3510         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3511         p->mode = mode;
3512         p->permutation = permutation;
3513         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3514         r_glsl_permutationhash[mode][hashindex] = p;
3515         //if (hashdepth > 10)
3516         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3517         return p;
3518 }
3519
3520 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3521 {
3522         char *shaderstring;
3523         if (!filename || !filename[0])
3524                 return NULL;
3525         if (!strcmp(filename, "glsl/default.glsl"))
3526         {
3527                 if (!glslshaderstring)
3528                 {
3529                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3530                         if (glslshaderstring)
3531                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3532                         else
3533                                 glslshaderstring = (char *)builtinshaderstring;
3534                 }
3535                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3536                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3537                 return shaderstring;
3538         }
3539         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3540         if (shaderstring)
3541         {
3542                 if (printfromdisknotice)
3543                         Con_DPrintf("from disk %s... ", filename);
3544                 return shaderstring;
3545         }
3546         return shaderstring;
3547 }
3548
3549 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3550 {
3551         int i;
3552         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3553         int vertstrings_count = 0;
3554         int geomstrings_count = 0;
3555         int fragstrings_count = 0;
3556         char *vertexstring, *geometrystring, *fragmentstring;
3557         const char *vertstrings_list[32+3];
3558         const char *geomstrings_list[32+3];
3559         const char *fragstrings_list[32+3];
3560         char permutationname[256];
3561
3562         if (p->compiled)
3563                 return;
3564         p->compiled = true;
3565         p->program = 0;
3566
3567         permutationname[0] = 0;
3568         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3569         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3570         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3571
3572         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3573
3574         // the first pretext is which type of shader to compile as
3575         // (later these will all be bound together as a program object)
3576         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3577         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3578         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3579
3580         // the second pretext is the mode (for example a light source)
3581         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3582         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3583         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3584         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3585
3586         // now add all the permutation pretexts
3587         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3588         {
3589                 if (permutation & (1<<i))
3590                 {
3591                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3592                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3593                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3594                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3595                 }
3596                 else
3597                 {
3598                         // keep line numbers correct
3599                         vertstrings_list[vertstrings_count++] = "\n";
3600                         geomstrings_list[geomstrings_count++] = "\n";
3601                         fragstrings_list[fragstrings_count++] = "\n";
3602                 }
3603         }
3604
3605         // now append the shader text itself
3606         vertstrings_list[vertstrings_count++] = vertexstring;
3607         geomstrings_list[geomstrings_count++] = geometrystring;
3608         fragstrings_list[fragstrings_count++] = fragmentstring;
3609
3610         // if any sources were NULL, clear the respective list
3611         if (!vertexstring)
3612                 vertstrings_count = 0;
3613         if (!geometrystring)
3614                 geomstrings_count = 0;
3615         if (!fragmentstring)
3616                 fragstrings_count = 0;
3617
3618         // compile the shader program
3619         if (vertstrings_count + geomstrings_count + fragstrings_count)
3620                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3621         if (p->program)
3622         {
3623                 CHECKGLERROR
3624                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3625                 // look up all the uniform variable names we care about, so we don't
3626                 // have to look them up every time we set them
3627
3628                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3629                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3630                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3631                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3632                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3633                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3634                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3635                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3636                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3637                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3638                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3639                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3640                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3641                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3642                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3643                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3644                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3645                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3646                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3647                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3648                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3649                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3650                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3651                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3652                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3653                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3654                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3655                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3656                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3657                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3658                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3659                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3660                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3661                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3662                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3663                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3664                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3665                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3666                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3667                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3668                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3669                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3670                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3671                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3672                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3673                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3674                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3675                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3676                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3677                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3678                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3679                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3680                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3681                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3682                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3683                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3684                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3685                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3686                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3687                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3688                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3689                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3690                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3691                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3692                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3693                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3694                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3695                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3696                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3697                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3698                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3699                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3700                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3701                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3702                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3703                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3704                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3705                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3706                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3707                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3708                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3709                 // initialize the samplers to refer to the texture units we use
3710                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3711                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3712                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3713                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3714                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3715                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3716                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3717                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3718                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3719                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3720                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3721                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3722                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3723                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3724                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3725                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3726                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3727                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3728                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3729                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3730                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3731                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3732                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3733                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3734                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3735                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3736                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3737                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3738                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3739                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3740                 CHECKGLERROR
3741                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3742         }
3743         else
3744                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3745
3746         // free the strings
3747         if (vertexstring)
3748                 Mem_Free(vertexstring);
3749         if (geometrystring)
3750                 Mem_Free(geometrystring);
3751         if (fragmentstring)
3752                 Mem_Free(fragmentstring);
3753 }
3754
3755 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3756 {
3757         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3758         if (r_glsl_permutation != perm)
3759         {
3760                 r_glsl_permutation = perm;
3761                 if (!r_glsl_permutation->program)
3762                 {
3763                         if (!r_glsl_permutation->compiled)
3764                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3765                         if (!r_glsl_permutation->program)
3766                         {
3767                                 // remove features until we find a valid permutation
3768                                 int i;
3769                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3770                                 {
3771                                         // reduce i more quickly whenever it would not remove any bits
3772                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3773                                         if (!(permutation & j))
3774                                                 continue;
3775                                         permutation -= j;
3776                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3777                                         if (!r_glsl_permutation->compiled)
3778                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3779                                         if (r_glsl_permutation->program)
3780                                                 break;
3781                                 }
3782                                 if (i >= SHADERPERMUTATION_COUNT)
3783                                 {
3784                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3785                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3786                                         qglUseProgramObjectARB(0);CHECKGLERROR
3787                                         return; // no bit left to clear, entire mode is broken
3788                                 }
3789                         }
3790                 }
3791                 CHECKGLERROR
3792                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3793         }
3794         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3795         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3796         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3797 }
3798
3799 #ifdef SUPPORTCG
3800 #include <Cg/cgGL.h>
3801 struct r_cg_permutation_s;
3802 typedef struct r_cg_permutation_s
3803 {
3804         /// hash lookup data
3805         struct r_cg_permutation_s *hashnext;
3806         unsigned int mode;
3807         unsigned int permutation;
3808
3809         /// indicates if we have tried compiling this permutation already
3810         qboolean compiled;
3811         /// 0 if compilation failed
3812         CGprogram vprogram;
3813         CGprogram fprogram;
3814         /// locations of detected parameters in programs, or NULL if not found
3815         CGparameter vp_EyePosition;
3816         CGparameter vp_FogPlane;
3817         CGparameter vp_LightDir;
3818         CGparameter vp_LightPosition;
3819         CGparameter vp_ModelToLight;
3820         CGparameter vp_TexMatrix;
3821         CGparameter vp_BackgroundTexMatrix;
3822         CGparameter vp_ModelViewProjectionMatrix;
3823         CGparameter vp_ModelViewMatrix;
3824         CGparameter vp_ShadowMapMatrix;
3825
3826         CGparameter fp_Texture_First;
3827         CGparameter fp_Texture_Second;
3828         CGparameter fp_Texture_GammaRamps;
3829         CGparameter fp_Texture_Normal;
3830         CGparameter fp_Texture_Color;
3831         CGparameter fp_Texture_Gloss;
3832         CGparameter fp_Texture_Glow;
3833         CGparameter fp_Texture_SecondaryNormal;
3834         CGparameter fp_Texture_SecondaryColor;
3835         CGparameter fp_Texture_SecondaryGloss;
3836         CGparameter fp_Texture_SecondaryGlow;
3837         CGparameter fp_Texture_Pants;
3838         CGparameter fp_Texture_Shirt;
3839         CGparameter fp_Texture_FogMask;
3840         CGparameter fp_Texture_Lightmap;
3841         CGparameter fp_Texture_Deluxemap;
3842         CGparameter fp_Texture_Attenuation;
3843         CGparameter fp_Texture_Cube;
3844         CGparameter fp_Texture_Refraction;
3845         CGparameter fp_Texture_Reflection;
3846         CGparameter fp_Texture_ShadowMapRect;
3847         CGparameter fp_Texture_ShadowMapCube;
3848         CGparameter fp_Texture_ShadowMap2D;
3849         CGparameter fp_Texture_CubeProjection;
3850         CGparameter fp_Texture_ScreenDepth;
3851         CGparameter fp_Texture_ScreenNormalMap;
3852         CGparameter fp_Texture_ScreenDiffuse;
3853         CGparameter fp_Texture_ScreenSpecular;
3854         CGparameter fp_Texture_ReflectMask;
3855         CGparameter fp_Texture_ReflectCube;
3856         CGparameter fp_Alpha;
3857         CGparameter fp_BloomBlur_Parameters;
3858         CGparameter fp_ClientTime;
3859         CGparameter fp_Color_Ambient;
3860         CGparameter fp_Color_Diffuse;
3861         CGparameter fp_Color_Specular;
3862         CGparameter fp_Color_Glow;
3863         CGparameter fp_Color_Pants;
3864         CGparameter fp_Color_Shirt;
3865         CGparameter fp_DeferredColor_Ambient;
3866         CGparameter fp_DeferredColor_Diffuse;
3867         CGparameter fp_DeferredColor_Specular;
3868         CGparameter fp_DeferredMod_Diffuse;
3869         CGparameter fp_DeferredMod_Specular;
3870         CGparameter fp_DistortScaleRefractReflect;
3871         CGparameter fp_EyePosition;
3872         CGparameter fp_FogColor;
3873         CGparameter fp_FogHeightFade;
3874         CGparameter fp_FogPlane;
3875         CGparameter fp_FogPlaneViewDist;
3876         CGparameter fp_FogRangeRecip;
3877         CGparameter fp_LightColor;
3878         CGparameter fp_LightDir;
3879         CGparameter fp_LightPosition;
3880         CGparameter fp_OffsetMapping_Scale;
3881         CGparameter fp_PixelSize;
3882         CGparameter fp_ReflectColor;
3883         CGparameter fp_ReflectFactor;
3884         CGparameter fp_ReflectOffset;
3885         CGparameter fp_RefractColor;
3886         CGparameter fp_Saturation;
3887         CGparameter fp_ScreenCenterRefractReflect;
3888         CGparameter fp_ScreenScaleRefractReflect;
3889         CGparameter fp_ScreenToDepth;
3890         CGparameter fp_ShadowMap_Parameters;
3891         CGparameter fp_ShadowMap_TextureScale;
3892         CGparameter fp_SpecularPower;
3893         CGparameter fp_UserVec1;
3894         CGparameter fp_UserVec2;
3895         CGparameter fp_UserVec3;
3896         CGparameter fp_UserVec4;
3897         CGparameter fp_ViewTintColor;
3898         CGparameter fp_ViewToLight;
3899         CGparameter fp_PixelToScreenTexCoord;
3900         CGparameter fp_ModelToReflectCube;
3901 }
3902 r_cg_permutation_t;
3903
3904 /// information about each possible shader permutation
3905 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3906 /// currently selected permutation
3907 r_cg_permutation_t *r_cg_permutation;
3908 /// storage for permutations linked in the hash table
3909 memexpandablearray_t r_cg_permutationarray;
3910
3911 #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));}}
3912
3913 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3914 {
3915         //unsigned int hashdepth = 0;
3916         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3917         r_cg_permutation_t *p;
3918         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3919         {
3920                 if (p->mode == mode && p->permutation == permutation)
3921                 {
3922                         //if (hashdepth > 10)
3923                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3924                         return p;
3925                 }
3926                 //hashdepth++;
3927         }
3928         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3929         p->mode = mode;
3930         p->permutation = permutation;
3931         p->hashnext = r_cg_permutationhash[mode][hashindex];
3932         r_cg_permutationhash[mode][hashindex] = p;
3933         //if (hashdepth > 10)
3934         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3935         return p;
3936 }
3937
3938 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3939 {
3940         char *shaderstring;
3941         if (!filename || !filename[0])
3942                 return NULL;
3943         if (!strcmp(filename, "cg/default.cg"))
3944         {
3945                 if (!cgshaderstring)
3946                 {
3947                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3948                         if (cgshaderstring)
3949                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3950                         else
3951                                 cgshaderstring = (char *)builtincgshaderstring;
3952                 }
3953                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3954                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3955                 return shaderstring;
3956         }
3957         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3958         if (shaderstring)
3959         {
3960                 if (printfromdisknotice)
3961                         Con_DPrintf("from disk %s... ", filename);
3962                 return shaderstring;
3963         }
3964         return shaderstring;
3965 }
3966
3967 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3968 {
3969         // TODO: load or create .fp and .vp shader files
3970 }
3971
3972 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3973 {
3974         int i;
3975         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3976         int vertstrings_count = 0, vertstring_length = 0;
3977         int geomstrings_count = 0, geomstring_length = 0;
3978         int fragstrings_count = 0, fragstring_length = 0;
3979         char *t;
3980         char *vertexstring, *geometrystring, *fragmentstring;
3981         char *vertstring, *geomstring, *fragstring;
3982         const char *vertstrings_list[32+3];
3983         const char *geomstrings_list[32+3];
3984         const char *fragstrings_list[32+3];
3985         char permutationname[256];
3986         char cachename[256];
3987         CGprofile vertexProfile;
3988         CGprofile fragmentProfile;
3989
3990         if (p->compiled)
3991                 return;
3992         p->compiled = true;
3993         p->vprogram = NULL;
3994         p->fprogram = NULL;
3995
3996         permutationname[0] = 0;
3997         cachename[0] = 0;
3998         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3999         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4000         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4001
4002         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4003         strlcat(cachename, "cg/", sizeof(cachename));
4004
4005         // the first pretext is which type of shader to compile as
4006         // (later these will all be bound together as a program object)
4007         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4008         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4009         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4010
4011         // the second pretext is the mode (for example a light source)
4012         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4013         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4014         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4015         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4016         strlcat(cachename, modeinfo->name, sizeof(cachename));
4017
4018         // now add all the permutation pretexts
4019         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4020         {
4021                 if (permutation & (1<<i))
4022                 {
4023                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4024                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4025                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4026                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4027                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4028                 }
4029                 else
4030                 {
4031                         // keep line numbers correct
4032                         vertstrings_list[vertstrings_count++] = "\n";
4033                         geomstrings_list[geomstrings_count++] = "\n";
4034                         fragstrings_list[fragstrings_count++] = "\n";
4035                 }
4036         }
4037
4038         // replace spaces in the cachename with _ characters
4039         for (i = 0;cachename[i];i++)
4040                 if (cachename[i] == ' ')
4041                         cachename[i] = '_';
4042
4043         // now append the shader text itself
4044         vertstrings_list[vertstrings_count++] = vertexstring;
4045         geomstrings_list[geomstrings_count++] = geometrystring;
4046         fragstrings_list[fragstrings_count++] = fragmentstring;
4047
4048         // if any sources were NULL, clear the respective list
4049         if (!vertexstring)
4050                 vertstrings_count = 0;
4051         if (!geometrystring)
4052                 geomstrings_count = 0;
4053         if (!fragmentstring)
4054                 fragstrings_count = 0;
4055
4056         vertstring_length = 0;
4057         for (i = 0;i < vertstrings_count;i++)
4058                 vertstring_length += strlen(vertstrings_list[i]);
4059         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4060         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4061                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4062
4063         geomstring_length = 0;
4064         for (i = 0;i < geomstrings_count;i++)
4065                 geomstring_length += strlen(geomstrings_list[i]);
4066         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4067         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4068                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4069
4070         fragstring_length = 0;
4071         for (i = 0;i < fragstrings_count;i++)
4072                 fragstring_length += strlen(fragstrings_list[i]);
4073         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4074         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4075                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4076
4077         CHECKGLERROR
4078         CHECKCGERROR
4079         //vertexProfile = CG_PROFILE_ARBVP1;
4080         //fragmentProfile = CG_PROFILE_ARBFP1;
4081         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4082         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4083         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4084         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4085         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4086         CHECKGLERROR
4087
4088         // try to load the cached shader, or generate one
4089         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4090
4091         // if caching failed, do a dynamic compile for now
4092         CHECKCGERROR
4093         if (vertstring[0] && !p->vprogram)
4094                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4095         CHECKCGERROR
4096         if (fragstring[0] && !p->fprogram)
4097                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4098         CHECKCGERROR
4099
4100         // look up all the uniform variable names we care about, so we don't
4101         // have to look them up every time we set them
4102         if (p->vprogram)
4103         {
4104                 CHECKCGERROR
4105                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4106                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4107                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4108                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4109                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4110                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4111                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4112                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4113                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4114                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4115                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4116                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4117                 CHECKCGERROR
4118         }
4119         if (p->fprogram)
4120         {
4121                 CHECKCGERROR
4122                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4123                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4124                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4125                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4126                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4127                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4128                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4129                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4130                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4131                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4132                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4133                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4134                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4135                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4136                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4137                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4138                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4139                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4140                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4141                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4142                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4143                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4144                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4145                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4146                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4147                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4148                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4149                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4150                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4151                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4152                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4153                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4154                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4155                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4156                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4157                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4158                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4159                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4160                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4161                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4162                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4163                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4164                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4165                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4166                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4167                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4168                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4169                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4170                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4171                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4172                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4173                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4174                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4175                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4176                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4177                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4178                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4179                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4180                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4181                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4182                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4183                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4184                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4185                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4186                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4187                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4188                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4189                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4190                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4191                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4192                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4193                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4194                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4195                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4196                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4197                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4198                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4199                 CHECKCGERROR
4200         }
4201
4202         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4203                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4204         else
4205                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4206
4207         // free the strings
4208         if (vertstring)
4209                 Mem_Free(vertstring);
4210         if (geomstring)
4211                 Mem_Free(geomstring);
4212         if (fragstring)
4213                 Mem_Free(fragstring);
4214         if (vertexstring)
4215                 Mem_Free(vertexstring);
4216         if (geometrystring)
4217                 Mem_Free(geometrystring);
4218         if (fragmentstring)
4219                 Mem_Free(fragmentstring);
4220 }
4221
4222 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4223 {
4224         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4225         CHECKGLERROR
4226         CHECKCGERROR
4227         if (r_cg_permutation != perm)
4228         {
4229                 r_cg_permutation = perm;
4230                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4231                 {
4232                         if (!r_cg_permutation->compiled)
4233                                 R_CG_CompilePermutation(perm, mode, permutation);
4234                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4235                         {
4236                                 // remove features until we find a valid permutation
4237                                 int i;
4238                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4239                                 {
4240                                         // reduce i more quickly whenever it would not remove any bits
4241                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4242                                         if (!(permutation & j))
4243                                                 continue;
4244                                         permutation -= j;
4245                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4246                                         if (!r_cg_permutation->compiled)
4247                                                 R_CG_CompilePermutation(perm, mode, permutation);
4248                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4249                                                 break;
4250                                 }
4251                                 if (i >= SHADERPERMUTATION_COUNT)
4252                                 {
4253                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4254                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4255                                         return; // no bit left to clear, entire mode is broken
4256                                 }
4257                         }
4258                 }
4259                 CHECKGLERROR
4260                 CHECKCGERROR
4261                 if (r_cg_permutation->vprogram)
4262                 {
4263                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4264                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4265                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4266                 }
4267                 else
4268                 {
4269                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4270                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4271                 }
4272                 if (r_cg_permutation->fprogram)
4273                 {
4274                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4275                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4276                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4277                 }
4278                 else
4279                 {
4280                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4281                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4282                 }
4283         }
4284         CHECKCGERROR
4285         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4286         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4287         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4288 }
4289
4290 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4291 {
4292         cgGLSetTextureParameter(param, R_GetTexture(tex));
4293         cgGLEnableTextureParameter(param);
4294 }
4295 #endif
4296
4297 void R_GLSL_Restart_f(void)
4298 {
4299         unsigned int i, limit;
4300         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4301                 Mem_Free(glslshaderstring);
4302         glslshaderstring = NULL;
4303         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4304                 Mem_Free(cgshaderstring);
4305         cgshaderstring = NULL;
4306         switch(vid.renderpath)
4307         {
4308         case RENDERPATH_GL20:
4309                 {
4310                         r_glsl_permutation_t *p;
4311                         r_glsl_permutation = NULL;
4312                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4313                         for (i = 0;i < limit;i++)
4314                         {
4315                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4316                                 {
4317                                         GL_Backend_FreeProgram(p->program);
4318                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4319                                 }
4320                         }
4321                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4322                 }
4323                 break;
4324         case RENDERPATH_CGGL:
4325 #ifdef SUPPORTCG
4326                 {
4327                         r_cg_permutation_t *p;
4328                         r_cg_permutation = NULL;
4329                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4330                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4332                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4334                         for (i = 0;i < limit;i++)
4335                         {
4336                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4337                                 {
4338                                         if (p->vprogram)
4339                                                 cgDestroyProgram(p->vprogram);
4340                                         if (p->fprogram)
4341                                                 cgDestroyProgram(p->fprogram);
4342                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4343                                 }
4344                         }
4345                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4346                 }
4347                 break;
4348 #endif
4349         case RENDERPATH_GL13:
4350         case RENDERPATH_GL11:
4351                 break;
4352         }
4353 }
4354
4355 void R_GLSL_DumpShader_f(void)
4356 {
4357         int i;
4358         qfile_t *file;
4359
4360         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4361         if (file)
4362         {
4363                 FS_Print(file, "/* The engine may define the following macros:\n");
4364                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4365                 for (i = 0;i < SHADERMODE_COUNT;i++)
4366                         FS_Print(file, glslshadermodeinfo[i].pretext);
4367                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4368                         FS_Print(file, shaderpermutationinfo[i].pretext);
4369                 FS_Print(file, "*/\n");
4370                 FS_Print(file, builtinshaderstring);
4371                 FS_Close(file);
4372                 Con_Printf("glsl/default.glsl written\n");
4373         }
4374         else
4375                 Con_Printf("failed to write to glsl/default.glsl\n");
4376
4377 #ifdef SUPPORTCG
4378         file = FS_OpenRealFile("cg/default.cg", "w", false);
4379         if (file)
4380         {
4381                 FS_Print(file, "/* The engine may define the following macros:\n");
4382                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4383                 for (i = 0;i < SHADERMODE_COUNT;i++)
4384                         FS_Print(file, cgshadermodeinfo[i].pretext);
4385                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4386                         FS_Print(file, shaderpermutationinfo[i].pretext);
4387                 FS_Print(file, "*/\n");
4388                 FS_Print(file, builtincgshaderstring);
4389                 FS_Close(file);
4390                 Con_Printf("cg/default.cg written\n");
4391         }
4392         else
4393                 Con_Printf("failed to write to cg/default.cg\n");
4394 #endif
4395 }
4396
4397 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4398 {
4399         if (!second)
4400                 texturemode = GL_MODULATE;
4401         switch (vid.renderpath)
4402         {
4403         case RENDERPATH_GL20:
4404                 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))));
4405                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4406                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4407                 break;
4408         case RENDERPATH_CGGL:
4409 #ifdef SUPPORTCG
4410                 CHECKCGERROR
4411                 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))));
4412                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4413                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4414 #endif
4415                 break;
4416         case RENDERPATH_GL13:
4417                 R_Mesh_TexBind(0, first );
4418                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4419                 R_Mesh_TexBind(1, second);
4420                 if (second)
4421                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4422                 break;
4423         case RENDERPATH_GL11:
4424                 R_Mesh_TexBind(0, first );
4425                 break;
4426         }
4427 }
4428
4429 void R_SetupShader_DepthOrShadow(void)
4430 {
4431         switch (vid.renderpath)
4432         {
4433         case RENDERPATH_GL20:
4434                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4435                 break;
4436         case RENDERPATH_CGGL:
4437 #ifdef SUPPORTCG
4438                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4439 #endif
4440                 break;
4441         case RENDERPATH_GL13:
4442                 R_Mesh_TexBind(0, 0);
4443                 R_Mesh_TexBind(1, 0);
4444                 break;
4445         case RENDERPATH_GL11:
4446                 R_Mesh_TexBind(0, 0);
4447                 break;
4448         }
4449 }
4450
4451 void R_SetupShader_ShowDepth(void)
4452 {
4453         switch (vid.renderpath)
4454         {
4455         case RENDERPATH_GL20:
4456                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4457                 break;
4458         case RENDERPATH_CGGL:
4459 #ifdef SUPPORTCG
4460                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4461 #endif
4462                 break;
4463         case RENDERPATH_GL13:
4464                 break;
4465         case RENDERPATH_GL11:
4466                 break;
4467         }
4468 }
4469
4470 extern qboolean r_shadow_usingdeferredprepass;
4471 extern cvar_t r_shadow_deferred_8bitrange;
4472 extern rtexture_t *r_shadow_attenuationgradienttexture;
4473 extern rtexture_t *r_shadow_attenuation2dtexture;
4474 extern rtexture_t *r_shadow_attenuation3dtexture;
4475 extern qboolean r_shadow_usingshadowmaprect;
4476 extern qboolean r_shadow_usingshadowmapcube;
4477 extern qboolean r_shadow_usingshadowmap2d;
4478 extern qboolean r_shadow_usingshadowmaportho;
4479 extern float r_shadow_shadowmap_texturescale[2];
4480 extern float r_shadow_shadowmap_parameters[4];
4481 extern qboolean r_shadow_shadowmapvsdct;
4482 extern qboolean r_shadow_shadowmapsampler;
4483 extern int r_shadow_shadowmappcf;
4484 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4485 extern rtexture_t *r_shadow_shadowmap2dtexture;
4486 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4487 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4488 extern matrix4x4_t r_shadow_shadowmapmatrix;
4489 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4490 extern int r_shadow_prepass_width;
4491 extern int r_shadow_prepass_height;
4492 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4493 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4494 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4495 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4496 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4497 {
4498         // select a permutation of the lighting shader appropriate to this
4499         // combination of texture, entity, light source, and fogging, only use the
4500         // minimum features necessary to avoid wasting rendering time in the
4501         // fragment shader on features that are not being used
4502         unsigned int permutation = 0;
4503         unsigned int mode = 0;
4504         float m16f[16];
4505         if (rsurfacepass == RSURFPASS_BACKGROUND)
4506         {
4507                 // distorted background
4508                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4509                         mode = SHADERMODE_WATER;
4510                 else
4511                         mode = SHADERMODE_REFRACTION;
4512                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4513                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4514                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4515                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4516                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4517                 R_Mesh_ColorPointer(NULL, 0, 0);
4518                 GL_AlphaTest(false);
4519                 GL_BlendFunc(GL_ONE, GL_ZERO);
4520         }
4521         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4522         {
4523                 if (r_glsl_offsetmapping.integer)
4524                 {
4525                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4526                         if (r_glsl_offsetmapping_reliefmapping.integer)
4527                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4528                 }
4529                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4530                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4531                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4532                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4533                 // normalmap (deferred prepass), may use alpha test on diffuse
4534                 mode = SHADERMODE_DEFERREDGEOMETRY;
4535                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4536                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4537                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4538                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4539                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4540                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4541                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4542                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4543                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4544                 else
4545                         R_Mesh_ColorPointer(NULL, 0, 0);
4546                 GL_AlphaTest(false);
4547                 GL_BlendFunc(GL_ONE, GL_ZERO);
4548         }
4549         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4550         {
4551                 if (r_glsl_offsetmapping.integer)
4552                 {
4553                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4554                         if (r_glsl_offsetmapping_reliefmapping.integer)
4555                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4556                 }
4557                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4558                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4559                 // light source
4560                 mode = SHADERMODE_LIGHTSOURCE;
4561                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4562                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4563                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4564                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4565                 if (diffusescale > 0)
4566                         permutation |= SHADERPERMUTATION_DIFFUSE;
4567                 if (specularscale > 0)
4568                 {
4569                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4570                         if (r_shadow_glossexact.integer)
4571                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4572                 }
4573                 if (r_refdef.fogenabled)
4574                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4575                 if (rsurface.texture->colormapping)
4576                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4577                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4578                 {
4579                         if (r_shadow_usingshadowmaprect)
4580                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4581                         if (r_shadow_usingshadowmap2d)
4582                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4583                         if (r_shadow_usingshadowmapcube)
4584                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4585                         else if(r_shadow_shadowmapvsdct)
4586                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4587
4588                         if (r_shadow_shadowmapsampler)
4589                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4590                         if (r_shadow_shadowmappcf > 1)
4591                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4592                         else if (r_shadow_shadowmappcf)
4593                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4594                 }
4595                 if (rsurface.texture->reflectmasktexture)
4596                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4597                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4598                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4599                 {
4600                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4601                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4602                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4603                 }
4604                 else
4605                 {
4606                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4607                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4608                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4609                 }
4610                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4611                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4612                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4613                 else
4614                         R_Mesh_ColorPointer(NULL, 0, 0);
4615                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4616                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4617         }
4618         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4619         {
4620                 if (r_glsl_offsetmapping.integer)
4621                 {
4622                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4623                         if (r_glsl_offsetmapping_reliefmapping.integer)
4624                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4625                 }
4626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628                 // unshaded geometry (fullbright or ambient model lighting)
4629                 mode = SHADERMODE_FLATCOLOR;
4630                 ambientscale = diffusescale = specularscale = 0;
4631                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4632                         permutation |= SHADERPERMUTATION_GLOW;
4633                 if (r_refdef.fogenabled)
4634                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4635                 if (rsurface.texture->colormapping)
4636                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4637                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4638                 {
4639                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4640                         if (r_shadow_usingshadowmaprect)
4641                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4642                         if (r_shadow_usingshadowmap2d)
4643                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4644
4645                         if (r_shadow_shadowmapsampler)
4646                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4647                         if (r_shadow_shadowmappcf > 1)
4648                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4649                         else if (r_shadow_shadowmappcf)
4650                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4651                 }
4652                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4653                         permutation |= SHADERPERMUTATION_REFLECTION;
4654                 if (rsurface.texture->reflectmasktexture)
4655                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4656                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4657                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4658                 {
4659                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4660                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4661                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4662                 }
4663                 else
4664                 {
4665                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4666                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4667                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4668                 }
4669                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4670                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4671                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4672                 else
4673                         R_Mesh_ColorPointer(NULL, 0, 0);
4674                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4675                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4676         }
4677         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4678         {
4679                 if (r_glsl_offsetmapping.integer)
4680                 {
4681                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4682                         if (r_glsl_offsetmapping_reliefmapping.integer)
4683                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4684                 }
4685                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4686                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4687                 // directional model lighting
4688                 mode = SHADERMODE_LIGHTDIRECTION;
4689                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4690                         permutation |= SHADERPERMUTATION_GLOW;
4691                 permutation |= SHADERPERMUTATION_DIFFUSE;
4692                 if (specularscale > 0)
4693                 {
4694                         permutation |= SHADERPERMUTATION_SPECULAR;
4695                         if (r_shadow_glossexact.integer)
4696                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4697                 }
4698                 if (r_refdef.fogenabled)
4699                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4700                 if (rsurface.texture->colormapping)
4701                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4702                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4703                 {
4704                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4705                         if (r_shadow_usingshadowmaprect)
4706                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4707                         if (r_shadow_usingshadowmap2d)
4708                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4709
4710                         if (r_shadow_shadowmapsampler)
4711                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4712                         if (r_shadow_shadowmappcf > 1)
4713                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4714                         else if (r_shadow_shadowmappcf)
4715                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4716                 }
4717                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4718                         permutation |= SHADERPERMUTATION_REFLECTION;
4719                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4720                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4721                 if (rsurface.texture->reflectmasktexture)
4722                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4723                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4724                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4725                 {
4726                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4727                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4728                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4729                 }
4730                 else
4731                 {
4732                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4733                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4734                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4735                 }
4736                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4737                 R_Mesh_ColorPointer(NULL, 0, 0);
4738                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4739                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4740         }
4741         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4742         {
4743                 if (r_glsl_offsetmapping.integer)
4744                 {
4745                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4746                         if (r_glsl_offsetmapping_reliefmapping.integer)
4747                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4748                 }
4749                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4750                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4751                 // ambient model lighting
4752                 mode = SHADERMODE_LIGHTDIRECTION;
4753                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4754                         permutation |= SHADERPERMUTATION_GLOW;
4755                 if (r_refdef.fogenabled)
4756                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4757                 if (rsurface.texture->colormapping)
4758                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4759                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4760                 {
4761                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4762                         if (r_shadow_usingshadowmaprect)
4763                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4764                         if (r_shadow_usingshadowmap2d)
4765                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4766
4767                         if (r_shadow_shadowmapsampler)
4768                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4769                         if (r_shadow_shadowmappcf > 1)
4770                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4771                         else if (r_shadow_shadowmappcf)
4772                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4773                 }
4774                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4775                         permutation |= SHADERPERMUTATION_REFLECTION;
4776                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4777                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4778                 if (rsurface.texture->reflectmasktexture)
4779                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4780                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4781                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4782                 {
4783                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4784                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4785                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4786                 }
4787                 else
4788                 {
4789                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4790                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4791                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4792                 }
4793                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4794                 R_Mesh_ColorPointer(NULL, 0, 0);
4795                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4796                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4797         }
4798         else
4799         {
4800                 if (r_glsl_offsetmapping.integer)
4801                 {
4802                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4803                         if (r_glsl_offsetmapping_reliefmapping.integer)
4804                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4805                 }
4806                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4807                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4808                 // lightmapped wall
4809                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4810                         permutation |= SHADERPERMUTATION_GLOW;
4811                 if (r_refdef.fogenabled)
4812                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4813                 if (rsurface.texture->colormapping)
4814                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4815                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4816                 {
4817                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4818                         if (r_shadow_usingshadowmaprect)
4819                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4820                         if (r_shadow_usingshadowmap2d)
4821                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4822
4823                         if (r_shadow_shadowmapsampler)
4824                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4825                         if (r_shadow_shadowmappcf > 1)
4826                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4827                         else if (r_shadow_shadowmappcf)
4828                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4829                 }
4830                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4831                         permutation |= SHADERPERMUTATION_REFLECTION;
4832                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4833                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4834                 if (rsurface.texture->reflectmasktexture)
4835                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4836                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4837                 {
4838                         // deluxemapping (light direction texture)
4839                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4840                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4841                         else
4842                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4843                         permutation |= SHADERPERMUTATION_DIFFUSE;
4844                         if (specularscale > 0)
4845                         {
4846                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4847                                 if (r_shadow_glossexact.integer)
4848                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4849                         }
4850                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4851                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4852                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4853                         else
4854                                 R_Mesh_ColorPointer(NULL, 0, 0);
4855                 }
4856                 else if (r_glsl_deluxemapping.integer >= 2)
4857                 {
4858                         // fake deluxemapping (uniform light direction in tangentspace)
4859                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4860                         permutation |= SHADERPERMUTATION_DIFFUSE;
4861                         if (specularscale > 0)
4862                         {
4863                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4864                                 if (r_shadow_glossexact.integer)
4865                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4866                         }
4867                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4868                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4869                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4870                         else
4871                                 R_Mesh_ColorPointer(NULL, 0, 0);
4872                 }
4873                 else if (rsurface.uselightmaptexture)
4874                 {
4875                         // ordinary lightmapping (q1bsp, q3bsp)
4876                         mode = SHADERMODE_LIGHTMAP;
4877                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4878                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4879                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4880                         else
4881                                 R_Mesh_ColorPointer(NULL, 0, 0);
4882                 }
4883                 else
4884                 {
4885                         // ordinary vertex coloring (q3bsp)
4886                         mode = SHADERMODE_VERTEXCOLOR;
4887                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4888                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4889                 }
4890                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4891                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4892                 {
4893                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4894                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4895                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4896                 }
4897                 else
4898                 {
4899                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4900                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4901                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4902                 }
4903                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4904                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4905         }
4906         switch(vid.renderpath)
4907         {
4908         case RENDERPATH_GL20:
4909                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4910                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4911                 if (mode == SHADERMODE_LIGHTSOURCE)
4912                 {
4913                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4914                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4915                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4916                         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);
4917                         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);
4918                         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);
4919         
4920                         // additive passes are only darkened by fog, not tinted
4921                         if (r_glsl_permutation->loc_FogColor >= 0)
4922                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4923                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4924                 }
4925                 else
4926                 {
4927                         if (mode == SHADERMODE_FLATCOLOR)
4928                         {
4929                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4930                         }
4931                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4932                         {
4933                                 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]);
4934                                 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]);
4935                                 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);
4936                                 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);
4937                                 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);
4938                                 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]);
4939                                 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]);
4940                         }
4941                         else
4942                         {
4943                                 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]);
4944                                 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]);
4945                                 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);
4946                                 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);
4947                                 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);
4948                         }
4949                         // additive passes are only darkened by fog, not tinted
4950                         if (r_glsl_permutation->loc_FogColor >= 0)
4951                         {
4952                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4953                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4954                                 else
4955                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4956                         }
4957                         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);
4958                         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]);
4959                         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]);
4960                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4961                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4962                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4963                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4964                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4965                 }
4966                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4967                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4968                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4969                 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]);
4970                 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]);
4971
4972                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4973                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4974                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4975                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4976                 {
4977                         if (rsurface.texture->pantstexture)
4978                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4979                         else
4980                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4981                 }
4982                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4983                 {
4984                         if (rsurface.texture->shirttexture)
4985                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4986                         else
4987                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4988                 }
4989                 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]);
4990                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4991                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4992                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4993                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4994                 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]);
4995                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4996
4997         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4998         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4999         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5000                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5001                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5002                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5003                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5004                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5005                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5006                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5007                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5008                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5009                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5010                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5011                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5012                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5013                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5014                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5015                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5016                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5017                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5018                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5019                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5020                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5021                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5022                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5023                 {
5024                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5025                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5026                         if (rsurface.rtlight)
5027                         {
5028                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5029                                 if (r_shadow_usingshadowmapcube)
5030                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5031                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5032                         }
5033                 }
5034                 CHECKGLERROR
5035                 break;
5036         case RENDERPATH_CGGL:
5037 #ifdef SUPPORTCG
5038                 R_SetupShader_SetPermutationCG(mode, permutation);
5039                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5040                 if (mode == SHADERMODE_LIGHTSOURCE)
5041                 {
5042                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5043                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5044                 }
5045                 else
5046                 {
5047                         if (mode == SHADERMODE_LIGHTDIRECTION)
5048                         {
5049                                 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
5050                         }
5051                 }
5052                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5053                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5054                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5055                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5056                 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
5057                 CHECKGLERROR
5058
5059                 if (mode == SHADERMODE_LIGHTSOURCE)
5060                 {
5061                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5062                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5063                         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
5064                         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
5065                         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
5066
5067                         // additive passes are only darkened by fog, not tinted
5068                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5069                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5070                 }
5071                 else
5072                 {
5073                         if (mode == SHADERMODE_FLATCOLOR)
5074                         {
5075                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5076                         }
5077                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5078                         {
5079                                 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
5080                                 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
5081                                 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
5082                                 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
5083                                 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
5084                                 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
5085                                 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
5086                         }
5087                         else
5088                         {
5089                                 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
5090                                 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
5091                                 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
5092                                 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
5093                                 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
5094                         }
5095                         // additive passes are only darkened by fog, not tinted
5096                         if (r_cg_permutation->fp_FogColor)
5097                         {
5098                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5099                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5100                                 else
5101                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5102                                 CHECKCGERROR
5103                         }
5104                         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
5105                         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
5106                         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
5107                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5108                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5109                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5110                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5111                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5112                 }
5113                 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
5114                 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
5115                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5116                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5117                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5118                 if (r_cg_permutation->fp_Color_Pants)
5119                 {
5120                         if (rsurface.texture->pantstexture)
5121                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5122                         else
5123                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5124                         CHECKCGERROR
5125                 }
5126                 if (r_cg_permutation->fp_Color_Shirt)
5127                 {
5128                         if (rsurface.texture->shirttexture)
5129                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5130                         else
5131                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5132                         CHECKCGERROR
5133                 }
5134                 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
5135                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5136                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5137                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5138                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5139                 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
5140                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5141
5142         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5143         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5144         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5145                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5146                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5147                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5148                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5149                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5150                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5151                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5152                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5153                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5154                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5155                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5156                 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
5157                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5158                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5159                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5160                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5161                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5162                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5163                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5164                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5165                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5166                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5167                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5168                 {
5169                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5170                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5171                         if (rsurface.rtlight)
5172                         {
5173                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5174                                 if (r_shadow_usingshadowmapcube)
5175                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5176                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5177                         }
5178                 }
5179
5180                 CHECKGLERROR
5181 #endif
5182                 break;
5183         case RENDERPATH_GL13:
5184         case RENDERPATH_GL11:
5185                 break;
5186         }
5187 }
5188
5189 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5190 {
5191         // select a permutation of the lighting shader appropriate to this
5192         // combination of texture, entity, light source, and fogging, only use the
5193         // minimum features necessary to avoid wasting rendering time in the
5194         // fragment shader on features that are not being used
5195         unsigned int permutation = 0;
5196         unsigned int mode = 0;
5197         const float *lightcolorbase = rtlight->currentcolor;
5198         float ambientscale = rtlight->ambientscale;
5199         float diffusescale = rtlight->diffusescale;
5200         float specularscale = rtlight->specularscale;
5201         // this is the location of the light in view space
5202         vec3_t viewlightorigin;
5203         // this transforms from view space (camera) to light space (cubemap)
5204         matrix4x4_t viewtolight;
5205         matrix4x4_t lighttoview;
5206         float viewtolight16f[16];
5207         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5208         // light source
5209         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5210         if (rtlight->currentcubemap != r_texture_whitecube)
5211                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5212         if (diffusescale > 0)
5213                 permutation |= SHADERPERMUTATION_DIFFUSE;
5214         if (specularscale > 0)
5215         {
5216                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5217                 if (r_shadow_glossexact.integer)
5218                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5219         }
5220         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5221         {
5222                 if (r_shadow_usingshadowmaprect)
5223                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5224                 if (r_shadow_usingshadowmap2d)
5225                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5226                 if (r_shadow_usingshadowmapcube)
5227                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5228                 else if(r_shadow_shadowmapvsdct)
5229                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5230
5231                 if (r_shadow_shadowmapsampler)
5232                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5233                 if (r_shadow_shadowmappcf > 1)
5234                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5235                 else if (r_shadow_shadowmappcf)
5236                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5237         }
5238         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5239         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5240         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5241         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5242         switch(vid.renderpath)
5243         {
5244         case RENDERPATH_GL20:
5245                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5246                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5247                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5248                 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);
5249                 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);
5250                 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);
5251                 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]);
5252                 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]);
5253                 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));
5254                 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]);
5255                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5256
5257                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5258                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5259                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5260                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5261                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5262                 if (r_shadow_usingshadowmapcube)
5263                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5264                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5265                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5266                 break;
5267         case RENDERPATH_CGGL:
5268 #ifdef SUPPORTCG
5269                 R_SetupShader_SetPermutationCG(mode, permutation);
5270                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5271                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5272                 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
5273                 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
5274                 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
5275                 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
5276                 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
5277                 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
5278                 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
5279                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5280
5281                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5282                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5283                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5284                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5285                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5286                 if (r_shadow_usingshadowmapcube)
5287                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5288                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5289                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5290 #endif
5291                 break;
5292         case RENDERPATH_GL13:
5293         case RENDERPATH_GL11:
5294                 break;
5295         }
5296 }
5297
5298 #define SKINFRAME_HASH 1024
5299
5300 typedef struct
5301 {
5302         int loadsequence; // incremented each level change
5303         memexpandablearray_t array;
5304         skinframe_t *hash[SKINFRAME_HASH];
5305 }
5306 r_skinframe_t;
5307 r_skinframe_t r_skinframe;
5308
5309 void R_SkinFrame_PrepareForPurge(void)
5310 {
5311         r_skinframe.loadsequence++;
5312         // wrap it without hitting zero
5313         if (r_skinframe.loadsequence >= 200)
5314                 r_skinframe.loadsequence = 1;
5315 }
5316
5317 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5318 {
5319         if (!skinframe)
5320                 return;
5321         // mark the skinframe as used for the purging code
5322         skinframe->loadsequence = r_skinframe.loadsequence;
5323 }
5324
5325 void R_SkinFrame_Purge(void)
5326 {
5327         int i;
5328         skinframe_t *s;
5329         for (i = 0;i < SKINFRAME_HASH;i++)
5330         {
5331                 for (s = r_skinframe.hash[i];s;s = s->next)
5332                 {
5333                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5334                         {
5335                                 if (s->merged == s->base)
5336                                         s->merged = NULL;
5337                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5338                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5339                                 R_PurgeTexture(s->merged);s->merged = NULL;
5340                                 R_PurgeTexture(s->base  );s->base   = NULL;
5341                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5342                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5343                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5344                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5345                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5346                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5347                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5348                                 s->loadsequence = 0;
5349                         }
5350                 }
5351         }
5352 }
5353
5354 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5355         skinframe_t *item;
5356         char basename[MAX_QPATH];
5357
5358         Image_StripImageExtension(name, basename, sizeof(basename));
5359
5360         if( last == NULL ) {
5361                 int hashindex;
5362                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5363                 item = r_skinframe.hash[hashindex];
5364         } else {
5365                 item = last->next;
5366         }
5367
5368         // linearly search through the hash bucket
5369         for( ; item ; item = item->next ) {
5370                 if( !strcmp( item->basename, basename ) ) {
5371                         return item;
5372                 }
5373         }
5374         return NULL;
5375 }
5376
5377 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5378 {
5379         skinframe_t *item;
5380         int hashindex;
5381         char basename[MAX_QPATH];
5382
5383         Image_StripImageExtension(name, basename, sizeof(basename));
5384
5385         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5386         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5387                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5388                         break;
5389
5390         if (!item) {
5391                 rtexture_t *dyntexture;
5392                 // check whether its a dynamic texture
5393                 dyntexture = CL_GetDynTexture( basename );
5394                 if (!add && !dyntexture)
5395                         return NULL;
5396                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5397                 memset(item, 0, sizeof(*item));
5398                 strlcpy(item->basename, basename, sizeof(item->basename));
5399                 item->base = dyntexture; // either NULL or dyntexture handle
5400                 item->textureflags = textureflags;
5401                 item->comparewidth = comparewidth;
5402                 item->compareheight = compareheight;
5403                 item->comparecrc = comparecrc;
5404                 item->next = r_skinframe.hash[hashindex];
5405                 r_skinframe.hash[hashindex] = item;
5406         }
5407         else if( item->base == NULL )
5408         {
5409                 rtexture_t *dyntexture;
5410                 // check whether its a dynamic texture
5411                 // 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]
5412                 dyntexture = CL_GetDynTexture( basename );
5413                 item->base = dyntexture; // either NULL or dyntexture handle
5414         }
5415
5416         R_SkinFrame_MarkUsed(item);
5417         return item;
5418 }
5419
5420 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5421         { \
5422                 unsigned long long avgcolor[5], wsum; \
5423                 int pix, comp, w; \
5424                 avgcolor[0] = 0; \
5425                 avgcolor[1] = 0; \
5426                 avgcolor[2] = 0; \
5427                 avgcolor[3] = 0; \
5428                 avgcolor[4] = 0; \
5429                 wsum = 0; \
5430                 for(pix = 0; pix < cnt; ++pix) \
5431                 { \
5432                         w = 0; \
5433                         for(comp = 0; comp < 3; ++comp) \
5434                                 w += getpixel; \
5435                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5436                         { \
5437                                 ++wsum; \
5438                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5439                                 w = getpixel; \
5440                                 for(comp = 0; comp < 3; ++comp) \
5441                                         avgcolor[comp] += getpixel * w; \
5442                                 avgcolor[3] += w; \
5443                         } \
5444                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5445                         avgcolor[4] += getpixel; \
5446                 } \
5447                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5448                         avgcolor[3] = 1; \
5449                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5450                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5451                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5452                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5453         }
5454
5455 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5456 {
5457         int j;
5458         unsigned char *pixels;
5459         unsigned char *bumppixels;
5460         unsigned char *basepixels = NULL;
5461         int basepixels_width = 0;
5462         int basepixels_height = 0;
5463         skinframe_t *skinframe;
5464         rtexture_t *ddsbase = NULL;
5465         qboolean ddshasalpha = false;
5466         float ddsavgcolor[4];
5467         char basename[MAX_QPATH];
5468
5469         if (cls.state == ca_dedicated)
5470                 return NULL;
5471
5472         // return an existing skinframe if already loaded
5473         // if loading of the first image fails, don't make a new skinframe as it
5474         // would cause all future lookups of this to be missing
5475         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5476         if (skinframe && skinframe->base)
5477                 return skinframe;
5478
5479         Image_StripImageExtension(name, basename, sizeof(basename));
5480
5481         // check for DDS texture file first
5482         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5483         {
5484                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5485                 if (basepixels == NULL)
5486                         return NULL;
5487         }
5488
5489         if (developer_loading.integer)
5490                 Con_Printf("loading skin \"%s\"\n", name);
5491
5492         // we've got some pixels to store, so really allocate this new texture now
5493         if (!skinframe)
5494                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5495         skinframe->stain = NULL;
5496         skinframe->merged = NULL;
5497         skinframe->base = NULL;
5498         skinframe->pants = NULL;
5499         skinframe->shirt = NULL;
5500         skinframe->nmap = NULL;
5501         skinframe->gloss = NULL;
5502         skinframe->glow = NULL;
5503         skinframe->fog = NULL;
5504         skinframe->reflect = NULL;
5505         skinframe->hasalpha = false;
5506
5507         if (ddsbase)
5508         {
5509                 skinframe->base = ddsbase;
5510                 skinframe->hasalpha = ddshasalpha;
5511                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5512                 if (r_loadfog && skinframe->hasalpha)
5513                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5514                 //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]);
5515         }
5516         else
5517         {
5518                 basepixels_width = image_width;
5519                 basepixels_height = image_height;
5520                 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);
5521                 if (textureflags & TEXF_ALPHA)
5522                 {
5523                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5524                         {
5525                                 if (basepixels[j] < 255)
5526                                 {
5527                                         skinframe->hasalpha = true;
5528                                         break;
5529                                 }
5530                         }
5531                         if (r_loadfog && skinframe->hasalpha)
5532                         {
5533                                 // has transparent pixels
5534                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5535                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5536                                 {
5537                                         pixels[j+0] = 255;
5538                                         pixels[j+1] = 255;
5539                                         pixels[j+2] = 255;
5540                                         pixels[j+3] = basepixels[j+3];
5541                                 }
5542                                 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);
5543                                 Mem_Free(pixels);
5544                         }
5545                 }
5546                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5547                 //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]);
5548                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5549                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5550                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5551                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5552         }
5553
5554         if (r_loaddds)
5555         {
5556                 if (r_loadnormalmap)
5557                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5558                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5559                 if (r_loadgloss)
5560                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5561                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5562                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5563                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5564         }
5565
5566         // _norm is the name used by tenebrae and has been adopted as standard
5567         if (r_loadnormalmap && skinframe->nmap == NULL)
5568         {
5569                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5570                 {
5571                         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);
5572                         Mem_Free(pixels);
5573                         pixels = NULL;
5574                 }
5575                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5576                 {
5577                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5578                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5579                         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);
5580                         Mem_Free(pixels);
5581                         Mem_Free(bumppixels);
5582                 }
5583                 else if (r_shadow_bumpscale_basetexture.value > 0)
5584                 {
5585                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5586                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5587                         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);
5588                         Mem_Free(pixels);
5589                 }
5590                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5591                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5592         }
5593
5594         // _luma is supported only for tenebrae compatibility
5595         // _glow is the preferred name
5596         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5597         {
5598                 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);
5599                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5600                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5601                 Mem_Free(pixels);pixels = NULL;
5602         }
5603
5604         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5605         {
5606                 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);
5607                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5608                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5609                 Mem_Free(pixels);
5610                 pixels = NULL;
5611         }
5612
5613         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5614         {
5615                 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);
5616                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5617                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5618                 Mem_Free(pixels);
5619                 pixels = NULL;
5620         }
5621
5622         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5623         {
5624                 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);
5625                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5626                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5627                 Mem_Free(pixels);
5628                 pixels = NULL;
5629         }
5630
5631         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5632         {
5633                 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);
5634                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5635                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5636                 Mem_Free(pixels);
5637                 pixels = NULL;
5638         }
5639
5640         if (basepixels)
5641                 Mem_Free(basepixels);
5642
5643         return skinframe;
5644 }
5645
5646 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5647 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5648 {
5649         int i;
5650         unsigned char *temp1, *temp2;
5651         skinframe_t *skinframe;
5652
5653         if (cls.state == ca_dedicated)
5654                 return NULL;
5655
5656         // if already loaded just return it, otherwise make a new skinframe
5657         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5658         if (skinframe && skinframe->base)
5659                 return skinframe;
5660
5661         skinframe->stain = NULL;
5662         skinframe->merged = NULL;
5663         skinframe->base = NULL;
5664         skinframe->pants = NULL;
5665         skinframe->shirt = NULL;
5666         skinframe->nmap = NULL;
5667         skinframe->gloss = NULL;
5668         skinframe->glow = NULL;
5669         skinframe->fog = NULL;
5670         skinframe->reflect = NULL;
5671         skinframe->hasalpha = false;
5672
5673         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5674         if (!skindata)
5675                 return NULL;
5676
5677         if (developer_loading.integer)
5678                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5679
5680         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5681         {
5682                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5683                 temp2 = temp1 + width * height * 4;
5684                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5685                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5686                 Mem_Free(temp1);
5687         }
5688         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5689         if (textureflags & TEXF_ALPHA)
5690         {
5691                 for (i = 3;i < width * height * 4;i += 4)
5692                 {
5693                         if (skindata[i] < 255)
5694                         {
5695                                 skinframe->hasalpha = true;
5696                                 break;
5697                         }
5698                 }
5699                 if (r_loadfog && skinframe->hasalpha)
5700                 {
5701                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5702                         memcpy(fogpixels, skindata, width * height * 4);
5703                         for (i = 0;i < width * height * 4;i += 4)
5704                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5705                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5706                         Mem_Free(fogpixels);
5707                 }
5708         }
5709
5710         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5711         //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]);
5712
5713         return skinframe;
5714 }
5715
5716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5717 {
5718         int i;
5719         int featuresmask;
5720         skinframe_t *skinframe;
5721
5722         if (cls.state == ca_dedicated)
5723                 return NULL;
5724
5725         // if already loaded just return it, otherwise make a new skinframe
5726         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5727         if (skinframe && skinframe->base)
5728                 return skinframe;
5729
5730         skinframe->stain = NULL;
5731         skinframe->merged = NULL;
5732         skinframe->base = NULL;
5733         skinframe->pants = NULL;
5734         skinframe->shirt = NULL;
5735         skinframe->nmap = NULL;
5736         skinframe->gloss = NULL;
5737         skinframe->glow = NULL;
5738         skinframe->fog = NULL;
5739         skinframe->reflect = NULL;
5740         skinframe->hasalpha = false;
5741
5742         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5743         if (!skindata)
5744                 return NULL;
5745
5746         if (developer_loading.integer)
5747                 Con_Printf("loading quake skin \"%s\"\n", name);
5748
5749         // 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)
5750         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5751         memcpy(skinframe->qpixels, skindata, width*height);
5752         skinframe->qwidth = width;
5753         skinframe->qheight = height;
5754
5755         featuresmask = 0;
5756         for (i = 0;i < width * height;i++)
5757                 featuresmask |= palette_featureflags[skindata[i]];
5758
5759         skinframe->hasalpha = false;
5760         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5761         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5762         skinframe->qgeneratemerged = true;
5763         skinframe->qgeneratebase = skinframe->qhascolormapping;
5764         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5765
5766         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5767         //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]);
5768
5769         return skinframe;
5770 }
5771
5772 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5773 {
5774         int width;
5775         int height;
5776         unsigned char *skindata;
5777
5778         if (!skinframe->qpixels)
5779                 return;
5780
5781         if (!skinframe->qhascolormapping)
5782                 colormapped = false;
5783
5784         if (colormapped)
5785         {
5786                 if (!skinframe->qgeneratebase)
5787                         return;
5788         }
5789         else
5790         {
5791                 if (!skinframe->qgeneratemerged)
5792                         return;
5793         }
5794
5795         width = skinframe->qwidth;
5796         height = skinframe->qheight;
5797         skindata = skinframe->qpixels;
5798
5799         if (skinframe->qgeneratenmap)
5800         {
5801                 unsigned char *temp1, *temp2;
5802                 skinframe->qgeneratenmap = false;
5803                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5804                 temp2 = temp1 + width * height * 4;
5805                 // use either a custom palette or the quake palette
5806                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5807                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5808                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5809                 Mem_Free(temp1);
5810         }
5811
5812         if (skinframe->qgenerateglow)
5813         {
5814                 skinframe->qgenerateglow = false;
5815                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5816         }
5817
5818         if (colormapped)
5819         {
5820                 skinframe->qgeneratebase = false;
5821                 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);
5822                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5823                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5824         }
5825         else
5826         {
5827                 skinframe->qgeneratemerged = false;
5828                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5829         }
5830
5831         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5832         {
5833                 Mem_Free(skinframe->qpixels);
5834                 skinframe->qpixels = NULL;
5835         }
5836 }
5837
5838 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)
5839 {
5840         int i;
5841         skinframe_t *skinframe;
5842
5843         if (cls.state == ca_dedicated)
5844                 return NULL;
5845
5846         // if already loaded just return it, otherwise make a new skinframe
5847         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5848         if (skinframe && skinframe->base)
5849                 return skinframe;
5850
5851         skinframe->stain = NULL;
5852         skinframe->merged = NULL;
5853         skinframe->base = NULL;
5854         skinframe->pants = NULL;
5855         skinframe->shirt = NULL;
5856         skinframe->nmap = NULL;
5857         skinframe->gloss = NULL;
5858         skinframe->glow = NULL;
5859         skinframe->fog = NULL;
5860         skinframe->reflect = NULL;
5861         skinframe->hasalpha = false;
5862
5863         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5864         if (!skindata)
5865                 return NULL;
5866
5867         if (developer_loading.integer)
5868                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5869
5870         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5871         if (textureflags & TEXF_ALPHA)
5872         {
5873                 for (i = 0;i < width * height;i++)
5874                 {
5875                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5876                         {
5877                                 skinframe->hasalpha = true;
5878                                 break;
5879                         }
5880                 }
5881                 if (r_loadfog && skinframe->hasalpha)
5882                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5883         }
5884
5885         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5886         //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]);
5887
5888         return skinframe;
5889 }
5890
5891 skinframe_t *R_SkinFrame_LoadMissing(void)
5892 {
5893         skinframe_t *skinframe;
5894
5895         if (cls.state == ca_dedicated)
5896                 return NULL;
5897
5898         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5899         skinframe->stain = NULL;
5900         skinframe->merged = NULL;
5901         skinframe->base = NULL;
5902         skinframe->pants = NULL;
5903         skinframe->shirt = NULL;
5904         skinframe->nmap = NULL;
5905         skinframe->gloss = NULL;
5906         skinframe->glow = NULL;
5907         skinframe->fog = NULL;
5908         skinframe->reflect = NULL;
5909         skinframe->hasalpha = false;
5910
5911         skinframe->avgcolor[0] = rand() / RAND_MAX;
5912         skinframe->avgcolor[1] = rand() / RAND_MAX;
5913         skinframe->avgcolor[2] = rand() / RAND_MAX;
5914         skinframe->avgcolor[3] = 1;
5915
5916         return skinframe;
5917 }
5918
5919 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5920 typedef struct suffixinfo_s
5921 {
5922         char *suffix;
5923         qboolean flipx, flipy, flipdiagonal;
5924 }
5925 suffixinfo_t;
5926 static suffixinfo_t suffix[3][6] =
5927 {
5928         {
5929                 {"px",   false, false, false},
5930                 {"nx",   false, false, false},
5931                 {"py",   false, false, false},
5932                 {"ny",   false, false, false},
5933                 {"pz",   false, false, false},
5934                 {"nz",   false, false, false}
5935         },
5936         {
5937                 {"posx", false, false, false},
5938                 {"negx", false, false, false},
5939                 {"posy", false, false, false},
5940                 {"negy", false, false, false},
5941                 {"posz", false, false, false},
5942                 {"negz", false, false, false}
5943         },
5944         {
5945                 {"rt",    true, false,  true},
5946                 {"lf",   false,  true,  true},
5947                 {"ft",    true,  true, false},
5948                 {"bk",   false, false, false},
5949                 {"up",    true, false,  true},
5950                 {"dn",    true, false,  true}
5951         }
5952 };
5953
5954 static int componentorder[4] = {0, 1, 2, 3};
5955
5956 rtexture_t *R_LoadCubemap(const char *basename)
5957 {
5958         int i, j, cubemapsize;
5959         unsigned char *cubemappixels, *image_buffer;
5960         rtexture_t *cubemaptexture;
5961         char name[256];
5962         // must start 0 so the first loadimagepixels has no requested width/height
5963         cubemapsize = 0;
5964         cubemappixels = NULL;
5965         cubemaptexture = NULL;
5966         // keep trying different suffix groups (posx, px, rt) until one loads
5967         for (j = 0;j < 3 && !cubemappixels;j++)
5968         {
5969                 // load the 6 images in the suffix group
5970                 for (i = 0;i < 6;i++)
5971                 {
5972                         // generate an image name based on the base and and suffix
5973                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5974                         // load it
5975                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5976                         {
5977                                 // an image loaded, make sure width and height are equal
5978                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5979                                 {
5980                                         // if this is the first image to load successfully, allocate the cubemap memory
5981                                         if (!cubemappixels && image_width >= 1)
5982                                         {
5983                                                 cubemapsize = image_width;
5984                                                 // note this clears to black, so unavailable sides are black
5985                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5986                                         }
5987                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5988                                         if (cubemappixels)
5989                                                 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);
5990                                 }
5991                                 else
5992                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5993                                 // free the image
5994                                 Mem_Free(image_buffer);
5995                         }
5996                 }
5997         }
5998         // if a cubemap loaded, upload it
5999         if (cubemappixels)
6000         {
6001                 if (developer_loading.integer)
6002                         Con_Printf("loading cubemap \"%s\"\n", basename);
6003
6004                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6005                 Mem_Free(cubemappixels);
6006         }
6007         else
6008         {
6009                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6010                 if (developer_loading.integer)
6011                 {
6012                         Con_Printf("(tried tried images ");
6013                         for (j = 0;j < 3;j++)
6014                                 for (i = 0;i < 6;i++)
6015                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6016                         Con_Print(" and was unable to find any of them).\n");
6017                 }
6018         }
6019         return cubemaptexture;
6020 }
6021
6022 rtexture_t *R_GetCubemap(const char *basename)
6023 {
6024         int i;
6025         for (i = 0;i < r_texture_numcubemaps;i++)
6026                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6027                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6028         if (i >= MAX_CUBEMAPS)
6029                 return r_texture_whitecube;
6030         r_texture_numcubemaps++;
6031         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6032         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6033         return r_texture_cubemaps[i].texture;
6034 }
6035
6036 void R_FreeCubemaps(void)
6037 {
6038         int i;
6039         for (i = 0;i < r_texture_numcubemaps;i++)
6040         {
6041                 if (developer_loading.integer)
6042                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6043                 if (r_texture_cubemaps[i].texture)
6044                         R_FreeTexture(r_texture_cubemaps[i].texture);
6045         }
6046         r_texture_numcubemaps = 0;
6047 }
6048
6049 void R_Main_FreeViewCache(void)
6050 {
6051         if (r_refdef.viewcache.entityvisible)
6052                 Mem_Free(r_refdef.viewcache.entityvisible);
6053         if (r_refdef.viewcache.world_pvsbits)
6054                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6055         if (r_refdef.viewcache.world_leafvisible)
6056                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6057         if (r_refdef.viewcache.world_surfacevisible)
6058                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6059         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6060 }
6061
6062 void R_Main_ResizeViewCache(void)
6063 {
6064         int numentities = r_refdef.scene.numentities;
6065         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6066         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6067         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6068         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6069         if (r_refdef.viewcache.maxentities < numentities)
6070         {
6071                 r_refdef.viewcache.maxentities = numentities;
6072                 if (r_refdef.viewcache.entityvisible)
6073                         Mem_Free(r_refdef.viewcache.entityvisible);
6074                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6075         }
6076         if (r_refdef.viewcache.world_numclusters != numclusters)
6077         {
6078                 r_refdef.viewcache.world_numclusters = numclusters;
6079                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6080                 if (r_refdef.viewcache.world_pvsbits)
6081                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6082                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6083         }
6084         if (r_refdef.viewcache.world_numleafs != numleafs)
6085         {
6086                 r_refdef.viewcache.world_numleafs = numleafs;
6087                 if (r_refdef.viewcache.world_leafvisible)
6088                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6089                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6090         }
6091         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6092         {
6093                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6094                 if (r_refdef.viewcache.world_surfacevisible)
6095                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6096                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6097         }
6098 }
6099
6100 extern rtexture_t *loadingscreentexture;
6101 void gl_main_start(void)
6102 {
6103         loadingscreentexture = NULL;
6104         r_texture_blanknormalmap = NULL;
6105         r_texture_white = NULL;
6106         r_texture_grey128 = NULL;
6107         r_texture_black = NULL;
6108         r_texture_whitecube = NULL;
6109         r_texture_normalizationcube = NULL;
6110         r_texture_fogattenuation = NULL;
6111         r_texture_gammaramps = NULL;
6112         r_texture_numcubemaps = 0;
6113
6114         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6115         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6116
6117         switch(vid.renderpath)
6118         {
6119         case RENDERPATH_GL20:
6120         case RENDERPATH_CGGL:
6121                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6122                 Cvar_SetValueQuick(&gl_combine, 1);
6123                 Cvar_SetValueQuick(&r_glsl, 1);
6124                 r_loadnormalmap = true;
6125                 r_loadgloss = true;
6126                 r_loadfog = false;
6127                 break;
6128         case RENDERPATH_GL13:
6129                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6130                 Cvar_SetValueQuick(&gl_combine, 1);
6131                 Cvar_SetValueQuick(&r_glsl, 0);
6132                 r_loadnormalmap = false;
6133                 r_loadgloss = false;
6134                 r_loadfog = true;
6135                 break;
6136         case RENDERPATH_GL11:
6137                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6138                 Cvar_SetValueQuick(&gl_combine, 0);
6139                 Cvar_SetValueQuick(&r_glsl, 0);
6140                 r_loadnormalmap = false;
6141                 r_loadgloss = false;
6142                 r_loadfog = true;
6143                 break;
6144         }
6145
6146         R_AnimCache_Free();
6147         R_FrameData_Reset();
6148
6149         r_numqueries = 0;
6150         r_maxqueries = 0;
6151         memset(r_queries, 0, sizeof(r_queries));
6152
6153         r_qwskincache = NULL;
6154         r_qwskincache_size = 0;
6155
6156         // set up r_skinframe loading system for textures
6157         memset(&r_skinframe, 0, sizeof(r_skinframe));
6158         r_skinframe.loadsequence = 1;
6159         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6160
6161         r_main_texturepool = R_AllocTexturePool();
6162         R_BuildBlankTextures();
6163         R_BuildNoTexture();
6164         if (vid.support.arb_texture_cube_map)
6165         {
6166                 R_BuildWhiteCube();
6167                 R_BuildNormalizationCube();
6168         }
6169         r_texture_fogattenuation = NULL;
6170         r_texture_gammaramps = NULL;
6171         //r_texture_fogintensity = NULL;
6172         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6173         memset(&r_waterstate, 0, sizeof(r_waterstate));
6174         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6175         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6176         glslshaderstring = NULL;
6177 #ifdef SUPPORTCG
6178         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6179         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6180         cgshaderstring = NULL;
6181 #endif
6182         memset(&r_svbsp, 0, sizeof (r_svbsp));
6183
6184         r_refdef.fogmasktable_density = 0;
6185 }
6186
6187 void gl_main_shutdown(void)
6188 {
6189         R_AnimCache_Free();
6190         R_FrameData_Reset();
6191
6192         R_Main_FreeViewCache();
6193
6194         if (r_maxqueries)
6195                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6196
6197         r_numqueries = 0;
6198         r_maxqueries = 0;
6199         memset(r_queries, 0, sizeof(r_queries));
6200
6201         r_qwskincache = NULL;
6202         r_qwskincache_size = 0;
6203
6204         // clear out the r_skinframe state
6205         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6206         memset(&r_skinframe, 0, sizeof(r_skinframe));
6207
6208         if (r_svbsp.nodes)
6209                 Mem_Free(r_svbsp.nodes);
6210         memset(&r_svbsp, 0, sizeof (r_svbsp));
6211         R_FreeTexturePool(&r_main_texturepool);
6212         loadingscreentexture = NULL;
6213         r_texture_blanknormalmap = NULL;
6214         r_texture_white = NULL;
6215         r_texture_grey128 = NULL;
6216         r_texture_black = NULL;
6217         r_texture_whitecube = NULL;
6218         r_texture_normalizationcube = NULL;
6219         r_texture_fogattenuation = NULL;
6220         r_texture_gammaramps = NULL;
6221         r_texture_numcubemaps = 0;
6222         //r_texture_fogintensity = NULL;
6223         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6224         memset(&r_waterstate, 0, sizeof(r_waterstate));
6225         R_GLSL_Restart_f();
6226 }
6227
6228 extern void CL_ParseEntityLump(char *entitystring);
6229 void gl_main_newmap(void)
6230 {
6231         // FIXME: move this code to client
6232         int l;
6233         char *entities, entname[MAX_QPATH];
6234         if (r_qwskincache)
6235                 Mem_Free(r_qwskincache);
6236         r_qwskincache = NULL;
6237         r_qwskincache_size = 0;
6238         if (cl.worldmodel)
6239         {
6240                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6241                 l = (int)strlen(entname) - 4;
6242                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6243                 {
6244                         memcpy(entname + l, ".ent", 5);
6245                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6246                         {
6247                                 CL_ParseEntityLump(entities);
6248                                 Mem_Free(entities);
6249                                 return;
6250                         }
6251                 }
6252                 if (cl.worldmodel->brush.entities)
6253                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6254         }
6255         R_Main_FreeViewCache();
6256
6257         R_FrameData_Reset();
6258 }
6259
6260 void GL_Main_Init(void)
6261 {
6262         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6263
6264         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6265         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6266         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6267         if (gamemode == GAME_NEHAHRA)
6268         {
6269                 Cvar_RegisterVariable (&gl_fogenable);
6270                 Cvar_RegisterVariable (&gl_fogdensity);
6271                 Cvar_RegisterVariable (&gl_fogred);
6272                 Cvar_RegisterVariable (&gl_foggreen);
6273                 Cvar_RegisterVariable (&gl_fogblue);
6274                 Cvar_RegisterVariable (&gl_fogstart);
6275                 Cvar_RegisterVariable (&gl_fogend);
6276                 Cvar_RegisterVariable (&gl_skyclip);
6277         }
6278         Cvar_RegisterVariable(&r_motionblur);
6279         Cvar_RegisterVariable(&r_motionblur_maxblur);
6280         Cvar_RegisterVariable(&r_motionblur_bmin);
6281         Cvar_RegisterVariable(&r_motionblur_vmin);
6282         Cvar_RegisterVariable(&r_motionblur_vmax);
6283         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6284         Cvar_RegisterVariable(&r_motionblur_randomize);
6285         Cvar_RegisterVariable(&r_damageblur);
6286         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6287         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6288         Cvar_RegisterVariable(&r_equalize_entities_by);
6289         Cvar_RegisterVariable(&r_equalize_entities_to);
6290         Cvar_RegisterVariable(&r_depthfirst);
6291         Cvar_RegisterVariable(&r_useinfinitefarclip);
6292         Cvar_RegisterVariable(&r_farclip_base);
6293         Cvar_RegisterVariable(&r_farclip_world);
6294         Cvar_RegisterVariable(&r_nearclip);
6295         Cvar_RegisterVariable(&r_showbboxes);
6296         Cvar_RegisterVariable(&r_showsurfaces);
6297         Cvar_RegisterVariable(&r_showtris);
6298         Cvar_RegisterVariable(&r_shownormals);
6299         Cvar_RegisterVariable(&r_showlighting);
6300         Cvar_RegisterVariable(&r_showshadowvolumes);
6301         Cvar_RegisterVariable(&r_showcollisionbrushes);
6302         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6303         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6304         Cvar_RegisterVariable(&r_showdisabledepthtest);
6305         Cvar_RegisterVariable(&r_drawportals);
6306         Cvar_RegisterVariable(&r_drawentities);
6307         Cvar_RegisterVariable(&r_cullentities_trace);
6308         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6309         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6310         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6311         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6312         Cvar_RegisterVariable(&r_drawviewmodel);
6313         Cvar_RegisterVariable(&r_speeds);
6314         Cvar_RegisterVariable(&r_fullbrights);
6315         Cvar_RegisterVariable(&r_wateralpha);
6316         Cvar_RegisterVariable(&r_dynamic);
6317         Cvar_RegisterVariable(&r_fullbright);
6318         Cvar_RegisterVariable(&r_shadows);
6319         Cvar_RegisterVariable(&r_shadows_darken);
6320         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6321         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6322         Cvar_RegisterVariable(&r_shadows_throwdistance);
6323         Cvar_RegisterVariable(&r_shadows_throwdirection);
6324         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6325         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6326         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6327         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6328         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6329         Cvar_RegisterVariable(&r_fog_exp2);
6330         Cvar_RegisterVariable(&r_drawfog);
6331         Cvar_RegisterVariable(&r_transparentdepthmasking);
6332         Cvar_RegisterVariable(&r_texture_dds_load);
6333         Cvar_RegisterVariable(&r_texture_dds_save);
6334         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6335         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6336         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6337         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6338         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6339         Cvar_RegisterVariable(&r_textureunits);
6340         Cvar_RegisterVariable(&gl_combine);
6341         Cvar_RegisterVariable(&r_glsl);
6342         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6343         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6344         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6345         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6346         Cvar_RegisterVariable(&r_glsl_postprocess);
6347         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6348         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6349         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6350         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6351         Cvar_RegisterVariable(&r_water);
6352         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6353         Cvar_RegisterVariable(&r_water_clippingplanebias);
6354         Cvar_RegisterVariable(&r_water_refractdistort);
6355         Cvar_RegisterVariable(&r_water_reflectdistort);
6356         Cvar_RegisterVariable(&r_lerpsprites);
6357         Cvar_RegisterVariable(&r_lerpmodels);
6358         Cvar_RegisterVariable(&r_lerplightstyles);
6359         Cvar_RegisterVariable(&r_waterscroll);
6360         Cvar_RegisterVariable(&r_bloom);
6361         Cvar_RegisterVariable(&r_bloom_colorscale);
6362         Cvar_RegisterVariable(&r_bloom_brighten);
6363         Cvar_RegisterVariable(&r_bloom_blur);
6364         Cvar_RegisterVariable(&r_bloom_resolution);
6365         Cvar_RegisterVariable(&r_bloom_colorexponent);
6366         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6367         Cvar_RegisterVariable(&r_hdr);
6368         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6369         Cvar_RegisterVariable(&r_hdr_glowintensity);
6370         Cvar_RegisterVariable(&r_hdr_range);
6371         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6372         Cvar_RegisterVariable(&developer_texturelogging);
6373         Cvar_RegisterVariable(&gl_lightmaps);
6374         Cvar_RegisterVariable(&r_test);
6375         Cvar_RegisterVariable(&r_batchmode);
6376         Cvar_RegisterVariable(&r_glsl_saturation);
6377         Cvar_RegisterVariable(&r_framedatasize);
6378         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6379                 Cvar_SetValue("r_fullbrights", 0);
6380         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6381
6382         Cvar_RegisterVariable(&r_track_sprites);
6383         Cvar_RegisterVariable(&r_track_sprites_flags);
6384         Cvar_RegisterVariable(&r_track_sprites_scalew);
6385         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6386         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6387         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6388 }
6389
6390 extern void R_Textures_Init(void);
6391 extern void GL_Draw_Init(void);
6392 extern void GL_Main_Init(void);
6393 extern void R_Shadow_Init(void);
6394 extern void R_Sky_Init(void);
6395 extern void GL_Surf_Init(void);
6396 extern void R_Particles_Init(void);
6397 extern void R_Explosion_Init(void);
6398 extern void gl_backend_init(void);
6399 extern void Sbar_Init(void);
6400 extern void R_LightningBeams_Init(void);
6401 extern void Mod_RenderInit(void);
6402 extern void Font_Init(void);
6403
6404 void Render_Init(void)
6405 {
6406         gl_backend_init();
6407         R_Textures_Init();
6408         GL_Main_Init();
6409         Font_Init();
6410         GL_Draw_Init();
6411         R_Shadow_Init();
6412         R_Sky_Init();
6413         GL_Surf_Init();
6414         Sbar_Init();
6415         R_Particles_Init();
6416         R_Explosion_Init();
6417         R_LightningBeams_Init();
6418         Mod_RenderInit();
6419 }
6420
6421 /*
6422 ===============
6423 GL_Init
6424 ===============
6425 */
6426 extern char *ENGINE_EXTENSIONS;
6427 void GL_Init (void)
6428 {
6429         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6430         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6431         gl_version = (const char *)qglGetString(GL_VERSION);
6432         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6433
6434         if (!gl_extensions)
6435                 gl_extensions = "";
6436         if (!gl_platformextensions)
6437                 gl_platformextensions = "";
6438
6439         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6440         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6441         Con_Printf("GL_VERSION: %s\n", gl_version);
6442         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6443         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6444
6445         VID_CheckExtensions();
6446
6447         // LordHavoc: report supported extensions
6448         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6449
6450         // clear to black (loading plaque will be seen over this)
6451         CHECKGLERROR
6452         qglClearColor(0,0,0,1);CHECKGLERROR
6453         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6454 }
6455
6456 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6457 {
6458         int i;
6459         mplane_t *p;
6460         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6461         {
6462                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6463                 if (i == 4)
6464                         continue;
6465                 p = r_refdef.view.frustum + i;
6466                 switch(p->signbits)
6467                 {
6468                 default:
6469                 case 0:
6470                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6471                                 return true;
6472                         break;
6473                 case 1:
6474                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6475                                 return true;
6476                         break;
6477                 case 2:
6478                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6479                                 return true;
6480                         break;
6481                 case 3:
6482                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6483                                 return true;
6484                         break;
6485                 case 4:
6486                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6487                                 return true;
6488                         break;
6489                 case 5:
6490                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6491                                 return true;
6492                         break;
6493                 case 6:
6494                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6495                                 return true;
6496                         break;
6497                 case 7:
6498                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6499                                 return true;
6500                         break;
6501                 }
6502         }
6503         return false;
6504 }
6505
6506 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6507 {
6508         int i;
6509         const mplane_t *p;
6510         for (i = 0;i < numplanes;i++)
6511         {
6512                 p = planes + i;
6513                 switch(p->signbits)
6514                 {
6515                 default:
6516                 case 0:
6517                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6518                                 return true;
6519                         break;
6520                 case 1:
6521                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6522                                 return true;
6523                         break;
6524                 case 2:
6525                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6526                                 return true;
6527                         break;
6528                 case 3:
6529                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6530                                 return true;
6531                         break;
6532                 case 4:
6533                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6534                                 return true;
6535                         break;
6536                 case 5:
6537                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6538                                 return true;
6539                         break;
6540                 case 6:
6541                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6542                                 return true;
6543                         break;
6544                 case 7:
6545                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6546                                 return true;
6547                         break;
6548                 }
6549         }
6550         return false;
6551 }
6552
6553 //==================================================================================
6554
6555 // LordHavoc: this stores temporary data used within the same frame
6556
6557 qboolean r_framedata_failed;
6558 static size_t r_framedata_size;
6559 static size_t r_framedata_current;
6560 static void *r_framedata_base;
6561
6562 void R_FrameData_Reset(void)
6563 {
6564         if (r_framedata_base)
6565                 Mem_Free(r_framedata_base);
6566         r_framedata_base = NULL;
6567         r_framedata_size = 0;
6568         r_framedata_current = 0;
6569         r_framedata_failed = false;
6570 }
6571
6572 void R_FrameData_NewFrame(void)
6573 {
6574         size_t wantedsize;
6575         if (r_framedata_failed)
6576                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6577         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6578         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6579         if (r_framedata_size != wantedsize)
6580         {
6581                 r_framedata_size = wantedsize;
6582                 if (r_framedata_base)
6583                         Mem_Free(r_framedata_base);
6584                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6585         }
6586         r_framedata_current = 0;
6587         r_framedata_failed = false;
6588 }
6589
6590 void *R_FrameData_Alloc(size_t size)
6591 {
6592         void *data;
6593
6594         // align to 16 byte boundary
6595         size = (size + 15) & ~15;
6596         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6597         r_framedata_current += size;
6598
6599         // check overflow
6600         if (r_framedata_current > r_framedata_size)
6601                 r_framedata_failed = true;
6602
6603         // return NULL on everything after a failure
6604         if (r_framedata_failed)
6605                 return NULL;
6606
6607         return data;
6608 }
6609
6610 void *R_FrameData_Store(size_t size, void *data)
6611 {
6612         void *d = R_FrameData_Alloc(size);
6613         if (d)
6614                 memcpy(d, data, size);
6615         return d;
6616 }
6617
6618 //==================================================================================
6619
6620 // LordHavoc: animcache originally written by Echon, rewritten since then
6621
6622 /**
6623  * Animation cache prevents re-generating mesh data for an animated model
6624  * multiple times in one frame for lighting, shadowing, reflections, etc.
6625  */
6626
6627 void R_AnimCache_Free(void)
6628 {
6629 }
6630
6631 void R_AnimCache_ClearCache(void)
6632 {
6633         int i;
6634         entity_render_t *ent;
6635
6636         for (i = 0;i < r_refdef.scene.numentities;i++)
6637         {
6638                 ent = r_refdef.scene.entities[i];
6639                 ent->animcache_vertex3f = NULL;
6640                 ent->animcache_normal3f = NULL;
6641                 ent->animcache_svector3f = NULL;
6642                 ent->animcache_tvector3f = NULL;
6643         }
6644 }
6645
6646 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6647 {
6648         dp_model_t *model = ent->model;
6649         int numvertices;
6650         // see if it's already cached this frame
6651         if (ent->animcache_vertex3f)
6652         {
6653                 // add normals/tangents if needed
6654                 if (wantnormals || wanttangents)
6655                 {
6656                         if (ent->animcache_normal3f)
6657                                 wantnormals = false;
6658                         if (ent->animcache_svector3f)
6659                                 wanttangents = false;
6660                         if (wantnormals || wanttangents)
6661                         {
6662                                 numvertices = model->surfmesh.num_vertices;
6663                                 if (wantnormals)
6664                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6665                                 if (wanttangents)
6666                                 {
6667                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6668                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6669                                 }
6670                                 if (!r_framedata_failed)
6671                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6672                         }
6673                 }
6674         }
6675         else
6676         {
6677                 // see if this ent is worth caching
6678                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6679                         return false;
6680                 // get some memory for this entity and generate mesh data
6681                 numvertices = model->surfmesh.num_vertices;
6682                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6683                 if (wantnormals)
6684                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6685                 if (wanttangents)
6686                 {
6687                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6688                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6689                 }
6690                 if (!r_framedata_failed)
6691                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6692         }
6693         return !r_framedata_failed;
6694 }
6695
6696 void R_AnimCache_CacheVisibleEntities(void)
6697 {
6698         int i;
6699         qboolean wantnormals = !r_showsurfaces.integer;
6700         qboolean wanttangents = !r_showsurfaces.integer;
6701
6702         switch(vid.renderpath)
6703         {
6704         case RENDERPATH_GL20:
6705         case RENDERPATH_CGGL:
6706                 break;
6707         case RENDERPATH_GL13:
6708         case RENDERPATH_GL11:
6709                 wanttangents = false;
6710                 break;
6711         }
6712
6713         // TODO: thread this
6714         // NOTE: R_PrepareRTLights() also caches entities
6715
6716         for (i = 0;i < r_refdef.scene.numentities;i++)
6717                 if (r_refdef.viewcache.entityvisible[i])
6718                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6719 }
6720
6721 //==================================================================================
6722
6723 static void R_View_UpdateEntityLighting (void)
6724 {
6725         int i;
6726         entity_render_t *ent;
6727         vec3_t tempdiffusenormal, avg;
6728         vec_t f, fa, fd, fdd;
6729
6730         for (i = 0;i < r_refdef.scene.numentities;i++)
6731         {
6732                 ent = r_refdef.scene.entities[i];
6733
6734                 // skip unseen models
6735                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6736                         continue;
6737
6738                 // skip bsp models
6739                 if (ent->model && ent->model->brush.num_leafs)
6740                 {
6741                         // TODO: use modellight for r_ambient settings on world?
6742                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6743                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6744                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6745                         continue;
6746                 }
6747
6748                 // fetch the lighting from the worldmodel data
6749                 VectorClear(ent->modellight_ambient);
6750                 VectorClear(ent->modellight_diffuse);
6751                 VectorClear(tempdiffusenormal);
6752                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6753                 {
6754                         vec3_t org;
6755                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6756                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6757                         if(ent->flags & RENDER_EQUALIZE)
6758                         {
6759                                 // first fix up ambient lighting...
6760                                 if(r_equalize_entities_minambient.value > 0)
6761                                 {
6762                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6763                                         if(fd > 0)
6764                                         {
6765                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6766                                                 if(fa < r_equalize_entities_minambient.value * fd)
6767                                                 {
6768                                                         // solve:
6769                                                         //   fa'/fd' = minambient
6770                                                         //   fa'+0.25*fd' = fa+0.25*fd
6771                                                         //   ...
6772                                                         //   fa' = fd' * minambient
6773                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6774                                                         //   ...
6775                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6776                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6777                                                         //   ...
6778                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6779                                                         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
6780                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6781                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6782                                                 }
6783                                         }
6784                                 }
6785
6786                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6787                                 {
6788                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6789                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6790                                         if(f > 0)
6791                                         {
6792                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6793                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6794                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6795                                         }
6796                                 }
6797                         }
6798                 }
6799                 else // highly rare
6800                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6801
6802                 // move the light direction into modelspace coordinates for lighting code
6803                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6804                 if(VectorLength2(ent->modellight_lightdir) == 0)
6805                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6806                 VectorNormalize(ent->modellight_lightdir);
6807         }
6808 }
6809
6810 #define MAX_LINEOFSIGHTTRACES 64
6811
6812 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6813 {
6814         int i;
6815         vec3_t boxmins, boxmaxs;
6816         vec3_t start;
6817         vec3_t end;
6818         dp_model_t *model = r_refdef.scene.worldmodel;
6819
6820         if (!model || !model->brush.TraceLineOfSight)
6821                 return true;
6822
6823         // expand the box a little
6824         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6825         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6826         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6827         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6828         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6829         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6830
6831         // return true if eye is inside enlarged box
6832         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6833                 return true;
6834
6835         // try center
6836         VectorCopy(eye, start);
6837         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6838         if (model->brush.TraceLineOfSight(model, start, end))
6839                 return true;
6840
6841         // try various random positions
6842         for (i = 0;i < numsamples;i++)
6843         {
6844                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6845                 if (model->brush.TraceLineOfSight(model, start, end))
6846                         return true;
6847         }
6848
6849         return false;
6850 }
6851
6852
6853 static void R_View_UpdateEntityVisible (void)
6854 {
6855         int i;
6856         int renderimask;
6857         int samples;
6858         entity_render_t *ent;
6859
6860         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6861         if (!r_drawviewmodel.integer)
6862                 renderimask |= RENDER_VIEWMODEL;
6863         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6864         {
6865                 // worldmodel can check visibility
6866                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6867                 for (i = 0;i < r_refdef.scene.numentities;i++)
6868                 {
6869                         ent = r_refdef.scene.entities[i];
6870                         if (!(ent->flags & renderimask))
6871                         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)))
6872                         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))
6873                                 r_refdef.viewcache.entityvisible[i] = true;
6874                 }
6875                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6876                 {
6877                         for (i = 0;i < r_refdef.scene.numentities;i++)
6878                         {
6879                                 ent = r_refdef.scene.entities[i];
6880                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6881                                 {
6882                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6883                                         if (samples < 0)
6884                                                 continue; // temp entities do pvs only
6885                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6886                                                 ent->last_trace_visibility = realtime;
6887                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6888                                                 r_refdef.viewcache.entityvisible[i] = 0;
6889                                 }
6890                         }
6891                 }
6892         }
6893         else
6894         {
6895                 // no worldmodel or it can't check visibility
6896                 for (i = 0;i < r_refdef.scene.numentities;i++)
6897                 {
6898                         ent = r_refdef.scene.entities[i];
6899                         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));
6900                 }
6901         }
6902 }
6903
6904 /// only used if skyrendermasked, and normally returns false
6905 int R_DrawBrushModelsSky (void)
6906 {
6907         int i, sky;
6908         entity_render_t *ent;
6909
6910         sky = false;
6911         for (i = 0;i < r_refdef.scene.numentities;i++)
6912         {
6913                 if (!r_refdef.viewcache.entityvisible[i])
6914                         continue;
6915                 ent = r_refdef.scene.entities[i];
6916                 if (!ent->model || !ent->model->DrawSky)
6917                         continue;
6918                 ent->model->DrawSky(ent);
6919                 sky = true;
6920         }
6921         return sky;
6922 }
6923
6924 static void R_DrawNoModel(entity_render_t *ent);
6925 static void R_DrawModels(void)
6926 {
6927         int i;
6928         entity_render_t *ent;
6929
6930         for (i = 0;i < r_refdef.scene.numentities;i++)
6931         {
6932                 if (!r_refdef.viewcache.entityvisible[i])
6933                         continue;
6934                 ent = r_refdef.scene.entities[i];
6935                 r_refdef.stats.entities++;
6936                 if (ent->model && ent->model->Draw != NULL)
6937                         ent->model->Draw(ent);
6938                 else
6939                         R_DrawNoModel(ent);
6940         }
6941 }
6942
6943 static void R_DrawModelsDepth(void)
6944 {
6945         int i;
6946         entity_render_t *ent;
6947
6948         for (i = 0;i < r_refdef.scene.numentities;i++)
6949         {
6950                 if (!r_refdef.viewcache.entityvisible[i])
6951                         continue;
6952                 ent = r_refdef.scene.entities[i];
6953                 if (ent->model && ent->model->DrawDepth != NULL)
6954                         ent->model->DrawDepth(ent);
6955         }
6956 }
6957
6958 static void R_DrawModelsDebug(void)
6959 {
6960         int i;
6961         entity_render_t *ent;
6962
6963         for (i = 0;i < r_refdef.scene.numentities;i++)
6964         {
6965                 if (!r_refdef.viewcache.entityvisible[i])
6966                         continue;
6967                 ent = r_refdef.scene.entities[i];
6968                 if (ent->model && ent->model->DrawDebug != NULL)
6969                         ent->model->DrawDebug(ent);
6970         }
6971 }
6972
6973 static void R_DrawModelsAddWaterPlanes(void)
6974 {
6975         int i;
6976         entity_render_t *ent;
6977
6978         for (i = 0;i < r_refdef.scene.numentities;i++)
6979         {
6980                 if (!r_refdef.viewcache.entityvisible[i])
6981                         continue;
6982                 ent = r_refdef.scene.entities[i];
6983                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6984                         ent->model->DrawAddWaterPlanes(ent);
6985         }
6986 }
6987
6988 static void R_View_SetFrustum(void)
6989 {
6990         int i;
6991         double slopex, slopey;
6992         vec3_t forward, left, up, origin;
6993
6994         // we can't trust r_refdef.view.forward and friends in reflected scenes
6995         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6996
6997 #if 0
6998         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6999         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7000         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7001         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7002         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7003         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7004         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7005         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7006         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7007         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7008         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7009         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7010 #endif
7011
7012 #if 0
7013         zNear = r_refdef.nearclip;
7014         nudge = 1.0 - 1.0 / (1<<23);
7015         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7016         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7017         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7018         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7019         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7020         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7021         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7022         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7023 #endif
7024
7025
7026
7027 #if 0
7028         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7029         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7030         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7031         r_refdef.view.frustum[0].dist = m[15] - m[12];
7032
7033         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7034         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7035         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7036         r_refdef.view.frustum[1].dist = m[15] + m[12];
7037
7038         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7039         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7040         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7041         r_refdef.view.frustum[2].dist = m[15] - m[13];
7042
7043         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7044         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7045         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7046         r_refdef.view.frustum[3].dist = m[15] + m[13];
7047
7048         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7049         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7050         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7051         r_refdef.view.frustum[4].dist = m[15] - m[14];
7052
7053         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7054         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7055         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7056         r_refdef.view.frustum[5].dist = m[15] + m[14];
7057 #endif
7058
7059         if (r_refdef.view.useperspective)
7060         {
7061                 slopex = 1.0 / r_refdef.view.frustum_x;
7062                 slopey = 1.0 / r_refdef.view.frustum_y;
7063                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7064                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7065                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7066                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7067                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7068
7069                 // Leaving those out was a mistake, those were in the old code, and they
7070                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7071                 // I couldn't reproduce it after adding those normalizations. --blub
7072                 VectorNormalize(r_refdef.view.frustum[0].normal);
7073                 VectorNormalize(r_refdef.view.frustum[1].normal);
7074                 VectorNormalize(r_refdef.view.frustum[2].normal);
7075                 VectorNormalize(r_refdef.view.frustum[3].normal);
7076
7077                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7078                 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]);
7079                 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]);
7080                 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]);
7081                 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]);
7082
7083                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7084                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7085                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7086                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7087                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7088         }
7089         else
7090         {
7091                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7092                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7093                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7094                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7095                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7096                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7097                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7098                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7099                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7100                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7101         }
7102         r_refdef.view.numfrustumplanes = 5;
7103
7104         if (r_refdef.view.useclipplane)
7105         {
7106                 r_refdef.view.numfrustumplanes = 6;
7107                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7108         }
7109
7110         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7111                 PlaneClassify(r_refdef.view.frustum + i);
7112
7113         // LordHavoc: note to all quake engine coders, Quake had a special case
7114         // for 90 degrees which assumed a square view (wrong), so I removed it,
7115         // Quake2 has it disabled as well.
7116
7117         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7118         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7119         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7120         //PlaneClassify(&frustum[0]);
7121
7122         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7123         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7124         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7125         //PlaneClassify(&frustum[1]);
7126
7127         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7128         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7129         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7130         //PlaneClassify(&frustum[2]);
7131
7132         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7133         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7134         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7135         //PlaneClassify(&frustum[3]);
7136
7137         // nearclip plane
7138         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7139         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7140         //PlaneClassify(&frustum[4]);
7141 }
7142
7143 void R_View_Update(void)
7144 {
7145         R_Main_ResizeViewCache();
7146         R_View_SetFrustum();
7147         R_View_WorldVisibility(r_refdef.view.useclipplane);
7148         R_View_UpdateEntityVisible();
7149         R_View_UpdateEntityLighting();
7150 }
7151
7152 void R_SetupView(qboolean allowwaterclippingplane)
7153 {
7154         const float *customclipplane = NULL;
7155         float plane[4];
7156         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7157         {
7158                 // LordHavoc: couldn't figure out how to make this approach the
7159                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7160                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7161                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7162                         dist = r_refdef.view.clipplane.dist;
7163                 plane[0] = r_refdef.view.clipplane.normal[0];
7164                 plane[1] = r_refdef.view.clipplane.normal[1];
7165                 plane[2] = r_refdef.view.clipplane.normal[2];
7166                 plane[3] = dist;
7167                 customclipplane = plane;
7168         }
7169
7170         if (!r_refdef.view.useperspective)
7171                 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);
7172         else if (vid.stencil && r_useinfinitefarclip.integer)
7173                 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);
7174         else
7175                 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);
7176         R_SetViewport(&r_refdef.view.viewport);
7177 }
7178
7179 void R_EntityMatrix(const matrix4x4_t *matrix)
7180 {
7181         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7182         {
7183                 gl_modelmatrixchanged = false;
7184                 gl_modelmatrix = *matrix;
7185                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7186                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7187                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7188                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7189                 CHECKGLERROR
7190                 switch(vid.renderpath)
7191                 {
7192                 case RENDERPATH_GL20:
7193                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7194                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7195                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7196                         break;
7197                 case RENDERPATH_CGGL:
7198 #ifdef SUPPORTCG
7199                         CHECKCGERROR
7200                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7201                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7202                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7203 #endif
7204                         break;
7205                 case RENDERPATH_GL13:
7206                 case RENDERPATH_GL11:
7207                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7208                         break;
7209                 }
7210         }
7211 }
7212
7213 void R_ResetViewRendering2D(void)
7214 {
7215         r_viewport_t viewport;
7216         DrawQ_Finish();
7217
7218         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7219         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);
7220         R_SetViewport(&viewport);
7221         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7222         GL_Color(1, 1, 1, 1);
7223         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7224         GL_BlendFunc(GL_ONE, GL_ZERO);
7225         GL_AlphaTest(false);
7226         GL_ScissorTest(false);
7227         GL_DepthMask(false);
7228         GL_DepthRange(0, 1);
7229         GL_DepthTest(false);
7230         R_EntityMatrix(&identitymatrix);
7231         R_Mesh_ResetTextureState();
7232         GL_PolygonOffset(0, 0);
7233         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7234         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7235         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7236         qglStencilMask(~0);CHECKGLERROR
7237         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7238         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7239         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7240 }
7241
7242 void R_ResetViewRendering3D(void)
7243 {
7244         DrawQ_Finish();
7245
7246         R_SetupView(true);
7247         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7248         GL_Color(1, 1, 1, 1);
7249         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7250         GL_BlendFunc(GL_ONE, GL_ZERO);
7251         GL_AlphaTest(false);
7252         GL_ScissorTest(true);
7253         GL_DepthMask(true);
7254         GL_DepthRange(0, 1);
7255         GL_DepthTest(true);
7256         R_EntityMatrix(&identitymatrix);
7257         R_Mesh_ResetTextureState();
7258         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7259         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7260         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7261         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7262         qglStencilMask(~0);CHECKGLERROR
7263         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7264         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7265         GL_CullFace(r_refdef.view.cullface_back);
7266 }
7267
7268 void R_RenderScene(void);
7269 void R_RenderWaterPlanes(void);
7270
7271 static void R_Water_StartFrame(void)
7272 {
7273         int i;
7274         int waterwidth, waterheight, texturewidth, textureheight;
7275         r_waterstate_waterplane_t *p;
7276
7277         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7278                 return;
7279
7280         switch(vid.renderpath)
7281         {
7282         case RENDERPATH_GL20:
7283         case RENDERPATH_CGGL:
7284                 break;
7285         case RENDERPATH_GL13:
7286         case RENDERPATH_GL11:
7287                 return;
7288         }
7289
7290         // set waterwidth and waterheight to the water resolution that will be
7291         // used (often less than the screen resolution for faster rendering)
7292         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7293         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7294
7295         // calculate desired texture sizes
7296         // can't use water if the card does not support the texture size
7297         if (!r_water.integer || r_showsurfaces.integer)
7298                 texturewidth = textureheight = waterwidth = waterheight = 0;
7299         else if (vid.support.arb_texture_non_power_of_two)
7300         {
7301                 texturewidth = waterwidth;
7302                 textureheight = waterheight;
7303         }
7304         else
7305         {
7306                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7307                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7308         }
7309
7310         // allocate textures as needed
7311         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7312         {
7313                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7314                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7315                 {
7316                         if (p->texture_refraction)
7317                                 R_FreeTexture(p->texture_refraction);
7318                         p->texture_refraction = NULL;
7319                         if (p->texture_reflection)
7320                                 R_FreeTexture(p->texture_reflection);
7321                         p->texture_reflection = NULL;
7322                 }
7323                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7324                 r_waterstate.texturewidth = texturewidth;
7325                 r_waterstate.textureheight = textureheight;
7326         }
7327
7328         if (r_waterstate.texturewidth)
7329         {
7330                 r_waterstate.enabled = true;
7331
7332                 // when doing a reduced render (HDR) we want to use a smaller area
7333                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7334                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7335
7336                 // set up variables that will be used in shader setup
7337                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7338                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7339                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7340                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7341         }
7342
7343         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7344         r_waterstate.numwaterplanes = 0;
7345 }
7346
7347 void R_Water_AddWaterPlane(msurface_t *surface)
7348 {
7349         int triangleindex, planeindex;
7350         const int *e;
7351         vec3_t vert[3];
7352         vec3_t normal;
7353         vec3_t center;
7354         mplane_t plane;
7355         r_waterstate_waterplane_t *p;
7356         texture_t *t = R_GetCurrentTexture(surface->texture);
7357         // just use the first triangle with a valid normal for any decisions
7358         VectorClear(normal);
7359         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7360         {
7361                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7362                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7363                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7364                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7365                 if (VectorLength2(normal) >= 0.001)
7366                         break;
7367         }
7368
7369         VectorCopy(normal, plane.normal);
7370         VectorNormalize(plane.normal);
7371         plane.dist = DotProduct(vert[0], plane.normal);
7372         PlaneClassify(&plane);
7373         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7374         {
7375                 // skip backfaces (except if nocullface is set)
7376                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7377                         return;
7378                 VectorNegate(plane.normal, plane.normal);
7379                 plane.dist *= -1;
7380                 PlaneClassify(&plane);
7381         }
7382
7383
7384         // find a matching plane if there is one
7385         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7386                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7387                         break;
7388         if (planeindex >= r_waterstate.maxwaterplanes)
7389                 return; // nothing we can do, out of planes
7390
7391         // if this triangle does not fit any known plane rendered this frame, add one
7392         if (planeindex >= r_waterstate.numwaterplanes)
7393         {
7394                 // store the new plane
7395                 r_waterstate.numwaterplanes++;
7396                 p->plane = plane;
7397                 // clear materialflags and pvs
7398                 p->materialflags = 0;
7399                 p->pvsvalid = false;
7400         }
7401         // merge this surface's materialflags into the waterplane
7402         p->materialflags |= t->currentmaterialflags;
7403         // merge this surface's PVS into the waterplane
7404         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7405         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7406          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7407         {
7408                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7409                 p->pvsvalid = true;
7410         }
7411 }
7412
7413 static void R_Water_ProcessPlanes(void)
7414 {
7415         r_refdef_view_t originalview;
7416         r_refdef_view_t myview;
7417         int planeindex;
7418         r_waterstate_waterplane_t *p;
7419
7420         originalview = r_refdef.view;
7421
7422         // make sure enough textures are allocated
7423         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7424         {
7425                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7426                 {
7427                         if (!p->texture_refraction)
7428                                 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);
7429                         if (!p->texture_refraction)
7430                                 goto error;
7431                 }
7432
7433                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7434                 {
7435                         if (!p->texture_reflection)
7436                                 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);
7437                         if (!p->texture_reflection)
7438                                 goto error;
7439                 }
7440         }
7441
7442         // render views
7443         r_refdef.view = originalview;
7444         r_refdef.view.showdebug = false;
7445         r_refdef.view.width = r_waterstate.waterwidth;
7446         r_refdef.view.height = r_waterstate.waterheight;
7447         r_refdef.view.useclipplane = true;
7448         myview = r_refdef.view;
7449         r_waterstate.renderingscene = true;
7450         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7451         {
7452                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7453                 {
7454                         r_refdef.view = myview;
7455                         // render reflected scene and copy into texture
7456                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7457                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7458                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7459                         r_refdef.view.clipplane = p->plane;
7460                         // reverse the cullface settings for this render
7461                         r_refdef.view.cullface_front = GL_FRONT;
7462                         r_refdef.view.cullface_back = GL_BACK;
7463                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7464                         {
7465                                 r_refdef.view.usecustompvs = true;
7466                                 if (p->pvsvalid)
7467                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7468                                 else
7469                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7470                         }
7471
7472                         R_ResetViewRendering3D();
7473                         R_ClearScreen(r_refdef.fogenabled);
7474                         R_View_Update();
7475                         R_RenderScene();
7476
7477                         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);
7478                 }
7479
7480                 // render the normal view scene and copy into texture
7481                 // (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)
7482                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7483                 {
7484                         r_refdef.view = myview;
7485                         r_refdef.view.clipplane = p->plane;
7486                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7487                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7488                         PlaneClassify(&r_refdef.view.clipplane);
7489
7490                         R_ResetViewRendering3D();
7491                         R_ClearScreen(r_refdef.fogenabled);
7492                         R_View_Update();
7493                         R_RenderScene();
7494
7495                         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);
7496                 }
7497
7498         }
7499         r_waterstate.renderingscene = false;
7500         r_refdef.view = originalview;
7501         R_ResetViewRendering3D();
7502         R_ClearScreen(r_refdef.fogenabled);
7503         R_View_Update();
7504         return;
7505 error:
7506         r_refdef.view = originalview;
7507         r_waterstate.renderingscene = false;
7508         Cvar_SetValueQuick(&r_water, 0);
7509         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7510         return;
7511 }
7512
7513 void R_Bloom_StartFrame(void)
7514 {
7515         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7516
7517         switch(vid.renderpath)
7518         {
7519         case RENDERPATH_GL20:
7520         case RENDERPATH_CGGL:
7521                 break;
7522         case RENDERPATH_GL13:
7523         case RENDERPATH_GL11:
7524                 return;
7525         }
7526
7527         // set bloomwidth and bloomheight to the bloom resolution that will be
7528         // used (often less than the screen resolution for faster rendering)
7529         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7530         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7531         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7532         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7533         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7534
7535         // calculate desired texture sizes
7536         if (vid.support.arb_texture_non_power_of_two)
7537         {
7538                 screentexturewidth = r_refdef.view.width;
7539                 screentextureheight = r_refdef.view.height;
7540                 bloomtexturewidth = r_bloomstate.bloomwidth;
7541                 bloomtextureheight = r_bloomstate.bloomheight;
7542         }
7543         else
7544         {
7545                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7546                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7547                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7548                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7549         }
7550
7551         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))
7552         {
7553                 Cvar_SetValueQuick(&r_hdr, 0);
7554                 Cvar_SetValueQuick(&r_bloom, 0);
7555                 Cvar_SetValueQuick(&r_motionblur, 0);
7556                 Cvar_SetValueQuick(&r_damageblur, 0);
7557         }
7558
7559         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)))
7560                 screentexturewidth = screentextureheight = 0;
7561         if (!r_hdr.integer && !r_bloom.integer)
7562                 bloomtexturewidth = bloomtextureheight = 0;
7563
7564         // allocate textures as needed
7565         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7566         {
7567                 if (r_bloomstate.texture_screen)
7568                         R_FreeTexture(r_bloomstate.texture_screen);
7569                 r_bloomstate.texture_screen = NULL;
7570                 r_bloomstate.screentexturewidth = screentexturewidth;
7571                 r_bloomstate.screentextureheight = screentextureheight;
7572                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7573                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7574         }
7575         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7576         {
7577                 if (r_bloomstate.texture_bloom)
7578                         R_FreeTexture(r_bloomstate.texture_bloom);
7579                 r_bloomstate.texture_bloom = NULL;
7580                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7581                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7582                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7583                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7584         }
7585
7586         // when doing a reduced render (HDR) we want to use a smaller area
7587         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7588         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7589         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7590         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7591         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7592
7593         // set up a texcoord array for the full resolution screen image
7594         // (we have to keep this around to copy back during final render)
7595         r_bloomstate.screentexcoord2f[0] = 0;
7596         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7597         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7598         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7599         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7600         r_bloomstate.screentexcoord2f[5] = 0;
7601         r_bloomstate.screentexcoord2f[6] = 0;
7602         r_bloomstate.screentexcoord2f[7] = 0;
7603
7604         // set up a texcoord array for the reduced resolution bloom image
7605         // (which will be additive blended over the screen image)
7606         r_bloomstate.bloomtexcoord2f[0] = 0;
7607         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7608         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7609         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7610         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7611         r_bloomstate.bloomtexcoord2f[5] = 0;
7612         r_bloomstate.bloomtexcoord2f[6] = 0;
7613         r_bloomstate.bloomtexcoord2f[7] = 0;
7614
7615         if (r_hdr.integer || r_bloom.integer)
7616         {
7617                 r_bloomstate.enabled = true;
7618                 r_bloomstate.hdr = r_hdr.integer != 0;
7619         }
7620
7621         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);
7622 }
7623
7624 void R_Bloom_CopyBloomTexture(float colorscale)
7625 {
7626         r_refdef.stats.bloom++;
7627
7628         // scale down screen texture to the bloom texture size
7629         CHECKGLERROR
7630         R_SetViewport(&r_bloomstate.viewport);
7631         GL_BlendFunc(GL_ONE, GL_ZERO);
7632         GL_Color(colorscale, colorscale, colorscale, 1);
7633         // TODO: optimize with multitexture or GLSL
7634         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7635         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7636         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7637         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7638
7639         // we now have a bloom image in the framebuffer
7640         // copy it into the bloom image texture for later processing
7641         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);
7642         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7643 }
7644
7645 void R_Bloom_CopyHDRTexture(void)
7646 {
7647         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);
7648         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7649 }
7650
7651 void R_Bloom_MakeTexture(void)
7652 {
7653         int x, range, dir;
7654         float xoffset, yoffset, r, brighten;
7655
7656         r_refdef.stats.bloom++;
7657
7658         R_ResetViewRendering2D();
7659         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7660         R_Mesh_ColorPointer(NULL, 0, 0);
7661
7662         // we have a bloom image in the framebuffer
7663         CHECKGLERROR
7664         R_SetViewport(&r_bloomstate.viewport);
7665
7666         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7667         {
7668                 x *= 2;
7669                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7670                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7671                 GL_Color(r, r, r, 1);
7672                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7673                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7674                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7675                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7676
7677                 // copy the vertically blurred bloom view to a texture
7678                 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);
7679                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7680         }
7681
7682         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7683         brighten = r_bloom_brighten.value;
7684         if (r_hdr.integer)
7685                 brighten *= r_hdr_range.value;
7686         brighten = sqrt(brighten);
7687         if(range >= 1)
7688                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7689         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7690         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7691
7692         for (dir = 0;dir < 2;dir++)
7693         {
7694                 // blend on at multiple vertical offsets to achieve a vertical blur
7695                 // TODO: do offset blends using GLSL
7696                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7697                 GL_BlendFunc(GL_ONE, GL_ZERO);
7698                 for (x = -range;x <= range;x++)
7699                 {
7700                         if (!dir){xoffset = 0;yoffset = x;}
7701                         else {xoffset = x;yoffset = 0;}
7702                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7703                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7704                         // compute a texcoord array with the specified x and y offset
7705                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7706                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7707                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7708                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7709                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7710                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7711                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7712                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7713                         // this r value looks like a 'dot' particle, fading sharply to
7714                         // black at the edges
7715                         // (probably not realistic but looks good enough)
7716                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7717                         //r = brighten/(range*2+1);
7718                         r = brighten / (range * 2 + 1);
7719                         if(range >= 1)
7720                                 r *= (1 - x*x/(float)(range*range));
7721                         GL_Color(r, r, r, 1);
7722                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7723                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7724                         GL_BlendFunc(GL_ONE, GL_ONE);
7725                 }
7726
7727                 // copy the vertically blurred bloom view to a texture
7728                 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);
7729                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7730         }
7731
7732         // apply subtract last
7733         // (just like it would be in a GLSL shader)
7734         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7735         {
7736                 GL_BlendFunc(GL_ONE, GL_ZERO);
7737                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7738                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7739                 GL_Color(1, 1, 1, 1);
7740                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7741                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7742
7743                 GL_BlendFunc(GL_ONE, GL_ONE);
7744                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7745                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7746                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7747                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7748                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7749                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7750                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7751
7752                 // copy the darkened bloom view to a texture
7753                 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);
7754                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7755         }
7756 }
7757
7758 void R_HDR_RenderBloomTexture(void)
7759 {
7760         int oldwidth, oldheight;
7761         float oldcolorscale;
7762
7763         oldcolorscale = r_refdef.view.colorscale;
7764         oldwidth = r_refdef.view.width;
7765         oldheight = r_refdef.view.height;
7766         r_refdef.view.width = r_bloomstate.bloomwidth;
7767         r_refdef.view.height = r_bloomstate.bloomheight;
7768
7769         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7770         // TODO: add exposure compensation features
7771         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7772
7773         r_refdef.view.showdebug = false;
7774         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7775
7776         R_ResetViewRendering3D();
7777
7778         R_ClearScreen(r_refdef.fogenabled);
7779         if (r_timereport_active)
7780                 R_TimeReport("HDRclear");
7781
7782         R_View_Update();
7783         if (r_timereport_active)
7784                 R_TimeReport("visibility");
7785
7786         // only do secondary renders with HDR if r_hdr is 2 or higher
7787         r_waterstate.numwaterplanes = 0;
7788         if (r_waterstate.enabled && r_hdr.integer >= 2)
7789                 R_RenderWaterPlanes();
7790
7791         r_refdef.view.showdebug = true;
7792         R_RenderScene();
7793         r_waterstate.numwaterplanes = 0;
7794
7795         R_ResetViewRendering2D();
7796
7797         R_Bloom_CopyHDRTexture();
7798         R_Bloom_MakeTexture();
7799
7800         // restore the view settings
7801         r_refdef.view.width = oldwidth;
7802         r_refdef.view.height = oldheight;
7803         r_refdef.view.colorscale = oldcolorscale;
7804
7805         R_ResetViewRendering3D();
7806
7807         R_ClearScreen(r_refdef.fogenabled);
7808         if (r_timereport_active)
7809                 R_TimeReport("viewclear");
7810 }
7811
7812 static void R_BlendView(void)
7813 {
7814         unsigned int permutation;
7815         float uservecs[4][4];
7816
7817         switch (vid.renderpath)
7818         {
7819         case RENDERPATH_GL20:
7820         case RENDERPATH_CGGL:
7821                 permutation =
7822                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7823                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7824                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7825                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7826                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7827
7828                 if (r_bloomstate.texture_screen)
7829                 {
7830                         // make sure the buffer is available
7831                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7832
7833                         R_ResetViewRendering2D();
7834                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7835                         R_Mesh_ColorPointer(NULL, 0, 0);
7836
7837                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7838                         {
7839                                 // declare variables
7840                                 float speed;
7841                                 static float avgspeed;
7842
7843                                 speed = VectorLength(cl.movement_velocity);
7844
7845                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7846                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7847
7848                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7849                                 speed = bound(0, speed, 1);
7850                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7851
7852                                 // calculate values into a standard alpha
7853                                 cl.motionbluralpha = 1 - exp(-
7854                                                 (
7855                                                  (r_motionblur.value * speed / 80)
7856                                                  +
7857                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7858                                                 )
7859                                                 /
7860                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7861                                            );
7862
7863                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7864                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7865                                 // apply the blur
7866                                 if (cl.motionbluralpha > 0)
7867                                 {
7868                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7869                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7870                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7871                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7872                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7873                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7874                                 }
7875                         }
7876
7877                         // copy view into the screen texture
7878                         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);
7879                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7880                 }
7881                 else if (!r_bloomstate.texture_bloom)
7882                 {
7883                         // we may still have to do view tint...
7884                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7885                         {
7886                                 // apply a color tint to the whole view
7887                                 R_ResetViewRendering2D();
7888                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7889                                 R_Mesh_ColorPointer(NULL, 0, 0);
7890                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7891                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7892                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7893                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7894                         }
7895                         break; // no screen processing, no bloom, skip it
7896                 }
7897
7898                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7899                 {
7900                         // render simple bloom effect
7901                         // copy the screen and shrink it and darken it for the bloom process
7902                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7903                         // make the bloom texture
7904                         R_Bloom_MakeTexture();
7905                 }
7906
7907 #if _MSC_VER >= 1400
7908 #define sscanf sscanf_s
7909 #endif
7910                 memset(uservecs, 0, sizeof(uservecs));
7911                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7912                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7913                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7914                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7915
7916                 R_ResetViewRendering2D();
7917                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7918                 R_Mesh_ColorPointer(NULL, 0, 0);
7919                 GL_Color(1, 1, 1, 1);
7920                 GL_BlendFunc(GL_ONE, GL_ZERO);
7921                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7922                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7923
7924                 switch(vid.renderpath)
7925                 {
7926                 case RENDERPATH_GL20:
7927                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7928                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7929                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7930                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7931                         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]);
7932                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7933                         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]);
7934                         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]);
7935                         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]);
7936                         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]);
7937                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7938                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7939                         break;
7940                 case RENDERPATH_CGGL:
7941 #ifdef SUPPORTCG
7942                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7943                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7944                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7945                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7946                         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
7947                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7948                         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
7949                         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
7950                         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
7951                         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
7952                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7953                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7954 #endif
7955                         break;
7956                 default:
7957                         break;
7958                 }
7959                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7960                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7961                 break;
7962         case RENDERPATH_GL13:
7963         case RENDERPATH_GL11:
7964                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7965                 {
7966                         // apply a color tint to the whole view
7967                         R_ResetViewRendering2D();
7968                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7969                         R_Mesh_ColorPointer(NULL, 0, 0);
7970                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7971                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7972                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7973                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7974                 }
7975                 break;
7976         }
7977 }
7978
7979 matrix4x4_t r_waterscrollmatrix;
7980
7981 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7982 {
7983         if (r_refdef.fog_density)
7984         {
7985                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7986                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7987                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7988
7989                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7990                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7991                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7992                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7993
7994                 {
7995                         vec3_t fogvec;
7996                         VectorCopy(r_refdef.fogcolor, fogvec);
7997                         //   color.rgb *= ContrastBoost * SceneBrightness;
7998                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7999                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8000                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8001                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8002                 }
8003         }
8004 }
8005
8006 void R_UpdateVariables(void)
8007 {
8008         R_Textures_Frame();
8009
8010         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8011
8012         r_refdef.farclip = r_farclip_base.value;
8013         if (r_refdef.scene.worldmodel)
8014                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8015         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8016
8017         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8018                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8019         r_refdef.polygonfactor = 0;
8020         r_refdef.polygonoffset = 0;
8021         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8022         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8023
8024         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8025         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8026         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8027         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8028         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8029         if (r_showsurfaces.integer)
8030         {
8031                 r_refdef.scene.rtworld = false;
8032                 r_refdef.scene.rtworldshadows = false;
8033                 r_refdef.scene.rtdlight = false;
8034                 r_refdef.scene.rtdlightshadows = false;
8035                 r_refdef.lightmapintensity = 0;
8036         }
8037
8038         if (gamemode == GAME_NEHAHRA)
8039         {
8040                 if (gl_fogenable.integer)
8041                 {
8042                         r_refdef.oldgl_fogenable = true;
8043                         r_refdef.fog_density = gl_fogdensity.value;
8044                         r_refdef.fog_red = gl_fogred.value;
8045                         r_refdef.fog_green = gl_foggreen.value;
8046                         r_refdef.fog_blue = gl_fogblue.value;
8047                         r_refdef.fog_alpha = 1;
8048                         r_refdef.fog_start = 0;
8049                         r_refdef.fog_end = gl_skyclip.value;
8050                         r_refdef.fog_height = 1<<30;
8051                         r_refdef.fog_fadedepth = 128;
8052                 }
8053                 else if (r_refdef.oldgl_fogenable)
8054                 {
8055                         r_refdef.oldgl_fogenable = false;
8056                         r_refdef.fog_density = 0;
8057                         r_refdef.fog_red = 0;
8058                         r_refdef.fog_green = 0;
8059                         r_refdef.fog_blue = 0;
8060                         r_refdef.fog_alpha = 0;
8061                         r_refdef.fog_start = 0;
8062                         r_refdef.fog_end = 0;
8063                         r_refdef.fog_height = 1<<30;
8064                         r_refdef.fog_fadedepth = 128;
8065                 }
8066         }
8067
8068         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8069         r_refdef.fog_start = max(0, r_refdef.fog_start);
8070         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8071
8072         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8073
8074         if (r_refdef.fog_density && r_drawfog.integer)
8075         {
8076                 r_refdef.fogenabled = true;
8077                 // this is the point where the fog reaches 0.9986 alpha, which we
8078                 // consider a good enough cutoff point for the texture
8079                 // (0.9986 * 256 == 255.6)
8080                 if (r_fog_exp2.integer)
8081                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8082                 else
8083                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8084                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8085                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8086                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8087                 // fog color was already set
8088                 // update the fog texture
8089                 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)
8090                         R_BuildFogTexture();
8091         }
8092         else
8093                 r_refdef.fogenabled = false;
8094
8095         switch(vid.renderpath)
8096         {
8097         case RENDERPATH_GL20:
8098         case RENDERPATH_CGGL:
8099                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8100                 {
8101                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8102                         {
8103                                 // build GLSL gamma texture
8104 #define RAMPWIDTH 256
8105                                 unsigned short ramp[RAMPWIDTH * 3];
8106                                 unsigned char rampbgr[RAMPWIDTH][4];
8107                                 int i;
8108
8109                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8110
8111                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8112                                 for(i = 0; i < RAMPWIDTH; ++i)
8113                                 {
8114                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8115                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8116                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8117                                         rampbgr[i][3] = 0;
8118                                 }
8119                                 if (r_texture_gammaramps)
8120                                 {
8121                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8122                                 }
8123                                 else
8124                                 {
8125                                         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);
8126                                 }
8127                         }
8128                 }
8129                 else
8130                 {
8131                         // remove GLSL gamma texture
8132                 }
8133                 break;
8134         case RENDERPATH_GL13:
8135         case RENDERPATH_GL11:
8136                 break;
8137         }
8138 }
8139
8140 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8141 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8142 /*
8143 ================
8144 R_SelectScene
8145 ================
8146 */
8147 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8148         if( scenetype != r_currentscenetype ) {
8149                 // store the old scenetype
8150                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8151                 r_currentscenetype = scenetype;
8152                 // move in the new scene
8153                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8154         }
8155 }
8156
8157 /*
8158 ================
8159 R_GetScenePointer
8160 ================
8161 */
8162 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8163 {
8164         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8165         if( scenetype == r_currentscenetype ) {
8166                 return &r_refdef.scene;
8167         } else {
8168                 return &r_scenes_store[ scenetype ];
8169         }
8170 }
8171
8172 /*
8173 ================
8174 R_RenderView
8175 ================
8176 */
8177 void R_RenderView(void)
8178 {
8179         if (r_timereport_active)
8180                 R_TimeReport("start");
8181         r_textureframe++; // used only by R_GetCurrentTexture
8182         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8183
8184         if (!r_drawentities.integer)
8185                 r_refdef.scene.numentities = 0;
8186
8187         R_AnimCache_ClearCache();
8188         R_FrameData_NewFrame();
8189
8190         if (r_refdef.view.isoverlay)
8191         {
8192                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8193                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8194                 R_TimeReport("depthclear");
8195
8196                 r_refdef.view.showdebug = false;
8197
8198                 r_waterstate.enabled = false;
8199                 r_waterstate.numwaterplanes = 0;
8200
8201                 R_RenderScene();
8202
8203                 CHECKGLERROR
8204                 return;
8205         }
8206
8207         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8208                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8209
8210         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8211
8212         // break apart the view matrix into vectors for various purposes
8213         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8214         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8215         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8216         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8217         // make an inverted copy of the view matrix for tracking sprites
8218         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8219
8220         R_Shadow_UpdateWorldLightSelection();
8221
8222         R_Bloom_StartFrame();
8223         R_Water_StartFrame();
8224
8225         CHECKGLERROR
8226         if (r_timereport_active)
8227                 R_TimeReport("viewsetup");
8228
8229         R_ResetViewRendering3D();
8230
8231         if (r_refdef.view.clear || r_refdef.fogenabled)
8232         {
8233                 R_ClearScreen(r_refdef.fogenabled);
8234                 if (r_timereport_active)
8235                         R_TimeReport("viewclear");
8236         }
8237         r_refdef.view.clear = true;
8238
8239         // this produces a bloom texture to be used in R_BlendView() later
8240         if (r_hdr.integer && r_bloomstate.bloomwidth)
8241         {
8242                 R_HDR_RenderBloomTexture();
8243                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8244                 r_textureframe++; // used only by R_GetCurrentTexture
8245         }
8246
8247         r_refdef.view.showdebug = true;
8248
8249         R_View_Update();
8250         if (r_timereport_active)
8251                 R_TimeReport("visibility");
8252
8253         r_waterstate.numwaterplanes = 0;
8254         if (r_waterstate.enabled)
8255                 R_RenderWaterPlanes();
8256
8257         R_RenderScene();
8258         r_waterstate.numwaterplanes = 0;
8259
8260         R_BlendView();
8261         if (r_timereport_active)
8262                 R_TimeReport("blendview");
8263
8264         GL_Scissor(0, 0, vid.width, vid.height);
8265         GL_ScissorTest(false);
8266         CHECKGLERROR
8267 }
8268
8269 void R_RenderWaterPlanes(void)
8270 {
8271         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8272         {
8273                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8274                 if (r_timereport_active)
8275                         R_TimeReport("waterworld");
8276         }
8277
8278         // don't let sound skip if going slow
8279         if (r_refdef.scene.extraupdate)
8280                 S_ExtraUpdate ();
8281
8282         R_DrawModelsAddWaterPlanes();
8283         if (r_timereport_active)
8284                 R_TimeReport("watermodels");
8285
8286         if (r_waterstate.numwaterplanes)
8287         {
8288                 R_Water_ProcessPlanes();
8289                 if (r_timereport_active)
8290                         R_TimeReport("waterscenes");
8291         }
8292 }
8293
8294 extern void R_DrawLightningBeams (void);
8295 extern void VM_CL_AddPolygonsToMeshQueue (void);
8296 extern void R_DrawPortals (void);
8297 extern cvar_t cl_locs_show;
8298 static void R_DrawLocs(void);
8299 static void R_DrawEntityBBoxes(void);
8300 static void R_DrawModelDecals(void);
8301 extern void R_DrawModelShadows(void);
8302 extern void R_DrawModelShadowMaps(void);
8303 extern cvar_t cl_decals_newsystem;
8304 extern qboolean r_shadow_usingdeferredprepass;
8305 void R_RenderScene(void)
8306 {
8307         qboolean shadowmapping = false;
8308
8309         r_refdef.stats.renders++;
8310
8311         R_UpdateFogColor();
8312
8313         // don't let sound skip if going slow
8314         if (r_refdef.scene.extraupdate)
8315                 S_ExtraUpdate ();
8316
8317         R_MeshQueue_BeginScene();
8318
8319         R_SkyStartFrame();
8320
8321         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);
8322
8323         if (cl.csqc_vidvars.drawworld)
8324         {
8325                 // don't let sound skip if going slow
8326                 if (r_refdef.scene.extraupdate)
8327                         S_ExtraUpdate ();
8328
8329                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8330                 {
8331                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8332                         if (r_timereport_active)
8333                                 R_TimeReport("worldsky");
8334                 }
8335
8336                 if (R_DrawBrushModelsSky() && r_timereport_active)
8337                         R_TimeReport("bmodelsky");
8338
8339                 if (skyrendermasked && skyrenderlater)
8340                 {
8341                         // we have to force off the water clipping plane while rendering sky
8342                         R_SetupView(false);
8343                         R_Sky();
8344                         R_SetupView(true);
8345                         if (r_timereport_active)
8346                                 R_TimeReport("sky");
8347                 }
8348         }
8349
8350         R_AnimCache_CacheVisibleEntities();
8351         if (r_timereport_active)
8352                 R_TimeReport("animation");
8353
8354         R_Shadow_PrepareLights();
8355         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8356                 R_Shadow_PrepareModelShadows();
8357         if (r_timereport_active)
8358                 R_TimeReport("preparelights");
8359
8360         if (R_Shadow_ShadowMappingEnabled())
8361                 shadowmapping = true;
8362
8363         if (r_shadow_usingdeferredprepass)
8364                 R_Shadow_DrawPrepass();
8365
8366         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8367         {
8368                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8369                 if (r_timereport_active)
8370                         R_TimeReport("worlddepth");
8371         }
8372         if (r_depthfirst.integer >= 2)
8373         {
8374                 R_DrawModelsDepth();
8375                 if (r_timereport_active)
8376                         R_TimeReport("modeldepth");
8377         }
8378
8379         if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8380         {
8381                 R_DrawModelShadowMaps();
8382                 R_ResetViewRendering3D();
8383                 // don't let sound skip if going slow
8384                 if (r_refdef.scene.extraupdate)
8385                         S_ExtraUpdate ();
8386         }
8387
8388         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8389         {
8390                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8391                 if (r_timereport_active)
8392                         R_TimeReport("world");
8393         }
8394
8395         // don't let sound skip if going slow
8396         if (r_refdef.scene.extraupdate)
8397                 S_ExtraUpdate ();
8398
8399         R_DrawModels();
8400         if (r_timereport_active)
8401                 R_TimeReport("models");
8402
8403         // don't let sound skip if going slow
8404         if (r_refdef.scene.extraupdate)
8405                 S_ExtraUpdate ();
8406
8407         if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8408         {
8409                 R_DrawModelShadows();
8410                 R_ResetViewRendering3D();
8411                 // don't let sound skip if going slow
8412                 if (r_refdef.scene.extraupdate)
8413                         S_ExtraUpdate ();
8414         }
8415
8416         if (!r_shadow_usingdeferredprepass)
8417         {
8418                 R_Shadow_DrawLights();
8419                 if (r_timereport_active)
8420                         R_TimeReport("rtlights");
8421         }
8422
8423         // don't let sound skip if going slow
8424         if (r_refdef.scene.extraupdate)
8425                 S_ExtraUpdate ();
8426
8427         if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8428         {
8429                 R_DrawModelShadows();
8430                 R_ResetViewRendering3D();
8431                 // don't let sound skip if going slow
8432                 if (r_refdef.scene.extraupdate)
8433                         S_ExtraUpdate ();
8434         }
8435
8436         if (cl.csqc_vidvars.drawworld)
8437         {
8438                 if (cl_decals_newsystem.integer)
8439                 {
8440                         R_DrawModelDecals();
8441                         if (r_timereport_active)
8442                                 R_TimeReport("modeldecals");
8443                 }
8444                 else
8445                 {
8446                         R_DrawDecals();
8447                         if (r_timereport_active)
8448                                 R_TimeReport("decals");
8449                 }
8450
8451                 R_DrawParticles();
8452                 if (r_timereport_active)
8453                         R_TimeReport("particles");
8454
8455                 R_DrawExplosions();
8456                 if (r_timereport_active)
8457                         R_TimeReport("explosions");
8458
8459                 R_DrawLightningBeams();
8460                 if (r_timereport_active)
8461                         R_TimeReport("lightning");
8462         }
8463
8464         VM_CL_AddPolygonsToMeshQueue();
8465
8466         if (r_refdef.view.showdebug)
8467         {
8468                 if (cl_locs_show.integer)
8469                 {
8470                         R_DrawLocs();
8471                         if (r_timereport_active)
8472                                 R_TimeReport("showlocs");
8473                 }
8474
8475                 if (r_drawportals.integer)
8476                 {
8477                         R_DrawPortals();
8478                         if (r_timereport_active)
8479                                 R_TimeReport("portals");
8480                 }
8481
8482                 if (r_showbboxes.value > 0)
8483                 {
8484                         R_DrawEntityBBoxes();
8485                         if (r_timereport_active)
8486                                 R_TimeReport("bboxes");
8487                 }
8488         }
8489
8490         R_MeshQueue_RenderTransparent();
8491         if (r_timereport_active)
8492                 R_TimeReport("drawtrans");
8493
8494         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))
8495         {
8496                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8497                 if (r_timereport_active)
8498                         R_TimeReport("worlddebug");
8499                 R_DrawModelsDebug();
8500                 if (r_timereport_active)
8501                         R_TimeReport("modeldebug");
8502         }
8503
8504         if (cl.csqc_vidvars.drawworld)
8505         {
8506                 R_Shadow_DrawCoronas();
8507                 if (r_timereport_active)
8508                         R_TimeReport("coronas");
8509         }
8510
8511         // don't let sound skip if going slow
8512         if (r_refdef.scene.extraupdate)
8513                 S_ExtraUpdate ();
8514
8515         R_ResetViewRendering2D();
8516 }
8517
8518 static const unsigned short bboxelements[36] =
8519 {
8520         5, 1, 3, 5, 3, 7,
8521         6, 2, 0, 6, 0, 4,
8522         7, 3, 2, 7, 2, 6,
8523         4, 0, 1, 4, 1, 5,
8524         4, 5, 7, 4, 7, 6,
8525         1, 0, 2, 1, 2, 3,
8526 };
8527
8528 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8529 {
8530         int i;
8531         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8532
8533         RSurf_ActiveWorldEntity();
8534
8535         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8536         GL_DepthMask(false);
8537         GL_DepthRange(0, 1);
8538         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8539         R_Mesh_ResetTextureState();
8540
8541         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8542         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8543         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8544         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8545         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8546         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8547         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8548         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8549         R_FillColors(color4f, 8, cr, cg, cb, ca);
8550         if (r_refdef.fogenabled)
8551         {
8552                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8553                 {
8554                         f1 = RSurf_FogVertex(v);
8555                         f2 = 1 - f1;
8556                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8557                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8558                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8559                 }
8560         }
8561         R_Mesh_VertexPointer(vertex3f, 0, 0);
8562         R_Mesh_ColorPointer(color4f, 0, 0);
8563         R_Mesh_ResetTextureState();
8564         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8565         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8566 }
8567
8568 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8569 {
8570         int i;
8571         float color[4];
8572         prvm_edict_t *edict;
8573         prvm_prog_t *prog_save = prog;
8574
8575         // this function draws bounding boxes of server entities
8576         if (!sv.active)
8577                 return;
8578
8579         GL_CullFace(GL_NONE);
8580         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8581
8582         prog = 0;
8583         SV_VM_Begin();
8584         for (i = 0;i < numsurfaces;i++)
8585         {
8586                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8587                 switch ((int)edict->fields.server->solid)
8588                 {
8589                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8590                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8591                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8592                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8593                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8594                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8595                 }
8596                 color[3] *= r_showbboxes.value;
8597                 color[3] = bound(0, color[3], 1);
8598                 GL_DepthTest(!r_showdisabledepthtest.integer);
8599                 GL_CullFace(r_refdef.view.cullface_front);
8600                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8601         }
8602         SV_VM_End();
8603         prog = prog_save;
8604 }
8605
8606 static void R_DrawEntityBBoxes(void)
8607 {
8608         int i;
8609         prvm_edict_t *edict;
8610         vec3_t center;
8611         prvm_prog_t *prog_save = prog;
8612
8613         // this function draws bounding boxes of server entities
8614         if (!sv.active)
8615                 return;
8616
8617         prog = 0;
8618         SV_VM_Begin();
8619         for (i = 0;i < prog->num_edicts;i++)
8620         {
8621                 edict = PRVM_EDICT_NUM(i);
8622                 if (edict->priv.server->free)
8623                         continue;
8624                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8625                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8626                         continue;
8627                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8628                         continue;
8629                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8630                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8631         }
8632         SV_VM_End();
8633         prog = prog_save;
8634 }
8635
8636 static const int nomodelelement3i[24] =
8637 {
8638         5, 2, 0,
8639         5, 1, 2,
8640         5, 0, 3,
8641         5, 3, 1,
8642         0, 2, 4,
8643         2, 1, 4,
8644         3, 0, 4,
8645         1, 3, 4
8646 };
8647
8648 static const unsigned short nomodelelement3s[24] =
8649 {
8650         5, 2, 0,
8651         5, 1, 2,
8652         5, 0, 3,
8653         5, 3, 1,
8654         0, 2, 4,
8655         2, 1, 4,
8656         3, 0, 4,
8657         1, 3, 4
8658 };
8659
8660 static const float nomodelvertex3f[6*3] =
8661 {
8662         -16,   0,   0,
8663          16,   0,   0,
8664           0, -16,   0,
8665           0,  16,   0,
8666           0,   0, -16,
8667           0,   0,  16
8668 };
8669
8670 static const float nomodelcolor4f[6*4] =
8671 {
8672         0.0f, 0.0f, 0.5f, 1.0f,
8673         0.0f, 0.0f, 0.5f, 1.0f,
8674         0.0f, 0.5f, 0.0f, 1.0f,
8675         0.0f, 0.5f, 0.0f, 1.0f,
8676         0.5f, 0.0f, 0.0f, 1.0f,
8677         0.5f, 0.0f, 0.0f, 1.0f
8678 };
8679
8680 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8681 {
8682         int i;
8683         float f1, f2, *c;
8684         float color4f[6*4];
8685
8686         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);
8687
8688         // this is only called once per entity so numsurfaces is always 1, and
8689         // surfacelist is always {0}, so this code does not handle batches
8690
8691         if (rsurface.ent_flags & RENDER_ADDITIVE)
8692         {
8693                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8694                 GL_DepthMask(false);
8695         }
8696         else if (rsurface.colormod[3] < 1)
8697         {
8698                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8699                 GL_DepthMask(false);
8700         }
8701         else
8702         {
8703                 GL_BlendFunc(GL_ONE, GL_ZERO);
8704                 GL_DepthMask(true);
8705         }
8706         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8707         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8708         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8709         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8710         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8711         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8712         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8713         R_Mesh_ColorPointer(color4f, 0, 0);
8714         for (i = 0, c = color4f;i < 6;i++, c += 4)
8715         {
8716                 c[0] *= rsurface.colormod[0];
8717                 c[1] *= rsurface.colormod[1];
8718                 c[2] *= rsurface.colormod[2];
8719                 c[3] *= rsurface.colormod[3];
8720         }
8721         if (r_refdef.fogenabled)
8722         {
8723                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8724                 {
8725                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8726                         f2 = 1 - f1;
8727                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8728                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8729                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8730                 }
8731         }
8732         R_Mesh_ResetTextureState();
8733         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8734 }
8735
8736 void R_DrawNoModel(entity_render_t *ent)
8737 {
8738         vec3_t org;
8739         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8740         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8741                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8742         else
8743                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8744 }
8745
8746 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8747 {
8748         vec3_t right1, right2, diff, normal;
8749
8750         VectorSubtract (org2, org1, normal);
8751
8752         // calculate 'right' vector for start
8753         VectorSubtract (r_refdef.view.origin, org1, diff);
8754         CrossProduct (normal, diff, right1);
8755         VectorNormalize (right1);
8756
8757         // calculate 'right' vector for end
8758         VectorSubtract (r_refdef.view.origin, org2, diff);
8759         CrossProduct (normal, diff, right2);
8760         VectorNormalize (right2);
8761
8762         vert[ 0] = org1[0] + width * right1[0];
8763         vert[ 1] = org1[1] + width * right1[1];
8764         vert[ 2] = org1[2] + width * right1[2];
8765         vert[ 3] = org1[0] - width * right1[0];
8766         vert[ 4] = org1[1] - width * right1[1];
8767         vert[ 5] = org1[2] - width * right1[2];
8768         vert[ 6] = org2[0] - width * right2[0];
8769         vert[ 7] = org2[1] - width * right2[1];
8770         vert[ 8] = org2[2] - width * right2[2];
8771         vert[ 9] = org2[0] + width * right2[0];
8772         vert[10] = org2[1] + width * right2[1];
8773         vert[11] = org2[2] + width * right2[2];
8774 }
8775
8776 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)
8777 {
8778         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8779         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8780         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8781         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8782         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8783         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8784         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8785         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8786         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8787         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8788         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8789         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8790 }
8791
8792 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8793 {
8794         int i;
8795         float *vertex3f;
8796         float v[3];
8797         VectorSet(v, x, y, z);
8798         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8799                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8800                         break;
8801         if (i == mesh->numvertices)
8802         {
8803                 if (mesh->numvertices < mesh->maxvertices)
8804                 {
8805                         VectorCopy(v, vertex3f);
8806                         mesh->numvertices++;
8807                 }
8808                 return mesh->numvertices;
8809         }
8810         else
8811                 return i;
8812 }
8813
8814 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8815 {
8816         int i;
8817         int *e, element[3];
8818         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8819         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8820         e = mesh->element3i + mesh->numtriangles * 3;
8821         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8822         {
8823                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8824                 if (mesh->numtriangles < mesh->maxtriangles)
8825                 {
8826                         *e++ = element[0];
8827                         *e++ = element[1];
8828                         *e++ = element[2];
8829                         mesh->numtriangles++;
8830                 }
8831                 element[1] = element[2];
8832         }
8833 }
8834
8835 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8836 {
8837         int i;
8838         int *e, element[3];
8839         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8840         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8841         e = mesh->element3i + mesh->numtriangles * 3;
8842         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8843         {
8844                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8845                 if (mesh->numtriangles < mesh->maxtriangles)
8846                 {
8847                         *e++ = element[0];
8848                         *e++ = element[1];
8849                         *e++ = element[2];
8850                         mesh->numtriangles++;
8851                 }
8852                 element[1] = element[2];
8853         }
8854 }
8855
8856 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8857 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8858 {
8859         int planenum, planenum2;
8860         int w;
8861         int tempnumpoints;
8862         mplane_t *plane, *plane2;
8863         double maxdist;
8864         double temppoints[2][256*3];
8865         // figure out how large a bounding box we need to properly compute this brush
8866         maxdist = 0;
8867         for (w = 0;w < numplanes;w++)
8868                 maxdist = max(maxdist, fabs(planes[w].dist));
8869         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8870         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8871         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8872         {
8873                 w = 0;
8874                 tempnumpoints = 4;
8875                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8876                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8877                 {
8878                         if (planenum2 == planenum)
8879                                 continue;
8880                         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);
8881                         w = !w;
8882                 }
8883                 if (tempnumpoints < 3)
8884                         continue;
8885                 // generate elements forming a triangle fan for this polygon
8886                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8887         }
8888 }
8889
8890 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)
8891 {
8892         texturelayer_t *layer;
8893         layer = t->currentlayers + t->currentnumlayers++;
8894         layer->type = type;
8895         layer->depthmask = depthmask;
8896         layer->blendfunc1 = blendfunc1;
8897         layer->blendfunc2 = blendfunc2;
8898         layer->texture = texture;
8899         layer->texmatrix = *matrix;
8900         layer->color[0] = r;
8901         layer->color[1] = g;
8902         layer->color[2] = b;
8903         layer->color[3] = a;
8904 }
8905
8906 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8907 {
8908         double index, f;
8909         index = parms[2] + r_refdef.scene.time * parms[3];
8910         index -= floor(index);
8911         switch (func)
8912         {
8913         default:
8914         case Q3WAVEFUNC_NONE:
8915         case Q3WAVEFUNC_NOISE:
8916         case Q3WAVEFUNC_COUNT:
8917                 f = 0;
8918                 break;
8919         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8920         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8921         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8922         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8923         case Q3WAVEFUNC_TRIANGLE:
8924                 index *= 4;
8925                 f = index - floor(index);
8926                 if (index < 1)
8927                         f = f;
8928                 else if (index < 2)
8929                         f = 1 - f;
8930                 else if (index < 3)
8931                         f = -f;
8932                 else
8933                         f = -(1 - f);
8934                 break;
8935         }
8936         return (float)(parms[0] + parms[1] * f);
8937 }
8938
8939 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8940 {
8941         int w, h, idx;
8942         float f;
8943         float tcmat[12];
8944         matrix4x4_t matrix, temp;
8945         switch(tcmod->tcmod)
8946         {
8947                 case Q3TCMOD_COUNT:
8948                 case Q3TCMOD_NONE:
8949                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8950                                 matrix = r_waterscrollmatrix;
8951                         else
8952                                 matrix = identitymatrix;
8953                         break;
8954                 case Q3TCMOD_ENTITYTRANSLATE:
8955                         // this is used in Q3 to allow the gamecode to control texcoord
8956                         // scrolling on the entity, which is not supported in darkplaces yet.
8957                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8958                         break;
8959                 case Q3TCMOD_ROTATE:
8960                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8961                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8962                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8963                         break;
8964                 case Q3TCMOD_SCALE:
8965                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8966                         break;
8967                 case Q3TCMOD_SCROLL:
8968                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8969                         break;
8970                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8971                         w = (int) tcmod->parms[0];
8972                         h = (int) tcmod->parms[1];
8973                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8974                         f = f - floor(f);
8975                         idx = (int) floor(f * w * h);
8976                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8977                         break;
8978                 case Q3TCMOD_STRETCH:
8979                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8980                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8981                         break;
8982                 case Q3TCMOD_TRANSFORM:
8983                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8984                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8985                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8986                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8987                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8988                         break;
8989                 case Q3TCMOD_TURBULENT:
8990                         // this is handled in the RSurf_PrepareVertices function
8991                         matrix = identitymatrix;
8992                         break;
8993         }
8994         temp = *texmatrix;
8995         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8996 }
8997
8998 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8999 {
9000         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9001         char name[MAX_QPATH];
9002         skinframe_t *skinframe;
9003         unsigned char pixels[296*194];
9004         strlcpy(cache->name, skinname, sizeof(cache->name));
9005         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9006         if (developer_loading.integer)
9007                 Con_Printf("loading %s\n", name);
9008         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9009         if (!skinframe || !skinframe->base)
9010         {
9011                 unsigned char *f;
9012                 fs_offset_t filesize;
9013                 skinframe = NULL;
9014                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9015                 if (f)
9016                 {
9017                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9018                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9019                         Mem_Free(f);
9020                 }
9021         }
9022         cache->skinframe = skinframe;
9023 }
9024
9025 texture_t *R_GetCurrentTexture(texture_t *t)
9026 {
9027         int i;
9028         const entity_render_t *ent = rsurface.entity;
9029         dp_model_t *model = ent->model;
9030         q3shaderinfo_layer_tcmod_t *tcmod;
9031
9032         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9033                 return t->currentframe;
9034         t->update_lastrenderframe = r_textureframe;
9035         t->update_lastrenderentity = (void *)ent;
9036
9037         // switch to an alternate material if this is a q1bsp animated material
9038         {
9039                 texture_t *texture = t;
9040                 int s = rsurface.ent_skinnum;
9041                 if ((unsigned int)s >= (unsigned int)model->numskins)
9042                         s = 0;
9043                 if (model->skinscenes)
9044                 {
9045                         if (model->skinscenes[s].framecount > 1)
9046                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9047                         else
9048                                 s = model->skinscenes[s].firstframe;
9049                 }
9050                 if (s > 0)
9051                         t = t + s * model->num_surfaces;
9052                 if (t->animated)
9053                 {
9054                         // use an alternate animation if the entity's frame is not 0,
9055                         // and only if the texture has an alternate animation
9056                         if (rsurface.ent_alttextures && t->anim_total[1])
9057                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9058                         else
9059                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9060                 }
9061                 texture->currentframe = t;
9062         }
9063
9064         // update currentskinframe to be a qw skin or animation frame
9065         if (rsurface.ent_qwskin >= 0)
9066         {
9067                 i = rsurface.ent_qwskin;
9068                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9069                 {
9070                         r_qwskincache_size = cl.maxclients;
9071                         if (r_qwskincache)
9072                                 Mem_Free(r_qwskincache);
9073                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9074                 }
9075                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9076                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9077                 t->currentskinframe = r_qwskincache[i].skinframe;
9078                 if (t->currentskinframe == NULL)
9079                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9080         }
9081         else if (t->numskinframes >= 2)
9082                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9083         if (t->backgroundnumskinframes >= 2)
9084                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9085
9086         t->currentmaterialflags = t->basematerialflags;
9087         t->currentalpha = rsurface.colormod[3];
9088         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9089                 t->currentalpha *= r_wateralpha.value;
9090         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9091                 t->currentalpha *= t->r_water_wateralpha;
9092         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9093                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9094         if (!(rsurface.ent_flags & RENDER_LIGHT))
9095                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9096         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9097         {
9098                 // pick a model lighting mode
9099                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9100                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9101                 else
9102                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9103         }
9104         if (rsurface.ent_flags & RENDER_ADDITIVE)
9105                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9106         else if (t->currentalpha < 1)
9107                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9108         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9109                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9110         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9111                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9112         if (t->backgroundnumskinframes)
9113                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9114         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9115         {
9116                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9117                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9118         }
9119         else
9120                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9121         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9122                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9123
9124         // there is no tcmod
9125         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9126         {
9127                 t->currenttexmatrix = r_waterscrollmatrix;
9128                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9129         }
9130         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9131         {
9132                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9133                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9134         }
9135
9136         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9137                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9138         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9139                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9140
9141         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9142         if (t->currentskinframe->qpixels)
9143                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9144         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9145         if (!t->basetexture)
9146                 t->basetexture = r_texture_notexture;
9147         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9148         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9149         t->nmaptexture = t->currentskinframe->nmap;
9150         if (!t->nmaptexture)
9151                 t->nmaptexture = r_texture_blanknormalmap;
9152         t->glosstexture = r_texture_black;
9153         t->glowtexture = t->currentskinframe->glow;
9154         t->fogtexture = t->currentskinframe->fog;
9155         t->reflectmasktexture = t->currentskinframe->reflect;
9156         if (t->backgroundnumskinframes)
9157         {
9158                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9159                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9160                 t->backgroundglosstexture = r_texture_black;
9161                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9162                 if (!t->backgroundnmaptexture)
9163                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9164         }
9165         else
9166         {
9167                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9168                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9169                 t->backgroundglosstexture = r_texture_black;
9170                 t->backgroundglowtexture = NULL;
9171         }
9172         t->specularpower = r_shadow_glossexponent.value;
9173         // TODO: store reference values for these in the texture?
9174         t->specularscale = 0;
9175         if (r_shadow_gloss.integer > 0)
9176         {
9177                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9178                 {
9179                         if (r_shadow_glossintensity.value > 0)
9180                         {
9181                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9182                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9183                                 t->specularscale = r_shadow_glossintensity.value;
9184                         }
9185                 }
9186                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9187                 {
9188                         t->glosstexture = r_texture_white;
9189                         t->backgroundglosstexture = r_texture_white;
9190                         t->specularscale = r_shadow_gloss2intensity.value;
9191                         t->specularpower = r_shadow_gloss2exponent.value;
9192                 }
9193         }
9194         t->specularscale *= t->specularscalemod;
9195         t->specularpower *= t->specularpowermod;
9196
9197         // lightmaps mode looks bad with dlights using actual texturing, so turn
9198         // off the colormap and glossmap, but leave the normalmap on as it still
9199         // accurately represents the shading involved
9200         if (gl_lightmaps.integer)
9201         {
9202                 t->basetexture = r_texture_grey128;
9203                 t->pantstexture = r_texture_black;
9204                 t->shirttexture = r_texture_black;
9205                 t->nmaptexture = r_texture_blanknormalmap;
9206                 t->glosstexture = r_texture_black;
9207                 t->glowtexture = NULL;
9208                 t->fogtexture = NULL;
9209                 t->reflectmasktexture = NULL;
9210                 t->backgroundbasetexture = NULL;
9211                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9212                 t->backgroundglosstexture = r_texture_black;
9213                 t->backgroundglowtexture = NULL;
9214                 t->specularscale = 0;
9215                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9216         }
9217
9218         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9219         VectorClear(t->dlightcolor);
9220         t->currentnumlayers = 0;
9221         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9222         {
9223                 int blendfunc1, blendfunc2;
9224                 qboolean depthmask;
9225                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9226                 {
9227                         blendfunc1 = GL_SRC_ALPHA;
9228                         blendfunc2 = GL_ONE;
9229                 }
9230                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9231                 {
9232                         blendfunc1 = GL_SRC_ALPHA;
9233                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9234                 }
9235                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9236                 {
9237                         blendfunc1 = t->customblendfunc[0];
9238                         blendfunc2 = t->customblendfunc[1];
9239                 }
9240                 else
9241                 {
9242                         blendfunc1 = GL_ONE;
9243                         blendfunc2 = GL_ZERO;
9244                 }
9245                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9246                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9247                 {
9248                         // fullbright is not affected by r_refdef.lightmapintensity
9249                         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]);
9250                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9251                                 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]);
9252                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9253                                 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]);
9254                 }
9255                 else
9256                 {
9257                         vec3_t ambientcolor;
9258                         float colorscale;
9259                         // set the color tint used for lights affecting this surface
9260                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9261                         colorscale = 2;
9262                         // q3bsp has no lightmap updates, so the lightstylevalue that
9263                         // would normally be baked into the lightmap must be
9264                         // applied to the color
9265                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9266                         if (model->type == mod_brushq3)
9267                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9268                         colorscale *= r_refdef.lightmapintensity;
9269                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9270                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9271                         // basic lit geometry
9272                         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]);
9273                         // add pants/shirt if needed
9274                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9275                                 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]);
9276                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9277                                 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]);
9278                         // now add ambient passes if needed
9279                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9280                         {
9281                                 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]);
9282                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9283                                         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]);
9284                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9285                                         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]);
9286                         }
9287                 }
9288                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9289                         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]);
9290                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9291                 {
9292                         // if this is opaque use alpha blend which will darken the earlier
9293                         // passes cheaply.
9294                         //
9295                         // if this is an alpha blended material, all the earlier passes
9296                         // were darkened by fog already, so we only need to add the fog
9297                         // color ontop through the fog mask texture
9298                         //
9299                         // if this is an additive blended material, all the earlier passes
9300                         // were darkened by fog already, and we should not add fog color
9301                         // (because the background was not darkened, there is no fog color
9302                         // that was lost behind it).
9303                         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]);
9304                 }
9305         }
9306
9307         return t->currentframe;
9308 }
9309
9310 rsurfacestate_t rsurface;
9311
9312 void R_Mesh_ResizeArrays(int newvertices)
9313 {
9314         float *base;
9315         if (rsurface.array_size >= newvertices)
9316                 return;
9317         if (rsurface.array_modelvertex3f)
9318                 Mem_Free(rsurface.array_modelvertex3f);
9319         rsurface.array_size = (newvertices + 1023) & ~1023;
9320         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9321         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9322         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9323         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9324         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9325         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9326         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9327         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9328         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9329         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9330         rsurface.array_color4f           = base + rsurface.array_size * 27;
9331         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9332 }
9333
9334 void RSurf_ActiveWorldEntity(void)
9335 {
9336         dp_model_t *model = r_refdef.scene.worldmodel;
9337         //if (rsurface.entity == r_refdef.scene.worldentity)
9338         //      return;
9339         rsurface.entity = r_refdef.scene.worldentity;
9340         rsurface.skeleton = NULL;
9341         rsurface.ent_skinnum = 0;
9342         rsurface.ent_qwskin = -1;
9343         rsurface.ent_shadertime = 0;
9344         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9345         if (rsurface.array_size < model->surfmesh.num_vertices)
9346                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9347         rsurface.matrix = identitymatrix;
9348         rsurface.inversematrix = identitymatrix;
9349         rsurface.matrixscale = 1;
9350         rsurface.inversematrixscale = 1;
9351         R_EntityMatrix(&identitymatrix);
9352         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9353         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9354         rsurface.fograngerecip = r_refdef.fograngerecip;
9355         rsurface.fogheightfade = r_refdef.fogheightfade;
9356         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9357         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9358         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9359         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9360         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9361         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9362         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9363         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9364         rsurface.colormod[3] = 1;
9365         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);
9366         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9367         rsurface.frameblend[0].lerp = 1;
9368         rsurface.ent_alttextures = false;
9369         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9370         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9371         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9372         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9373         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9374         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9375         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9376         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9377         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9378         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9379         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9380         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9381         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9382         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9383         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9384         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9385         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9386         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9387         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9388         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9389         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9390         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9391         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9392         rsurface.modelelement3i = model->surfmesh.data_element3i;
9393         rsurface.modelelement3s = model->surfmesh.data_element3s;
9394         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9395         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9396         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9397         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9398         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9399         rsurface.modelsurfaces = model->data_surfaces;
9400         rsurface.generatedvertex = false;
9401         rsurface.vertex3f  = rsurface.modelvertex3f;
9402         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9403         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9404         rsurface.svector3f = rsurface.modelsvector3f;
9405         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9406         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9407         rsurface.tvector3f = rsurface.modeltvector3f;
9408         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9409         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9410         rsurface.normal3f  = rsurface.modelnormal3f;
9411         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9412         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9413         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9414 }
9415
9416 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9417 {
9418         dp_model_t *model = ent->model;
9419         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9420         //      return;
9421         rsurface.entity = (entity_render_t *)ent;
9422         rsurface.skeleton = ent->skeleton;
9423         rsurface.ent_skinnum = ent->skinnum;
9424         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;
9425         rsurface.ent_shadertime = ent->shadertime;
9426         rsurface.ent_flags = ent->flags;
9427         if (rsurface.array_size < model->surfmesh.num_vertices)
9428                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9429         rsurface.matrix = ent->matrix;
9430         rsurface.inversematrix = ent->inversematrix;
9431         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9432         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9433         R_EntityMatrix(&rsurface.matrix);
9434         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9435         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9436         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9437         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9438         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9439         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9440         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9441         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9442         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9443         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9444         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9445         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9446         rsurface.colormod[3] = ent->alpha;
9447         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9448         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9449         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9450         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9451         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9452         if (ent->model->brush.submodel && !prepass)
9453         {
9454                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9455                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9456         }
9457         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9458         {
9459                 if (ent->animcache_vertex3f && !r_framedata_failed)
9460                 {
9461                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9462                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9463                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9464                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9465                 }
9466                 else if (wanttangents)
9467                 {
9468                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9469                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9470                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9471                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9472                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9473                 }
9474                 else if (wantnormals)
9475                 {
9476                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9477                         rsurface.modelsvector3f = NULL;
9478                         rsurface.modeltvector3f = NULL;
9479                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9480                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9481                 }
9482                 else
9483                 {
9484                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9485                         rsurface.modelsvector3f = NULL;
9486                         rsurface.modeltvector3f = NULL;
9487                         rsurface.modelnormal3f = NULL;
9488                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9489                 }
9490                 rsurface.modelvertex3f_bufferobject = 0;
9491                 rsurface.modelvertex3f_bufferoffset = 0;
9492                 rsurface.modelsvector3f_bufferobject = 0;
9493                 rsurface.modelsvector3f_bufferoffset = 0;
9494                 rsurface.modeltvector3f_bufferobject = 0;
9495                 rsurface.modeltvector3f_bufferoffset = 0;
9496                 rsurface.modelnormal3f_bufferobject = 0;
9497                 rsurface.modelnormal3f_bufferoffset = 0;
9498                 rsurface.generatedvertex = true;
9499         }
9500         else
9501         {
9502                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9503                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9504                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9505                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9506                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9507                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9508                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9509                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9510                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9511                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9512                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9513                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9514                 rsurface.generatedvertex = false;
9515         }
9516         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9517         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9518         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9519         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9520         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9521         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9522         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9523         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9524         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9525         rsurface.modelelement3i = model->surfmesh.data_element3i;
9526         rsurface.modelelement3s = model->surfmesh.data_element3s;
9527         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9528         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9529         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9530         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9531         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9532         rsurface.modelsurfaces = model->data_surfaces;
9533         rsurface.vertex3f  = rsurface.modelvertex3f;
9534         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9535         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9536         rsurface.svector3f = rsurface.modelsvector3f;
9537         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9538         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9539         rsurface.tvector3f = rsurface.modeltvector3f;
9540         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9541         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9542         rsurface.normal3f  = rsurface.modelnormal3f;
9543         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9544         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9545         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9546 }
9547
9548 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)
9549 {
9550         rsurface.entity = r_refdef.scene.worldentity;
9551         rsurface.skeleton = NULL;
9552         rsurface.ent_skinnum = 0;
9553         rsurface.ent_qwskin = -1;
9554         rsurface.ent_shadertime = shadertime;
9555         rsurface.ent_flags = entflags;
9556         rsurface.modelnum_vertices = numvertices;
9557         rsurface.modelnum_triangles = numtriangles;
9558         if (rsurface.array_size < rsurface.modelnum_vertices)
9559                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9560         rsurface.matrix = *matrix;
9561         rsurface.inversematrix = *inversematrix;
9562         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9563         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9564         R_EntityMatrix(&rsurface.matrix);
9565         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9566         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9567         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9568         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9569         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9570         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9571         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9572         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9573         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9574         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9575         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9576         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9577         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);
9578         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9579         rsurface.frameblend[0].lerp = 1;
9580         rsurface.ent_alttextures = false;
9581         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9582         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9583         if (wanttangents)
9584         {
9585                 rsurface.modelvertex3f = vertex3f;
9586                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9587                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9588                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9589         }
9590         else if (wantnormals)
9591         {
9592                 rsurface.modelvertex3f = vertex3f;
9593                 rsurface.modelsvector3f = NULL;
9594                 rsurface.modeltvector3f = NULL;
9595                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9596         }
9597         else
9598         {
9599                 rsurface.modelvertex3f = vertex3f;
9600                 rsurface.modelsvector3f = NULL;
9601                 rsurface.modeltvector3f = NULL;
9602                 rsurface.modelnormal3f = NULL;
9603         }
9604         rsurface.modelvertex3f_bufferobject = 0;
9605         rsurface.modelvertex3f_bufferoffset = 0;
9606         rsurface.modelsvector3f_bufferobject = 0;
9607         rsurface.modelsvector3f_bufferoffset = 0;
9608         rsurface.modeltvector3f_bufferobject = 0;
9609         rsurface.modeltvector3f_bufferoffset = 0;
9610         rsurface.modelnormal3f_bufferobject = 0;
9611         rsurface.modelnormal3f_bufferoffset = 0;
9612         rsurface.generatedvertex = true;
9613         rsurface.modellightmapcolor4f  = color4f;
9614         rsurface.modellightmapcolor4f_bufferobject = 0;
9615         rsurface.modellightmapcolor4f_bufferoffset = 0;
9616         rsurface.modeltexcoordtexture2f  = texcoord2f;
9617         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9618         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9619         rsurface.modeltexcoordlightmap2f  = NULL;
9620         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9621         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9622         rsurface.modelelement3i = element3i;
9623         rsurface.modelelement3s = element3s;
9624         rsurface.modelelement3i_bufferobject = 0;
9625         rsurface.modelelement3s_bufferobject = 0;
9626         rsurface.modellightmapoffsets = NULL;
9627         rsurface.modelsurfaces = NULL;
9628         rsurface.vertex3f  = rsurface.modelvertex3f;
9629         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9630         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9631         rsurface.svector3f = rsurface.modelsvector3f;
9632         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9633         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9634         rsurface.tvector3f = rsurface.modeltvector3f;
9635         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9636         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9637         rsurface.normal3f  = rsurface.modelnormal3f;
9638         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9639         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9640         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9641
9642         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9643         {
9644                 if ((wantnormals || wanttangents) && !normal3f)
9645                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9646                 if (wanttangents && !svector3f)
9647                         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);
9648         }
9649 }
9650
9651 float RSurf_FogPoint(const float *v)
9652 {
9653         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9654         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9655         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9656         float FogHeightFade = r_refdef.fogheightfade;
9657         float fogfrac;
9658         unsigned int fogmasktableindex;
9659         if (r_refdef.fogplaneviewabove)
9660                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9661         else
9662                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9663         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9664         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9665 }
9666
9667 float RSurf_FogVertex(const float *v)
9668 {
9669         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9670         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9671         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9672         float FogHeightFade = rsurface.fogheightfade;
9673         float fogfrac;
9674         unsigned int fogmasktableindex;
9675         if (r_refdef.fogplaneviewabove)
9676                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9677         else
9678                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9679         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9680         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9681 }
9682
9683 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9684 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9685 {
9686         int deformindex;
9687         int texturesurfaceindex;
9688         int i, j;
9689         float amplitude;
9690         float animpos;
9691         float scale;
9692         const float *v1, *in_tc;
9693         float *out_tc;
9694         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9695         float waveparms[4];
9696         q3shaderinfo_deform_t *deform;
9697         // 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
9698         if (rsurface.generatedvertex)
9699         {
9700                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9701                         generatenormals = true;
9702                 for (i = 0;i < Q3MAXDEFORMS;i++)
9703                 {
9704                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9705                         {
9706                                 generatetangents = true;
9707                                 generatenormals = true;
9708                         }
9709                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9710                                 generatenormals = true;
9711                 }
9712                 if (generatenormals && !rsurface.modelnormal3f)
9713                 {
9714                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9715                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9716                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9717                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9718                 }
9719                 if (generatetangents && !rsurface.modelsvector3f)
9720                 {
9721                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9722                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9723                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9724                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9725                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9726                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9727                         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);
9728                 }
9729         }
9730         rsurface.vertex3f  = rsurface.modelvertex3f;
9731         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9732         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9733         rsurface.svector3f = rsurface.modelsvector3f;
9734         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9735         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9736         rsurface.tvector3f = rsurface.modeltvector3f;
9737         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9738         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9739         rsurface.normal3f  = rsurface.modelnormal3f;
9740         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9741         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9742         // if vertices are deformed (sprite flares and things in maps, possibly
9743         // water waves, bulges and other deformations), generate them into
9744         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9745         // (may be static model data or generated data for an animated model, or
9746         //  the previous deform pass)
9747         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9748         {
9749                 switch (deform->deform)
9750                 {
9751                 default:
9752                 case Q3DEFORM_PROJECTIONSHADOW:
9753                 case Q3DEFORM_TEXT0:
9754                 case Q3DEFORM_TEXT1:
9755                 case Q3DEFORM_TEXT2:
9756                 case Q3DEFORM_TEXT3:
9757                 case Q3DEFORM_TEXT4:
9758                 case Q3DEFORM_TEXT5:
9759                 case Q3DEFORM_TEXT6:
9760                 case Q3DEFORM_TEXT7:
9761                 case Q3DEFORM_NONE:
9762                         break;
9763                 case Q3DEFORM_AUTOSPRITE:
9764                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9765                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9766                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9767                         VectorNormalize(newforward);
9768                         VectorNormalize(newright);
9769                         VectorNormalize(newup);
9770                         // make deformed versions of only the model vertices used by the specified surfaces
9771                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9772                         {
9773                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9774                                 // a single autosprite surface can contain multiple sprites...
9775                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9776                                 {
9777                                         VectorClear(center);
9778                                         for (i = 0;i < 4;i++)
9779                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9780                                         VectorScale(center, 0.25f, center);
9781                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9782                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9783                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9784                                         for (i = 0;i < 4;i++)
9785                                         {
9786                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9787                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9788                                         }
9789                                 }
9790                                 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);
9791                                 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);
9792                         }
9793                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9794                         rsurface.vertex3f_bufferobject = 0;
9795                         rsurface.vertex3f_bufferoffset = 0;
9796                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9797                         rsurface.svector3f_bufferobject = 0;
9798                         rsurface.svector3f_bufferoffset = 0;
9799                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9800                         rsurface.tvector3f_bufferobject = 0;
9801                         rsurface.tvector3f_bufferoffset = 0;
9802                         rsurface.normal3f = rsurface.array_deformednormal3f;
9803                         rsurface.normal3f_bufferobject = 0;
9804                         rsurface.normal3f_bufferoffset = 0;
9805                         break;
9806                 case Q3DEFORM_AUTOSPRITE2:
9807                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9808                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9809                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9810                         VectorNormalize(newforward);
9811                         VectorNormalize(newright);
9812                         VectorNormalize(newup);
9813                         // make deformed versions of only the model vertices used by the specified surfaces
9814                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9815                         {
9816                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9817                                 const float *v1, *v2;
9818                                 vec3_t start, end;
9819                                 float f, l;
9820                                 struct
9821                                 {
9822                                         float length2;
9823                                         const float *v1;
9824                                         const float *v2;
9825                                 }
9826                                 shortest[2];
9827                                 memset(shortest, 0, sizeof(shortest));
9828                                 // a single autosprite surface can contain multiple sprites...
9829                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9830                                 {
9831                                         VectorClear(center);
9832                                         for (i = 0;i < 4;i++)
9833                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9834                                         VectorScale(center, 0.25f, center);
9835                                         // find the two shortest edges, then use them to define the
9836                                         // axis vectors for rotating around the central axis
9837                                         for (i = 0;i < 6;i++)
9838                                         {
9839                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9840                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9841 #if 0
9842                                                 Debug_PolygonBegin(NULL, 0);
9843                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9844                                                 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);
9845                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9846                                                 Debug_PolygonEnd();
9847 #endif
9848                                                 l = VectorDistance2(v1, v2);
9849                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9850                                                 if (v1[2] != v2[2])
9851                                                         l += (1.0f / 1024.0f);
9852                                                 if (shortest[0].length2 > l || i == 0)
9853                                                 {
9854                                                         shortest[1] = shortest[0];
9855                                                         shortest[0].length2 = l;
9856                                                         shortest[0].v1 = v1;
9857                                                         shortest[0].v2 = v2;
9858                                                 }
9859                                                 else if (shortest[1].length2 > l || i == 1)
9860                                                 {
9861                                                         shortest[1].length2 = l;
9862                                                         shortest[1].v1 = v1;
9863                                                         shortest[1].v2 = v2;
9864                                                 }
9865                                         }
9866                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9867                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9868 #if 0
9869                                         Debug_PolygonBegin(NULL, 0);
9870                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9871                                         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);
9872                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9873                                         Debug_PolygonEnd();
9874 #endif
9875                                         // this calculates the right vector from the shortest edge
9876                                         // and the up vector from the edge midpoints
9877                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9878                                         VectorNormalize(right);
9879                                         VectorSubtract(end, start, up);
9880                                         VectorNormalize(up);
9881                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9882                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9883                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9884                                         VectorNegate(forward, forward);
9885                                         VectorReflect(forward, 0, up, forward);
9886                                         VectorNormalize(forward);
9887                                         CrossProduct(up, forward, newright);
9888                                         VectorNormalize(newright);
9889 #if 0
9890                                         Debug_PolygonBegin(NULL, 0);
9891                                         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);
9892                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9893                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9894                                         Debug_PolygonEnd();
9895 #endif
9896 #if 0
9897                                         Debug_PolygonBegin(NULL, 0);
9898                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9899                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9900                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9901                                         Debug_PolygonEnd();
9902 #endif
9903                                         // rotate the quad around the up axis vector, this is made
9904                                         // especially easy by the fact we know the quad is flat,
9905                                         // so we only have to subtract the center position and
9906                                         // measure distance along the right vector, and then
9907                                         // multiply that by the newright vector and add back the
9908                                         // center position
9909                                         // we also need to subtract the old position to undo the
9910                                         // displacement from the center, which we do with a
9911                                         // DotProduct, the subtraction/addition of center is also
9912                                         // optimized into DotProducts here
9913                                         l = DotProduct(right, center);
9914                                         for (i = 0;i < 4;i++)
9915                                         {
9916                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9917                                                 f = DotProduct(right, v1) - l;
9918                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9919                                         }
9920                                 }
9921                                 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);
9922                                 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);
9923                         }
9924                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9925                         rsurface.vertex3f_bufferobject = 0;
9926                         rsurface.vertex3f_bufferoffset = 0;
9927                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9928                         rsurface.svector3f_bufferobject = 0;
9929                         rsurface.svector3f_bufferoffset = 0;
9930                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9931                         rsurface.tvector3f_bufferobject = 0;
9932                         rsurface.tvector3f_bufferoffset = 0;
9933                         rsurface.normal3f = rsurface.array_deformednormal3f;
9934                         rsurface.normal3f_bufferobject = 0;
9935                         rsurface.normal3f_bufferoffset = 0;
9936                         break;
9937                 case Q3DEFORM_NORMAL:
9938                         // deform the normals to make reflections wavey
9939                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9940                         {
9941                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9942                                 for (j = 0;j < surface->num_vertices;j++)
9943                                 {
9944                                         float vertex[3];
9945                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9946                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9947                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9948                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9949                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9950                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9951                                         VectorNormalize(normal);
9952                                 }
9953                                 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);
9954                         }
9955                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9956                         rsurface.svector3f_bufferobject = 0;
9957                         rsurface.svector3f_bufferoffset = 0;
9958                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9959                         rsurface.tvector3f_bufferobject = 0;
9960                         rsurface.tvector3f_bufferoffset = 0;
9961                         rsurface.normal3f = rsurface.array_deformednormal3f;
9962                         rsurface.normal3f_bufferobject = 0;
9963                         rsurface.normal3f_bufferoffset = 0;
9964                         break;
9965                 case Q3DEFORM_WAVE:
9966                         // deform vertex array to make wavey water and flags and such
9967                         waveparms[0] = deform->waveparms[0];
9968                         waveparms[1] = deform->waveparms[1];
9969                         waveparms[2] = deform->waveparms[2];
9970                         waveparms[3] = deform->waveparms[3];
9971                         // this is how a divisor of vertex influence on deformation
9972                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9973                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9974                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9975                         {
9976                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9977                                 for (j = 0;j < surface->num_vertices;j++)
9978                                 {
9979                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9980                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9981                                         // if the wavefunc depends on time, evaluate it per-vertex
9982                                         if (waveparms[3])
9983                                         {
9984                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9985                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9986                                         }
9987                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9988                                 }
9989                         }
9990                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9991                         rsurface.vertex3f_bufferobject = 0;
9992                         rsurface.vertex3f_bufferoffset = 0;
9993                         break;
9994                 case Q3DEFORM_BULGE:
9995                         // deform vertex array to make the surface have moving bulges
9996                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9997                         {
9998                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9999                                 for (j = 0;j < surface->num_vertices;j++)
10000                                 {
10001                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10002                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10003                                 }
10004                         }
10005                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10006                         rsurface.vertex3f_bufferobject = 0;
10007                         rsurface.vertex3f_bufferoffset = 0;
10008                         break;
10009                 case Q3DEFORM_MOVE:
10010                         // deform vertex array
10011                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10012                         VectorScale(deform->parms, scale, waveparms);
10013                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10014                         {
10015                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10016                                 for (j = 0;j < surface->num_vertices;j++)
10017                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10018                         }
10019                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10020                         rsurface.vertex3f_bufferobject = 0;
10021                         rsurface.vertex3f_bufferoffset = 0;
10022                         break;
10023                 }
10024         }
10025         // generate texcoords based on the chosen texcoord source
10026         switch(rsurface.texture->tcgen.tcgen)
10027         {
10028         default:
10029         case Q3TCGEN_TEXTURE:
10030                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10031                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10032                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10033                 break;
10034         case Q3TCGEN_LIGHTMAP:
10035                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10036                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10037                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10038                 break;
10039         case Q3TCGEN_VECTOR:
10040                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10041                 {
10042                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10043                         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)
10044                         {
10045                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10046                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10047                         }
10048                 }
10049                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10050                 rsurface.texcoordtexture2f_bufferobject  = 0;
10051                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10052                 break;
10053         case Q3TCGEN_ENVIRONMENT:
10054                 // make environment reflections using a spheremap
10055                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10056                 {
10057                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10058                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10059                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10060                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10061                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10062                         {
10063                                 // identical to Q3A's method, but executed in worldspace so
10064                                 // carried models can be shiny too
10065
10066                                 float viewer[3], d, reflected[3], worldreflected[3];
10067
10068                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10069                                 // VectorNormalize(viewer);
10070
10071                                 d = DotProduct(normal, viewer);
10072
10073                                 reflected[0] = normal[0]*2*d - viewer[0];
10074                                 reflected[1] = normal[1]*2*d - viewer[1];
10075                                 reflected[2] = normal[2]*2*d - viewer[2];
10076                                 // note: this is proportinal to viewer, so we can normalize later
10077
10078                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10079                                 VectorNormalize(worldreflected);
10080
10081                                 // note: this sphere map only uses world x and z!
10082                                 // so positive and negative y will LOOK THE SAME.
10083                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10084                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10085                         }
10086                 }
10087                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10088                 rsurface.texcoordtexture2f_bufferobject  = 0;
10089                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10090                 break;
10091         }
10092         // the only tcmod that needs software vertex processing is turbulent, so
10093         // check for it here and apply the changes if needed
10094         // and we only support that as the first one
10095         // (handling a mixture of turbulent and other tcmods would be problematic
10096         //  without punting it entirely to a software path)
10097         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10098         {
10099                 amplitude = rsurface.texture->tcmods[0].parms[1];
10100                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10101                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10102                 {
10103                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10104                         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)
10105                         {
10106                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10107                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10108                         }
10109                 }
10110                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10111                 rsurface.texcoordtexture2f_bufferobject  = 0;
10112                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10113         }
10114         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10115         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10116         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10117         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10118 }
10119
10120 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10121 {
10122         int i, j;
10123         const msurface_t *surface = texturesurfacelist[0];
10124         const msurface_t *surface2;
10125         int firstvertex;
10126         int endvertex;
10127         int numvertices;
10128         int numtriangles;
10129         // TODO: lock all array ranges before render, rather than on each surface
10130         if (texturenumsurfaces == 1)
10131                 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);
10132         else if (r_batchmode.integer == 2)
10133         {
10134                 #define MAXBATCHTRIANGLES 4096
10135                 int batchtriangles = 0;
10136                 static int batchelements[MAXBATCHTRIANGLES*3];
10137                 for (i = 0;i < texturenumsurfaces;i = j)
10138                 {
10139                         surface = texturesurfacelist[i];
10140                         j = i + 1;
10141                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10142                         {
10143                                 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);
10144                                 continue;
10145                         }
10146                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10147                         batchtriangles = surface->num_triangles;
10148                         firstvertex = surface->num_firstvertex;
10149                         endvertex = surface->num_firstvertex + surface->num_vertices;
10150                         for (;j < texturenumsurfaces;j++)
10151                         {
10152                                 surface2 = texturesurfacelist[j];
10153                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10154                                         break;
10155                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10156                                 batchtriangles += surface2->num_triangles;
10157                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10158                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10159                         }
10160                         surface2 = texturesurfacelist[j-1];
10161                         numvertices = endvertex - firstvertex;
10162                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10163                 }
10164         }
10165         else if (r_batchmode.integer == 1)
10166         {
10167                 for (i = 0;i < texturenumsurfaces;i = j)
10168                 {
10169                         surface = texturesurfacelist[i];
10170                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10171                                 if (texturesurfacelist[j] != surface2)
10172                                         break;
10173                         surface2 = texturesurfacelist[j-1];
10174                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10175                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10176                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10177                 }
10178         }
10179         else
10180         {
10181                 for (i = 0;i < texturenumsurfaces;i++)
10182                 {
10183                         surface = texturesurfacelist[i];
10184                         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);
10185                 }
10186         }
10187 }
10188
10189 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10190 {
10191         switch(vid.renderpath)
10192         {
10193         case RENDERPATH_CGGL:
10194 #ifdef SUPPORTCG
10195                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10196                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10197 #endif
10198                 break;
10199         case RENDERPATH_GL20:
10200                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10201                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10202                 break;
10203         case RENDERPATH_GL13:
10204         case RENDERPATH_GL11:
10205                 R_Mesh_TexBind(0, surface->lightmaptexture);
10206                 break;
10207         }
10208 }
10209
10210 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10211 {
10212         // pick the closest matching water plane and bind textures
10213         int planeindex, vertexindex;
10214         float d, bestd;
10215         vec3_t vert;
10216         const float *v;
10217         r_waterstate_waterplane_t *p, *bestp;
10218         bestd = 0;
10219         bestp = NULL;
10220         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10221         {
10222                 d = 0;
10223                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10224                 {
10225                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10226                         d += fabs(PlaneDiff(vert, &p->plane));
10227                 }
10228                 if (bestd > d || !bestp)
10229                 {
10230                         bestd = d;
10231                         bestp = p;
10232                 }
10233         }
10234         switch(vid.renderpath)
10235         {
10236         case RENDERPATH_CGGL:
10237 #ifdef SUPPORTCG
10238                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10239                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10240 #endif
10241                 break;
10242         case RENDERPATH_GL20:
10243                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10244                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10245                 break;
10246         case RENDERPATH_GL13:
10247         case RENDERPATH_GL11:
10248                 break;
10249         }
10250 }
10251
10252 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10253 {
10254         int i;
10255         const msurface_t *surface;
10256         if (r_waterstate.renderingscene)
10257                 return;
10258         for (i = 0;i < texturenumsurfaces;i++)
10259         {
10260                 surface = texturesurfacelist[i];
10261                 RSurf_BindLightmapForSurface(surface);
10262                 RSurf_BindReflectionForSurface(surface);
10263                 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);
10264         }
10265 }
10266
10267 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10268 {
10269         int i;
10270         int j;
10271         const msurface_t *surface = texturesurfacelist[0];
10272         const msurface_t *surface2;
10273         int firstvertex;
10274         int endvertex;
10275         int numvertices;
10276         int numtriangles;
10277         if (texturenumsurfaces == 1)
10278         {
10279                 RSurf_BindLightmapForSurface(surface);
10280                 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);
10281         }
10282         else if (r_batchmode.integer == 2)
10283         {
10284 #define MAXBATCHTRIANGLES 4096
10285                 int batchtriangles = 0;
10286                 static int batchelements[MAXBATCHTRIANGLES*3];
10287                 for (i = 0;i < texturenumsurfaces;i = j)
10288                 {
10289                         surface = texturesurfacelist[i];
10290                         RSurf_BindLightmapForSurface(surface);
10291                         j = i + 1;
10292                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10293                         {
10294                                 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);
10295                                 continue;
10296                         }
10297                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10298                         batchtriangles = surface->num_triangles;
10299                         firstvertex = surface->num_firstvertex;
10300                         endvertex = surface->num_firstvertex + surface->num_vertices;
10301                         for (;j < texturenumsurfaces;j++)
10302                         {
10303                                 surface2 = texturesurfacelist[j];
10304                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10305                                         break;
10306                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10307                                 batchtriangles += surface2->num_triangles;
10308                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10309                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10310                         }
10311                         surface2 = texturesurfacelist[j-1];
10312                         numvertices = endvertex - firstvertex;
10313                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10314                 }
10315         }
10316         else if (r_batchmode.integer == 1)
10317         {
10318 #if 0
10319                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10320                 for (i = 0;i < texturenumsurfaces;i = j)
10321                 {
10322                         surface = texturesurfacelist[i];
10323                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10324                                 if (texturesurfacelist[j] != surface2)
10325                                         break;
10326                         Con_Printf(" %i", j - i);
10327                 }
10328                 Con_Printf("\n");
10329                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10330 #endif
10331                 for (i = 0;i < texturenumsurfaces;i = j)
10332                 {
10333                         surface = texturesurfacelist[i];
10334                         RSurf_BindLightmapForSurface(surface);
10335                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10336                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10337                                         break;
10338 #if 0
10339                         Con_Printf(" %i", j - i);
10340 #endif
10341                         surface2 = texturesurfacelist[j-1];
10342                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10343                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10344                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10345                 }
10346 #if 0
10347                 Con_Printf("\n");
10348 #endif
10349         }
10350         else
10351         {
10352                 for (i = 0;i < texturenumsurfaces;i++)
10353                 {
10354                         surface = texturesurfacelist[i];
10355                         RSurf_BindLightmapForSurface(surface);
10356                         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);
10357                 }
10358         }
10359 }
10360
10361 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10362 {
10363         int j;
10364         int texturesurfaceindex;
10365         if (r_showsurfaces.integer == 2)
10366         {
10367                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10368                 {
10369                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10370                         for (j = 0;j < surface->num_triangles;j++)
10371                         {
10372                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10373                                 GL_Color(f, f, f, 1);
10374                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10375                         }
10376                 }
10377         }
10378         else
10379         {
10380                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10381                 {
10382                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10383                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10384                         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);
10385                         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);
10386                 }
10387         }
10388 }
10389
10390 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10391 {
10392         int texturesurfaceindex;
10393         int i;
10394         const float *v;
10395         float *c2;
10396         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10397         {
10398                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10399                 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)
10400                 {
10401                         c2[0] = 0.5;
10402                         c2[1] = 0.5;
10403                         c2[2] = 0.5;
10404                         c2[3] = 1;
10405                 }
10406         }
10407         rsurface.lightmapcolor4f = rsurface.array_color4f;
10408         rsurface.lightmapcolor4f_bufferobject = 0;
10409         rsurface.lightmapcolor4f_bufferoffset = 0;
10410 }
10411
10412 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10413 {
10414         int texturesurfaceindex;
10415         int i;
10416         float f;
10417         const float *v;
10418         const float *c;
10419         float *c2;
10420         if (rsurface.lightmapcolor4f)
10421         {
10422                 // generate color arrays for the surfaces in this list
10423                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10424                 {
10425                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10426                         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)
10427                         {
10428                                 f = RSurf_FogVertex(v);
10429                                 c2[0] = c[0] * f;
10430                                 c2[1] = c[1] * f;
10431                                 c2[2] = c[2] * f;
10432                                 c2[3] = c[3];
10433                         }
10434                 }
10435         }
10436         else
10437         {
10438                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10439                 {
10440                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10441                         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)
10442                         {
10443                                 f = RSurf_FogVertex(v);
10444                                 c2[0] = f;
10445                                 c2[1] = f;
10446                                 c2[2] = f;
10447                                 c2[3] = 1;
10448                         }
10449                 }
10450         }
10451         rsurface.lightmapcolor4f = rsurface.array_color4f;
10452         rsurface.lightmapcolor4f_bufferobject = 0;
10453         rsurface.lightmapcolor4f_bufferoffset = 0;
10454 }
10455
10456 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10457 {
10458         int texturesurfaceindex;
10459         int i;
10460         float f;
10461         const float *v;
10462         const float *c;
10463         float *c2;
10464         if (!rsurface.lightmapcolor4f)
10465                 return;
10466         // generate color arrays for the surfaces in this list
10467         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10468         {
10469                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10470                 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)
10471                 {
10472                         f = RSurf_FogVertex(v);
10473                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10474                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10475                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10476                         c2[3] = c[3];
10477                 }
10478         }
10479         rsurface.lightmapcolor4f = rsurface.array_color4f;
10480         rsurface.lightmapcolor4f_bufferobject = 0;
10481         rsurface.lightmapcolor4f_bufferoffset = 0;
10482 }
10483
10484 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10485 {
10486         int texturesurfaceindex;
10487         int i;
10488         const float *c;
10489         float *c2;
10490         if (!rsurface.lightmapcolor4f)
10491                 return;
10492         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10493         {
10494                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10495                 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)
10496                 {
10497                         c2[0] = c[0] * r;
10498                         c2[1] = c[1] * g;
10499                         c2[2] = c[2] * b;
10500                         c2[3] = c[3] * a;
10501                 }
10502         }
10503         rsurface.lightmapcolor4f = rsurface.array_color4f;
10504         rsurface.lightmapcolor4f_bufferobject = 0;
10505         rsurface.lightmapcolor4f_bufferoffset = 0;
10506 }
10507
10508 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10509 {
10510         int texturesurfaceindex;
10511         int i;
10512         const float *c;
10513         float *c2;
10514         if (!rsurface.lightmapcolor4f)
10515                 return;
10516         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10517         {
10518                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10519                 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)
10520                 {
10521                         c2[0] = c[0] + r_refdef.scene.ambient;
10522                         c2[1] = c[1] + r_refdef.scene.ambient;
10523                         c2[2] = c[2] + r_refdef.scene.ambient;
10524                         c2[3] = c[3];
10525                 }
10526         }
10527         rsurface.lightmapcolor4f = rsurface.array_color4f;
10528         rsurface.lightmapcolor4f_bufferobject = 0;
10529         rsurface.lightmapcolor4f_bufferoffset = 0;
10530 }
10531
10532 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10533 {
10534         // TODO: optimize
10535         rsurface.lightmapcolor4f = NULL;
10536         rsurface.lightmapcolor4f_bufferobject = 0;
10537         rsurface.lightmapcolor4f_bufferoffset = 0;
10538         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10539         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10540         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10541         GL_Color(r, g, b, a);
10542         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10543 }
10544
10545 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10546 {
10547         // TODO: optimize applyfog && applycolor case
10548         // just apply fog if necessary, and tint the fog color array if necessary
10549         rsurface.lightmapcolor4f = NULL;
10550         rsurface.lightmapcolor4f_bufferobject = 0;
10551         rsurface.lightmapcolor4f_bufferoffset = 0;
10552         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10553         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10554         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10555         GL_Color(r, g, b, a);
10556         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10557 }
10558
10559 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10560 {
10561         int texturesurfaceindex;
10562         int i;
10563         float *c;
10564         // TODO: optimize
10565         if (texturesurfacelist[0]->lightmapinfo)
10566         {
10567                 // generate color arrays for the surfaces in this list
10568                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10569                 {
10570                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10571                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10572                         {
10573                                 if (surface->lightmapinfo->samples)
10574                                 {
10575                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10576                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10577                                         VectorScale(lm, scale, c);
10578                                         if (surface->lightmapinfo->styles[1] != 255)
10579                                         {
10580                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10581                                                 lm += size3;
10582                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10583                                                 VectorMA(c, scale, lm, c);
10584                                                 if (surface->lightmapinfo->styles[2] != 255)
10585                                                 {
10586                                                         lm += size3;
10587                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10588                                                         VectorMA(c, scale, lm, c);
10589                                                         if (surface->lightmapinfo->styles[3] != 255)
10590                                                         {
10591                                                                 lm += size3;
10592                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10593                                                                 VectorMA(c, scale, lm, c);
10594                                                         }
10595                                                 }
10596                                         }
10597                                 }
10598                                 else
10599                                         VectorClear(c);
10600                                 c[3] = 1;
10601                         }
10602                 }
10603                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10604                 rsurface.lightmapcolor4f_bufferobject = 0;
10605                 rsurface.lightmapcolor4f_bufferoffset = 0;
10606         }
10607         else
10608         {
10609                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10610                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10611                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10612         }
10613         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10614         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10615         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10616         GL_Color(r, g, b, a);
10617         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10618 }
10619
10620 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10621 {
10622         int texturesurfaceindex;
10623         int i;
10624         float f;
10625         float alpha;
10626         const float *v;
10627         const float *n;
10628         float *c;
10629         vec3_t ambientcolor;
10630         vec3_t diffusecolor;
10631         vec3_t lightdir;
10632         // TODO: optimize
10633         // model lighting
10634         VectorCopy(rsurface.modellight_lightdir, lightdir);
10635         f = 0.5f * r_refdef.lightmapintensity;
10636         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10637         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10638         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10639         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10640         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10641         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10642         alpha = *a;
10643         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10644         {
10645                 // generate color arrays for the surfaces in this list
10646                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10647                 {
10648                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10649                         int numverts = surface->num_vertices;
10650                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10651                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10652                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10653                         // q3-style directional shading
10654                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10655                         {
10656                                 if ((f = DotProduct(n, lightdir)) > 0)
10657                                         VectorMA(ambientcolor, f, diffusecolor, c);
10658                                 else
10659                                         VectorCopy(ambientcolor, c);
10660                                 c[3] = alpha;
10661                         }
10662                 }
10663                 *r = 1;
10664                 *g = 1;
10665                 *b = 1;
10666                 *a = 1;
10667                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10668                 rsurface.lightmapcolor4f_bufferobject = 0;
10669                 rsurface.lightmapcolor4f_bufferoffset = 0;
10670                 *applycolor = false;
10671         }
10672         else
10673         {
10674                 *r = ambientcolor[0];
10675                 *g = ambientcolor[1];
10676                 *b = ambientcolor[2];
10677                 rsurface.lightmapcolor4f = NULL;
10678                 rsurface.lightmapcolor4f_bufferobject = 0;
10679                 rsurface.lightmapcolor4f_bufferoffset = 0;
10680         }
10681 }
10682
10683 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10684 {
10685         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10686         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10687         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10688         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10689         GL_Color(r, g, b, a);
10690         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10691 }
10692
10693 void RSurf_SetupDepthAndCulling(void)
10694 {
10695         // submodels are biased to avoid z-fighting with world surfaces that they
10696         // may be exactly overlapping (avoids z-fighting artifacts on certain
10697         // doors and things in Quake maps)
10698         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10699         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10700         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10701         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10702 }
10703
10704 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10705 {
10706         // transparent sky would be ridiculous
10707         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10708                 return;
10709         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10710         skyrenderlater = true;
10711         RSurf_SetupDepthAndCulling();
10712         GL_DepthMask(true);
10713         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10714         // skymasking on them, and Quake3 never did sky masking (unlike
10715         // software Quake and software Quake2), so disable the sky masking
10716         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10717         // and skymasking also looks very bad when noclipping outside the
10718         // level, so don't use it then either.
10719         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10720         {
10721                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10722                 R_Mesh_ColorPointer(NULL, 0, 0);
10723                 R_Mesh_ResetTextureState();
10724                 if (skyrendermasked)
10725                 {
10726                         R_SetupShader_DepthOrShadow();
10727                         // depth-only (masking)
10728                         GL_ColorMask(0,0,0,0);
10729                         // just to make sure that braindead drivers don't draw
10730                         // anything despite that colormask...
10731                         GL_BlendFunc(GL_ZERO, GL_ONE);
10732                 }
10733                 else
10734                 {
10735                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10736                         // fog sky
10737                         GL_BlendFunc(GL_ONE, GL_ZERO);
10738                 }
10739                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10740                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10741                 if (skyrendermasked)
10742                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10743         }
10744         R_Mesh_ResetTextureState();
10745         GL_Color(1, 1, 1, 1);
10746 }
10747
10748 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10749 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10750 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10751 {
10752         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10753                 return;
10754         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10755         if (prepass)
10756         {
10757                 // render screenspace normalmap to texture
10758                 GL_DepthMask(true);
10759                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10760                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10761         }
10762         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10763         {
10764                 // render water or distortion background, then blend surface on top
10765                 GL_DepthMask(true);
10766                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10767                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10768                 GL_DepthMask(false);
10769                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10770                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10771                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10772                 else
10773                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10774         }
10775         else
10776         {
10777                 // render surface normally
10778                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10779                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10780                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10781                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10782                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10783                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10784                 else
10785                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10786         }
10787 }
10788
10789 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10790 {
10791         // OpenGL 1.3 path - anything not completely ancient
10792         int texturesurfaceindex;
10793         qboolean applycolor;
10794         qboolean applyfog;
10795         int layerindex;
10796         const texturelayer_t *layer;
10797         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10798
10799         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10800         {
10801                 vec4_t layercolor;
10802                 int layertexrgbscale;
10803                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10804                 {
10805                         if (layerindex == 0)
10806                                 GL_AlphaTest(true);
10807                         else
10808                         {
10809                                 GL_AlphaTest(false);
10810                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10811                         }
10812                 }
10813                 GL_DepthMask(layer->depthmask && writedepth);
10814                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10815                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10816                 {
10817                         layertexrgbscale = 4;
10818                         VectorScale(layer->color, 0.25f, layercolor);
10819                 }
10820                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10821                 {
10822                         layertexrgbscale = 2;
10823                         VectorScale(layer->color, 0.5f, layercolor);
10824                 }
10825                 else
10826                 {
10827                         layertexrgbscale = 1;
10828                         VectorScale(layer->color, 1.0f, layercolor);
10829                 }
10830                 layercolor[3] = layer->color[3];
10831                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10832                 R_Mesh_ColorPointer(NULL, 0, 0);
10833                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10834                 switch (layer->type)
10835                 {
10836                 case TEXTURELAYERTYPE_LITTEXTURE:
10837                         // single-pass lightmapped texture with 2x rgbscale
10838                         R_Mesh_TexBind(0, r_texture_white);
10839                         R_Mesh_TexMatrix(0, NULL);
10840                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10841                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10842                         R_Mesh_TexBind(1, layer->texture);
10843                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10844                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10845                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10846                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10847                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10848                         else if (rsurface.uselightmaptexture)
10849                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10850                         else
10851                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10852                         break;
10853                 case TEXTURELAYERTYPE_TEXTURE:
10854                         // singletexture unlit texture with transparency support
10855                         R_Mesh_TexBind(0, layer->texture);
10856                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10857                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10858                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10859                         R_Mesh_TexBind(1, 0);
10860                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10861                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10862                         break;
10863                 case TEXTURELAYERTYPE_FOG:
10864                         // singletexture fogging
10865                         if (layer->texture)
10866                         {
10867                                 R_Mesh_TexBind(0, layer->texture);
10868                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10869                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10870                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10871                         }
10872                         else
10873                         {
10874                                 R_Mesh_TexBind(0, 0);
10875                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10876                         }
10877                         R_Mesh_TexBind(1, 0);
10878                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10879                         // generate a color array for the fog pass
10880                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10881                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10882                         {
10883                                 int i;
10884                                 float f;
10885                                 const float *v;
10886                                 float *c;
10887                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10888                                 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)
10889                                 {
10890                                         f = 1 - RSurf_FogVertex(v);
10891                                         c[0] = layercolor[0];
10892                                         c[1] = layercolor[1];
10893                                         c[2] = layercolor[2];
10894                                         c[3] = f * layercolor[3];
10895                                 }
10896                         }
10897                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10898                         break;
10899                 default:
10900                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10901                 }
10902         }
10903         CHECKGLERROR
10904         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10905         {
10906                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10907                 GL_AlphaTest(false);
10908         }
10909 }
10910
10911 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10912 {
10913         // OpenGL 1.1 - crusty old voodoo path
10914         int texturesurfaceindex;
10915         qboolean applyfog;
10916         int layerindex;
10917         const texturelayer_t *layer;
10918         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10919
10920         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10921         {
10922                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10923                 {
10924                         if (layerindex == 0)
10925                                 GL_AlphaTest(true);
10926                         else
10927                         {
10928                                 GL_AlphaTest(false);
10929                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10930                         }
10931                 }
10932                 GL_DepthMask(layer->depthmask && writedepth);
10933                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10934                 R_Mesh_ColorPointer(NULL, 0, 0);
10935                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10936                 switch (layer->type)
10937                 {
10938                 case TEXTURELAYERTYPE_LITTEXTURE:
10939                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10940                         {
10941                                 // two-pass lit texture with 2x rgbscale
10942                                 // first the lightmap pass
10943                                 R_Mesh_TexBind(0, r_texture_white);
10944                                 R_Mesh_TexMatrix(0, NULL);
10945                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10946                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10947                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10948                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10949                                 else if (rsurface.uselightmaptexture)
10950                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10951                                 else
10952                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10953                                 // then apply the texture to it
10954                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10955                                 R_Mesh_TexBind(0, layer->texture);
10956                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10957                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10958                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10959                                 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);
10960                         }
10961                         else
10962                         {
10963                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10964                                 R_Mesh_TexBind(0, layer->texture);
10965                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10966                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10967                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10968                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10969                                         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);
10970                                 else
10971                                         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);
10972                         }
10973                         break;
10974                 case TEXTURELAYERTYPE_TEXTURE:
10975                         // singletexture unlit texture with transparency support
10976                         R_Mesh_TexBind(0, layer->texture);
10977                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10978                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10979                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10980                         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);
10981                         break;
10982                 case TEXTURELAYERTYPE_FOG:
10983                         // singletexture fogging
10984                         if (layer->texture)
10985                         {
10986                                 R_Mesh_TexBind(0, layer->texture);
10987                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10988                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10989                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10990                         }
10991                         else
10992                         {
10993                                 R_Mesh_TexBind(0, 0);
10994                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10995                         }
10996                         // generate a color array for the fog pass
10997                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10998                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10999                         {
11000                                 int i;
11001                                 float f;
11002                                 const float *v;
11003                                 float *c;
11004                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11005                                 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)
11006                                 {
11007                                         f = 1 - RSurf_FogVertex(v);
11008                                         c[0] = layer->color[0];
11009                                         c[1] = layer->color[1];
11010                                         c[2] = layer->color[2];
11011                                         c[3] = f * layer->color[3];
11012                                 }
11013                         }
11014                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11015                         break;
11016                 default:
11017                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11018                 }
11019         }
11020         CHECKGLERROR
11021         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11022         {
11023                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11024                 GL_AlphaTest(false);
11025         }
11026 }
11027
11028 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11029 {
11030         float c[4];
11031
11032         GL_AlphaTest(false);
11033         R_Mesh_ColorPointer(NULL, 0, 0);
11034         R_Mesh_ResetTextureState();
11035         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11036
11037         if(rsurface.texture && rsurface.texture->currentskinframe)
11038         {
11039                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11040                 c[3] *= rsurface.texture->currentalpha;
11041         }
11042         else
11043         {
11044                 c[0] = 1;
11045                 c[1] = 0;
11046                 c[2] = 1;
11047                 c[3] = 1;
11048         }
11049
11050         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11051         {
11052                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11053                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11054                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11055         }
11056
11057         // brighten it up (as texture value 127 means "unlit")
11058         c[0] *= 2 * r_refdef.view.colorscale;
11059         c[1] *= 2 * r_refdef.view.colorscale;
11060         c[2] *= 2 * r_refdef.view.colorscale;
11061
11062         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11063                 c[3] *= r_wateralpha.value;
11064
11065         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11066         {
11067                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11068                 GL_DepthMask(false);
11069         }
11070         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11071         {
11072                 GL_BlendFunc(GL_ONE, GL_ONE);
11073                 GL_DepthMask(false);
11074         }
11075         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11076         {
11077                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11078                 GL_DepthMask(false);
11079         }
11080         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11081         {
11082                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11083                 GL_DepthMask(false);
11084         }
11085         else
11086         {
11087                 GL_BlendFunc(GL_ONE, GL_ZERO);
11088                 GL_DepthMask(writedepth);
11089         }
11090
11091         rsurface.lightmapcolor4f = NULL;
11092
11093         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11094         {
11095                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11096
11097                 rsurface.lightmapcolor4f = NULL;
11098                 rsurface.lightmapcolor4f_bufferobject = 0;
11099                 rsurface.lightmapcolor4f_bufferoffset = 0;
11100         }
11101         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11102         {
11103                 qboolean applycolor = true;
11104                 float one = 1.0;
11105
11106                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11107
11108                 r_refdef.lightmapintensity = 1;
11109                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11110                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11111         }
11112         else
11113         {
11114                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11115
11116                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11117                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11118                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11119         }
11120
11121         if(!rsurface.lightmapcolor4f)
11122                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11123
11124         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11125         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11126         if(r_refdef.fogenabled)
11127                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11128
11129         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11130         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11131 }
11132
11133 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11134 {
11135         CHECKGLERROR
11136         RSurf_SetupDepthAndCulling();
11137         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11138         {
11139                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11140                 return;
11141         }
11142         switch (vid.renderpath)
11143         {
11144         case RENDERPATH_GL20:
11145         case RENDERPATH_CGGL:
11146                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11147                 break;
11148         case RENDERPATH_GL13:
11149                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11150                 break;
11151         case RENDERPATH_GL11:
11152                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11153                 break;
11154         }
11155         CHECKGLERROR
11156 }
11157
11158 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11159 {
11160         CHECKGLERROR
11161         RSurf_SetupDepthAndCulling();
11162         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11163         {
11164                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11165                 return;
11166         }
11167         switch (vid.renderpath)
11168         {
11169         case RENDERPATH_GL20:
11170         case RENDERPATH_CGGL:
11171                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11172                 break;
11173         case RENDERPATH_GL13:
11174                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11175                 break;
11176         case RENDERPATH_GL11:
11177                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11178                 break;
11179         }
11180         CHECKGLERROR
11181 }
11182
11183 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11184 {
11185         int i, j;
11186         int texturenumsurfaces, endsurface;
11187         texture_t *texture;
11188         const msurface_t *surface;
11189         const msurface_t *texturesurfacelist[256];
11190
11191         // if the model is static it doesn't matter what value we give for
11192         // wantnormals and wanttangents, so this logic uses only rules applicable
11193         // to a model, knowing that they are meaningless otherwise
11194         if (ent == r_refdef.scene.worldentity)
11195                 RSurf_ActiveWorldEntity();
11196         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11197                 RSurf_ActiveModelEntity(ent, false, false, false);
11198         else
11199         {
11200                 switch (vid.renderpath)
11201                 {
11202                 case RENDERPATH_GL20:
11203                 case RENDERPATH_CGGL:
11204                         RSurf_ActiveModelEntity(ent, true, true, false);
11205                         break;
11206                 case RENDERPATH_GL13:
11207                 case RENDERPATH_GL11:
11208                         RSurf_ActiveModelEntity(ent, true, false, false);
11209                         break;
11210                 }
11211         }
11212
11213         if (r_transparentdepthmasking.integer)
11214         {
11215                 qboolean setup = false;
11216                 for (i = 0;i < numsurfaces;i = j)
11217                 {
11218                         j = i + 1;
11219                         surface = rsurface.modelsurfaces + surfacelist[i];
11220                         texture = surface->texture;
11221                         rsurface.texture = R_GetCurrentTexture(texture);
11222                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11223                         // scan ahead until we find a different texture
11224                         endsurface = min(i + 1024, numsurfaces);
11225                         texturenumsurfaces = 0;
11226                         texturesurfacelist[texturenumsurfaces++] = surface;
11227                         for (;j < endsurface;j++)
11228                         {
11229                                 surface = rsurface.modelsurfaces + surfacelist[j];
11230                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11231                                         break;
11232                                 texturesurfacelist[texturenumsurfaces++] = surface;
11233                         }
11234                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11235                                 continue;
11236                         // render the range of surfaces as depth
11237                         if (!setup)
11238                         {
11239                                 setup = true;
11240                                 GL_ColorMask(0,0,0,0);
11241                                 GL_Color(1,1,1,1);
11242                                 GL_DepthTest(true);
11243                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11244                                 GL_DepthMask(true);
11245                                 GL_AlphaTest(false);
11246                                 R_Mesh_ColorPointer(NULL, 0, 0);
11247                                 R_Mesh_ResetTextureState();
11248                                 R_SetupShader_DepthOrShadow();
11249                         }
11250                         RSurf_SetupDepthAndCulling();
11251                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11252                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11253                 }
11254                 if (setup)
11255                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11256         }
11257
11258         for (i = 0;i < numsurfaces;i = j)
11259         {
11260                 j = i + 1;
11261                 surface = rsurface.modelsurfaces + surfacelist[i];
11262                 texture = surface->texture;
11263                 rsurface.texture = R_GetCurrentTexture(texture);
11264                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11265                 // scan ahead until we find a different texture
11266                 endsurface = min(i + 1024, numsurfaces);
11267                 texturenumsurfaces = 0;
11268                 texturesurfacelist[texturenumsurfaces++] = surface;
11269                 for (;j < endsurface;j++)
11270                 {
11271                         surface = rsurface.modelsurfaces + surfacelist[j];
11272                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11273                                 break;
11274                         texturesurfacelist[texturenumsurfaces++] = surface;
11275                 }
11276                 // render the range of surfaces
11277                 if (ent == r_refdef.scene.worldentity)
11278                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11279                 else
11280                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11281         }
11282         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11283         GL_AlphaTest(false);
11284 }
11285
11286 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11287 {
11288         // transparent surfaces get pushed off into the transparent queue
11289         int surfacelistindex;
11290         const msurface_t *surface;
11291         vec3_t tempcenter, center;
11292         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11293         {
11294                 surface = texturesurfacelist[surfacelistindex];
11295                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11296                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11297                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11298                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11299                 if (queueentity->transparent_offset) // transparent offset
11300                 {
11301                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11302                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11303                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11304                 }
11305                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11306         }
11307 }
11308
11309 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11310 {
11311         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11312         CHECKGLERROR
11313         if (depthonly)
11314         {
11315                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11316                         return;
11317                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11318                         return;
11319                 RSurf_SetupDepthAndCulling();
11320                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11321                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11322         }
11323         else if (prepass)
11324         {
11325                 if (!rsurface.texture->currentnumlayers)
11326                         return;
11327                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11328                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11329                 else
11330                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11331         }
11332         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11333         {
11334                 RSurf_SetupDepthAndCulling();
11335                 GL_AlphaTest(false);
11336                 R_Mesh_ColorPointer(NULL, 0, 0);
11337                 R_Mesh_ResetTextureState();
11338                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11339                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11340                 GL_DepthMask(true);
11341                 GL_BlendFunc(GL_ONE, GL_ZERO);
11342                 GL_Color(0, 0, 0, 1);
11343                 GL_DepthTest(writedepth);
11344                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11345         }
11346         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11347         {
11348                 RSurf_SetupDepthAndCulling();
11349                 GL_AlphaTest(false);
11350                 R_Mesh_ColorPointer(NULL, 0, 0);
11351                 R_Mesh_ResetTextureState();
11352                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11353                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11354                 GL_DepthMask(true);
11355                 GL_BlendFunc(GL_ONE, GL_ZERO);
11356                 GL_DepthTest(true);
11357                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11358         }
11359         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11360                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11361         else if (!rsurface.texture->currentnumlayers)
11362                 return;
11363         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11364         {
11365                 // in the deferred case, transparent surfaces were queued during prepass
11366                 if (!r_shadow_usingdeferredprepass)
11367                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11368         }
11369         else
11370         {
11371                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11372                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11373         }
11374         CHECKGLERROR
11375 }
11376
11377 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11378 {
11379         int i, j;
11380         texture_t *texture;
11381         // break the surface list down into batches by texture and use of lightmapping
11382         for (i = 0;i < numsurfaces;i = j)
11383         {
11384                 j = i + 1;
11385                 // texture is the base texture pointer, rsurface.texture is the
11386                 // current frame/skin the texture is directing us to use (for example
11387                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11388                 // use skin 1 instead)
11389                 texture = surfacelist[i]->texture;
11390                 rsurface.texture = R_GetCurrentTexture(texture);
11391                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11392                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11393                 {
11394                         // if this texture is not the kind we want, skip ahead to the next one
11395                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11396                                 ;
11397                         continue;
11398                 }
11399                 // simply scan ahead until we find a different texture or lightmap state
11400                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11401                         ;
11402                 // render the range of surfaces
11403                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11404         }
11405 }
11406
11407 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11408 {
11409         CHECKGLERROR
11410         if (depthonly)
11411         {
11412                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11413                         return;
11414                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11415                         return;
11416                 RSurf_SetupDepthAndCulling();
11417                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11418                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11419         }
11420         else if (prepass)
11421         {
11422                 if (!rsurface.texture->currentnumlayers)
11423                         return;
11424                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11425                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11426                 else
11427                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11428         }
11429         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11430         {
11431                 RSurf_SetupDepthAndCulling();
11432                 GL_AlphaTest(false);
11433                 R_Mesh_ColorPointer(NULL, 0, 0);
11434                 R_Mesh_ResetTextureState();
11435                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11436                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11437                 GL_DepthMask(true);
11438                 GL_BlendFunc(GL_ONE, GL_ZERO);
11439                 GL_Color(0, 0, 0, 1);
11440                 GL_DepthTest(writedepth);
11441                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11442         }
11443         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11444         {
11445                 RSurf_SetupDepthAndCulling();
11446                 GL_AlphaTest(false);
11447                 R_Mesh_ColorPointer(NULL, 0, 0);
11448                 R_Mesh_ResetTextureState();
11449                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11450                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11451                 GL_DepthMask(true);
11452                 GL_BlendFunc(GL_ONE, GL_ZERO);
11453                 GL_DepthTest(true);
11454                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11455         }
11456         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11457                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11458         else if (!rsurface.texture->currentnumlayers)
11459                 return;
11460         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11461         {
11462                 // in the deferred case, transparent surfaces were queued during prepass
11463                 if (!r_shadow_usingdeferredprepass)
11464                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11465         }
11466         else
11467         {
11468                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11469                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11470         }
11471         CHECKGLERROR
11472 }
11473
11474 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11475 {
11476         int i, j;
11477         texture_t *texture;
11478         // break the surface list down into batches by texture and use of lightmapping
11479         for (i = 0;i < numsurfaces;i = j)
11480         {
11481                 j = i + 1;
11482                 // texture is the base texture pointer, rsurface.texture is the
11483                 // current frame/skin the texture is directing us to use (for example
11484                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11485                 // use skin 1 instead)
11486                 texture = surfacelist[i]->texture;
11487                 rsurface.texture = R_GetCurrentTexture(texture);
11488                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11489                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11490                 {
11491                         // if this texture is not the kind we want, skip ahead to the next one
11492                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11493                                 ;
11494                         continue;
11495                 }
11496                 // simply scan ahead until we find a different texture or lightmap state
11497                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11498                         ;
11499                 // render the range of surfaces
11500                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11501         }
11502 }
11503
11504 float locboxvertex3f[6*4*3] =
11505 {
11506         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11507         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11508         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11509         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11510         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11511         1,0,0, 0,0,0, 0,1,0, 1,1,0
11512 };
11513
11514 unsigned short locboxelements[6*2*3] =
11515 {
11516          0, 1, 2, 0, 2, 3,
11517          4, 5, 6, 4, 6, 7,
11518          8, 9,10, 8,10,11,
11519         12,13,14, 12,14,15,
11520         16,17,18, 16,18,19,
11521         20,21,22, 20,22,23
11522 };
11523
11524 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11525 {
11526         int i, j;
11527         cl_locnode_t *loc = (cl_locnode_t *)ent;
11528         vec3_t mins, size;
11529         float vertex3f[6*4*3];
11530         CHECKGLERROR
11531         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11532         GL_DepthMask(false);
11533         GL_DepthRange(0, 1);
11534         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11535         GL_DepthTest(true);
11536         GL_CullFace(GL_NONE);
11537         R_EntityMatrix(&identitymatrix);
11538
11539         R_Mesh_VertexPointer(vertex3f, 0, 0);
11540         R_Mesh_ColorPointer(NULL, 0, 0);
11541         R_Mesh_ResetTextureState();
11542         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11543
11544         i = surfacelist[0];
11545         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11546                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11547                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11548                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11549
11550         if (VectorCompare(loc->mins, loc->maxs))
11551         {
11552                 VectorSet(size, 2, 2, 2);
11553                 VectorMA(loc->mins, -0.5f, size, mins);
11554         }
11555         else
11556         {
11557                 VectorCopy(loc->mins, mins);
11558                 VectorSubtract(loc->maxs, loc->mins, size);
11559         }
11560
11561         for (i = 0;i < 6*4*3;)
11562                 for (j = 0;j < 3;j++, i++)
11563                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11564
11565         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11566 }
11567
11568 void R_DrawLocs(void)
11569 {
11570         int index;
11571         cl_locnode_t *loc, *nearestloc;
11572         vec3_t center;
11573         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11574         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11575         {
11576                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11577                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11578         }
11579 }
11580
11581 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11582 {
11583         if (decalsystem->decals)
11584                 Mem_Free(decalsystem->decals);
11585         memset(decalsystem, 0, sizeof(*decalsystem));
11586 }
11587
11588 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)
11589 {
11590         tridecal_t *decal;
11591         tridecal_t *decals;
11592         int i;
11593
11594         // expand or initialize the system
11595         if (decalsystem->maxdecals <= decalsystem->numdecals)
11596         {
11597                 decalsystem_t old = *decalsystem;
11598                 qboolean useshortelements;
11599                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11600                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11601                 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)));
11602                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11603                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11604                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11605                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11606                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11607                 if (decalsystem->numdecals)
11608                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11609                 if (old.decals)
11610                         Mem_Free(old.decals);
11611                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11612                         decalsystem->element3i[i] = i;
11613                 if (useshortelements)
11614                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11615                                 decalsystem->element3s[i] = i;
11616         }
11617
11618         // grab a decal and search for another free slot for the next one
11619         decals = decalsystem->decals;
11620         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11621         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11622                 ;
11623         decalsystem->freedecal = i;
11624         if (decalsystem->numdecals <= i)
11625                 decalsystem->numdecals = i + 1;
11626
11627         // initialize the decal
11628         decal->lived = 0;
11629         decal->triangleindex = triangleindex;
11630         decal->surfaceindex = surfaceindex;
11631         decal->decalsequence = decalsequence;
11632         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11633         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11634         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11635         decal->color4ub[0][3] = 255;
11636         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11637         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11638         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11639         decal->color4ub[1][3] = 255;
11640         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11641         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11642         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11643         decal->color4ub[2][3] = 255;
11644         decal->vertex3f[0][0] = v0[0];
11645         decal->vertex3f[0][1] = v0[1];
11646         decal->vertex3f[0][2] = v0[2];
11647         decal->vertex3f[1][0] = v1[0];
11648         decal->vertex3f[1][1] = v1[1];
11649         decal->vertex3f[1][2] = v1[2];
11650         decal->vertex3f[2][0] = v2[0];
11651         decal->vertex3f[2][1] = v2[1];
11652         decal->vertex3f[2][2] = v2[2];
11653         decal->texcoord2f[0][0] = t0[0];
11654         decal->texcoord2f[0][1] = t0[1];
11655         decal->texcoord2f[1][0] = t1[0];
11656         decal->texcoord2f[1][1] = t1[1];
11657         decal->texcoord2f[2][0] = t2[0];
11658         decal->texcoord2f[2][1] = t2[1];
11659 }
11660
11661 extern cvar_t cl_decals_bias;
11662 extern cvar_t cl_decals_models;
11663 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11664 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)
11665 {
11666         matrix4x4_t projection;
11667         decalsystem_t *decalsystem;
11668         qboolean dynamic;
11669         dp_model_t *model;
11670         const float *vertex3f;
11671         const msurface_t *surface;
11672         const msurface_t *surfaces;
11673         const int *surfacelist;
11674         const texture_t *texture;
11675         int numtriangles;
11676         int numsurfacelist;
11677         int surfacelistindex;
11678         int surfaceindex;
11679         int triangleindex;
11680         int cornerindex;
11681         int index;
11682         int numpoints;
11683         const int *e;
11684         float localorigin[3];
11685         float localnormal[3];
11686         float localmins[3];
11687         float localmaxs[3];
11688         float localsize;
11689         float v[9][3];
11690         float tc[9][2];
11691         float c[9][4];
11692         //float normal[3];
11693         float planes[6][4];
11694         float f;
11695         float points[2][9][3];
11696         float angles[3];
11697         float temp[3];
11698
11699         decalsystem = &ent->decalsystem;
11700         model = ent->model;
11701         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11702         {
11703                 R_DecalSystem_Reset(&ent->decalsystem);
11704                 return;
11705         }
11706
11707         if (!model->brush.data_nodes && !cl_decals_models.integer)
11708         {
11709                 if (decalsystem->model)
11710                         R_DecalSystem_Reset(decalsystem);
11711                 return;
11712         }
11713
11714         if (decalsystem->model != model)
11715                 R_DecalSystem_Reset(decalsystem);
11716         decalsystem->model = model;
11717
11718         RSurf_ActiveModelEntity(ent, false, false, false);
11719
11720         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11721         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11722         VectorNormalize(localnormal);
11723         localsize = worldsize*rsurface.inversematrixscale;
11724         localmins[0] = localorigin[0] - localsize;
11725         localmins[1] = localorigin[1] - localsize;
11726         localmins[2] = localorigin[2] - localsize;
11727         localmaxs[0] = localorigin[0] + localsize;
11728         localmaxs[1] = localorigin[1] + localsize;
11729         localmaxs[2] = localorigin[2] + localsize;
11730
11731         //VectorCopy(localnormal, planes[4]);
11732         //VectorVectors(planes[4], planes[2], planes[0]);
11733         AnglesFromVectors(angles, localnormal, NULL, false);
11734         AngleVectors(angles, planes[0], planes[2], planes[4]);
11735         VectorNegate(planes[0], planes[1]);
11736         VectorNegate(planes[2], planes[3]);
11737         VectorNegate(planes[4], planes[5]);
11738         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11739         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11740         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11741         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11742         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11743         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11744
11745 #if 1
11746 // works
11747 {
11748         matrix4x4_t forwardprojection;
11749         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11750         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11751 }
11752 #else
11753 // broken
11754 {
11755         float projectionvector[4][3];
11756         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11757         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11758         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11759         projectionvector[0][0] = planes[0][0] * ilocalsize;
11760         projectionvector[0][1] = planes[1][0] * ilocalsize;
11761         projectionvector[0][2] = planes[2][0] * ilocalsize;
11762         projectionvector[1][0] = planes[0][1] * ilocalsize;
11763         projectionvector[1][1] = planes[1][1] * ilocalsize;
11764         projectionvector[1][2] = planes[2][1] * ilocalsize;
11765         projectionvector[2][0] = planes[0][2] * ilocalsize;
11766         projectionvector[2][1] = planes[1][2] * ilocalsize;
11767         projectionvector[2][2] = planes[2][2] * ilocalsize;
11768         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11769         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11770         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11771         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11772 }
11773 #endif
11774
11775         dynamic = model->surfmesh.isanimated;
11776         vertex3f = rsurface.modelvertex3f;
11777         numsurfacelist = model->nummodelsurfaces;
11778         surfacelist = model->sortedmodelsurfaces;
11779         surfaces = model->data_surfaces;
11780         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11781         {
11782                 surfaceindex = surfacelist[surfacelistindex];
11783                 surface = surfaces + surfaceindex;
11784                 // check cull box first because it rejects more than any other check
11785                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11786                         continue;
11787                 // skip transparent surfaces
11788                 texture = surface->texture;
11789                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11790                         continue;
11791                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11792                         continue;
11793                 numtriangles = surface->num_triangles;
11794                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11795                 {
11796                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11797                         {
11798                                 index = 3*e[cornerindex];
11799                                 VectorCopy(vertex3f + index, v[cornerindex]);
11800                         }
11801                         // cull backfaces
11802                         //TriangleNormal(v[0], v[1], v[2], normal);
11803                         //if (DotProduct(normal, localnormal) < 0.0f)
11804                         //      continue;
11805                         // clip by each of the box planes formed from the projection matrix
11806                         // if anything survives, we emit the decal
11807                         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]);
11808                         if (numpoints < 3)
11809                                 continue;
11810                         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]);
11811                         if (numpoints < 3)
11812                                 continue;
11813                         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]);
11814                         if (numpoints < 3)
11815                                 continue;
11816                         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]);
11817                         if (numpoints < 3)
11818                                 continue;
11819                         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]);
11820                         if (numpoints < 3)
11821                                 continue;
11822                         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]);
11823                         if (numpoints < 3)
11824                                 continue;
11825                         // some part of the triangle survived, so we have to accept it...
11826                         if (dynamic)
11827                         {
11828                                 // dynamic always uses the original triangle
11829                                 numpoints = 3;
11830                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11831                                 {
11832                                         index = 3*e[cornerindex];
11833                                         VectorCopy(vertex3f + index, v[cornerindex]);
11834                                 }
11835                         }
11836                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11837                         {
11838                                 // convert vertex positions to texcoords
11839                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11840                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11841                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11842                                 // calculate distance fade from the projection origin
11843                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11844                                 f = bound(0.0f, f, 1.0f);
11845                                 c[cornerindex][0] = r * f;
11846                                 c[cornerindex][1] = g * f;
11847                                 c[cornerindex][2] = b * f;
11848                                 c[cornerindex][3] = 1.0f;
11849                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11850                         }
11851                         if (dynamic)
11852                                 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);
11853                         else
11854                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11855                                         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);
11856                 }
11857         }
11858 }
11859
11860 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11861 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)
11862 {
11863         int renderentityindex;
11864         float worldmins[3];
11865         float worldmaxs[3];
11866         entity_render_t *ent;
11867
11868         if (!cl_decals_newsystem.integer)
11869                 return;
11870
11871         worldmins[0] = worldorigin[0] - worldsize;
11872         worldmins[1] = worldorigin[1] - worldsize;
11873         worldmins[2] = worldorigin[2] - worldsize;
11874         worldmaxs[0] = worldorigin[0] + worldsize;
11875         worldmaxs[1] = worldorigin[1] + worldsize;
11876         worldmaxs[2] = worldorigin[2] + worldsize;
11877
11878         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11879
11880         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11881         {
11882                 ent = r_refdef.scene.entities[renderentityindex];
11883                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11884                         continue;
11885
11886                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11887         }
11888 }
11889
11890 typedef struct r_decalsystem_splatqueue_s
11891 {
11892         vec3_t worldorigin;
11893         vec3_t worldnormal;
11894         float color[4];
11895         float tcrange[4];
11896         float worldsize;
11897         int decalsequence;
11898 }
11899 r_decalsystem_splatqueue_t;
11900
11901 int r_decalsystem_numqueued = 0;
11902 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11903
11904 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)
11905 {
11906         r_decalsystem_splatqueue_t *queue;
11907
11908         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11909                 return;
11910
11911         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11912         VectorCopy(worldorigin, queue->worldorigin);
11913         VectorCopy(worldnormal, queue->worldnormal);
11914         Vector4Set(queue->color, r, g, b, a);
11915         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11916         queue->worldsize = worldsize;
11917         queue->decalsequence = cl.decalsequence++;
11918 }
11919
11920 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11921 {
11922         int i;
11923         r_decalsystem_splatqueue_t *queue;
11924
11925         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11926                 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);
11927         r_decalsystem_numqueued = 0;
11928 }
11929
11930 extern cvar_t cl_decals_max;
11931 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11932 {
11933         int i;
11934         decalsystem_t *decalsystem = &ent->decalsystem;
11935         int numdecals;
11936         int killsequence;
11937         tridecal_t *decal;
11938         float frametime;
11939         float lifetime;
11940
11941         if (!decalsystem->numdecals)
11942                 return;
11943
11944         if (r_showsurfaces.integer)
11945                 return;
11946
11947         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11948         {
11949                 R_DecalSystem_Reset(decalsystem);
11950                 return;
11951         }
11952
11953         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11954         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11955
11956         if (decalsystem->lastupdatetime)
11957                 frametime = (cl.time - decalsystem->lastupdatetime);
11958         else
11959                 frametime = 0;
11960         decalsystem->lastupdatetime = cl.time;
11961         decal = decalsystem->decals;
11962         numdecals = decalsystem->numdecals;
11963
11964         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11965         {
11966                 if (decal->color4ub[0][3])
11967                 {
11968                         decal->lived += frametime;
11969                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11970                         {
11971                                 memset(decal, 0, sizeof(*decal));
11972                                 if (decalsystem->freedecal > i)
11973                                         decalsystem->freedecal = i;
11974                         }
11975                 }
11976         }
11977         decal = decalsystem->decals;
11978         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11979                 numdecals--;
11980
11981         // collapse the array by shuffling the tail decals into the gaps
11982         for (;;)
11983         {
11984                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11985                         decalsystem->freedecal++;
11986                 if (decalsystem->freedecal == numdecals)
11987                         break;
11988                 decal[decalsystem->freedecal] = decal[--numdecals];
11989         }
11990
11991         decalsystem->numdecals = numdecals;
11992
11993         if (numdecals <= 0)
11994         {
11995                 // if there are no decals left, reset decalsystem
11996                 R_DecalSystem_Reset(decalsystem);
11997         }
11998 }
11999
12000 extern skinframe_t *decalskinframe;
12001 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12002 {
12003         int i;
12004         decalsystem_t *decalsystem = &ent->decalsystem;
12005         int numdecals;
12006         tridecal_t *decal;
12007         float faderate;
12008         float alpha;
12009         float *v3f;
12010         float *c4f;
12011         float *t2f;
12012         const int *e;
12013         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12014         int numtris = 0;
12015
12016         numdecals = decalsystem->numdecals;
12017         if (!numdecals)
12018                 return;
12019
12020         if (r_showsurfaces.integer)
12021                 return;
12022
12023         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12024         {
12025                 R_DecalSystem_Reset(decalsystem);
12026                 return;
12027         }
12028
12029         // if the model is static it doesn't matter what value we give for
12030         // wantnormals and wanttangents, so this logic uses only rules applicable
12031         // to a model, knowing that they are meaningless otherwise
12032         if (ent == r_refdef.scene.worldentity)
12033                 RSurf_ActiveWorldEntity();
12034         else
12035                 RSurf_ActiveModelEntity(ent, false, false, false);
12036
12037         decalsystem->lastupdatetime = cl.time;
12038         decal = decalsystem->decals;
12039
12040         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12041
12042         // update vertex positions for animated models
12043         v3f = decalsystem->vertex3f;
12044         c4f = decalsystem->color4f;
12045         t2f = decalsystem->texcoord2f;
12046         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12047         {
12048                 if (!decal->color4ub[0][3])
12049                         continue;
12050
12051                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12052                         continue;
12053
12054                 // update color values for fading decals
12055                 if (decal->lived >= cl_decals_time.value)
12056                 {
12057                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12058                         alpha *= (1.0f/255.0f);
12059                 }
12060                 else
12061                         alpha = 1.0f/255.0f;
12062
12063                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12064                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12065                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12066                 c4f[ 3] = 1;
12067                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12068                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12069                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12070                 c4f[ 7] = 1;
12071                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12072                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12073                 c4f[10] = decal->color4ub[2][2] * alpha;
12074                 c4f[11] = 1;
12075
12076                 t2f[0] = decal->texcoord2f[0][0];
12077                 t2f[1] = decal->texcoord2f[0][1];
12078                 t2f[2] = decal->texcoord2f[1][0];
12079                 t2f[3] = decal->texcoord2f[1][1];
12080                 t2f[4] = decal->texcoord2f[2][0];
12081                 t2f[5] = decal->texcoord2f[2][1];
12082
12083                 // update vertex positions for animated models
12084                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12085                 {
12086                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12087                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12088                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12089                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12090                 }
12091                 else
12092                 {
12093                         VectorCopy(decal->vertex3f[0], v3f);
12094                         VectorCopy(decal->vertex3f[1], v3f + 3);
12095                         VectorCopy(decal->vertex3f[2], v3f + 6);
12096                 }
12097
12098                 v3f += 9;
12099                 c4f += 12;
12100                 t2f += 6;
12101                 numtris++;
12102         }
12103
12104         if (numtris > 0)
12105         {
12106                 r_refdef.stats.drawndecals += numtris;
12107
12108                 if (r_refdef.fogenabled)
12109                 {
12110                         switch(vid.renderpath)
12111                         {
12112                         case RENDERPATH_GL20:
12113                         case RENDERPATH_CGGL:
12114                         case RENDERPATH_GL13:
12115                         case RENDERPATH_GL11:
12116                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12117                                 {
12118                                         alpha = RSurf_FogVertex(v3f);
12119                                         c4f[0] *= alpha;
12120                                         c4f[1] *= alpha;
12121                                         c4f[2] *= alpha;
12122                                 }
12123                                 break;
12124                         }
12125                 }
12126
12127                 // now render the decals all at once
12128                 // (this assumes they all use one particle font texture!)
12129                 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);
12130                 R_Mesh_ResetTextureState();
12131                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12132                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12133                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12134                 GL_DepthMask(false);
12135                 GL_DepthRange(0, 1);
12136                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12137                 GL_DepthTest(true);
12138                 GL_CullFace(GL_NONE);
12139                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12140                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12141                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12142         }
12143 }
12144
12145 static void R_DrawModelDecals(void)
12146 {
12147         int i, numdecals;
12148
12149         // fade faster when there are too many decals
12150         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12151         for (i = 0;i < r_refdef.scene.numentities;i++)
12152                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12153
12154         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12155         for (i = 0;i < r_refdef.scene.numentities;i++)
12156                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12157                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12158
12159         R_DecalSystem_ApplySplatEntitiesQueue();
12160
12161         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12162         for (i = 0;i < r_refdef.scene.numentities;i++)
12163                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12164
12165         r_refdef.stats.totaldecals += numdecals;
12166
12167         if (r_showsurfaces.integer)
12168                 return;
12169
12170         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12171
12172         for (i = 0;i < r_refdef.scene.numentities;i++)
12173         {
12174                 if (!r_refdef.viewcache.entityvisible[i])
12175                         continue;
12176                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12177                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12178         }
12179 }
12180
12181 void R_DrawDebugModel(void)
12182 {
12183         entity_render_t *ent = rsurface.entity;
12184         int i, j, k, l, flagsmask;
12185         q3mbrush_t *brush;
12186         const msurface_t *surface;
12187         dp_model_t *model = ent->model;
12188         vec3_t v;
12189
12190         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12191
12192         R_Mesh_ColorPointer(NULL, 0, 0);
12193         R_Mesh_ResetTextureState();
12194         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12195         GL_DepthRange(0, 1);
12196         GL_DepthTest(!r_showdisabledepthtest.integer);
12197         GL_DepthMask(false);
12198         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12199
12200         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12201         {
12202                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12203                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12204                 {
12205                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12206                         {
12207                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12208                                 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);
12209                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12210                         }
12211                 }
12212                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12213                 {
12214                         if (surface->num_collisiontriangles)
12215                         {
12216                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12217                                 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);
12218                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12219                         }
12220                 }
12221         }
12222
12223         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12224
12225         if (r_showtris.integer || r_shownormals.integer)
12226         {
12227                 if (r_showdisabledepthtest.integer)
12228                 {
12229                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12230                         GL_DepthMask(false);
12231                 }
12232                 else
12233                 {
12234                         GL_BlendFunc(GL_ONE, GL_ZERO);
12235                         GL_DepthMask(true);
12236                 }
12237                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12238                 {
12239                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12240                                 continue;
12241                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12242                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12243                         {
12244                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12245                                 if (r_showtris.value > 0)
12246                                 {
12247                                         if (!rsurface.texture->currentlayers->depthmask)
12248                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12249                                         else if (ent == r_refdef.scene.worldentity)
12250                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12251                                         else
12252                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12253                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12254                                         R_Mesh_ColorPointer(NULL, 0, 0);
12255                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12256                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12257                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12258                                         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);
12259                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12260                                         CHECKGLERROR
12261                                 }
12262                                 if (r_shownormals.value < 0)
12263                                 {
12264                                         qglBegin(GL_LINES);
12265                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12266                                         {
12267                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12268                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12269                                                 qglVertex3f(v[0], v[1], v[2]);
12270                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12271                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12272                                                 qglVertex3f(v[0], v[1], v[2]);
12273                                         }
12274                                         qglEnd();
12275                                         CHECKGLERROR
12276                                 }
12277                                 if (r_shownormals.value > 0)
12278                                 {
12279                                         qglBegin(GL_LINES);
12280                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12281                                         {
12282                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12283                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12284                                                 qglVertex3f(v[0], v[1], v[2]);
12285                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12286                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12287                                                 qglVertex3f(v[0], v[1], v[2]);
12288                                         }
12289                                         qglEnd();
12290                                         CHECKGLERROR
12291                                         qglBegin(GL_LINES);
12292                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12293                                         {
12294                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12295                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12296                                                 qglVertex3f(v[0], v[1], v[2]);
12297                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12298                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12299                                                 qglVertex3f(v[0], v[1], v[2]);
12300                                         }
12301                                         qglEnd();
12302                                         CHECKGLERROR
12303                                         qglBegin(GL_LINES);
12304                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12305                                         {
12306                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12307                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12308                                                 qglVertex3f(v[0], v[1], v[2]);
12309                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12310                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12311                                                 qglVertex3f(v[0], v[1], v[2]);
12312                                         }
12313                                         qglEnd();
12314                                         CHECKGLERROR
12315                                 }
12316                         }
12317                 }
12318                 rsurface.texture = NULL;
12319         }
12320 }
12321
12322 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12323 int r_maxsurfacelist = 0;
12324 const msurface_t **r_surfacelist = NULL;
12325 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12326 {
12327         int i, j, endj, flagsmask;
12328         dp_model_t *model = r_refdef.scene.worldmodel;
12329         msurface_t *surfaces;
12330         unsigned char *update;
12331         int numsurfacelist = 0;
12332         if (model == NULL)
12333                 return;
12334
12335         if (r_maxsurfacelist < model->num_surfaces)
12336         {
12337                 r_maxsurfacelist = model->num_surfaces;
12338                 if (r_surfacelist)
12339                         Mem_Free((msurface_t**)r_surfacelist);
12340                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12341         }
12342
12343         RSurf_ActiveWorldEntity();
12344
12345         surfaces = model->data_surfaces;
12346         update = model->brushq1.lightmapupdateflags;
12347
12348         // update light styles on this submodel
12349         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12350         {
12351                 model_brush_lightstyleinfo_t *style;
12352                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12353                 {
12354                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12355                         {
12356                                 int *list = style->surfacelist;
12357                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12358                                 for (j = 0;j < style->numsurfaces;j++)
12359                                         update[list[j]] = true;
12360                         }
12361                 }
12362         }
12363
12364         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12365
12366         if (debug)
12367         {
12368                 R_DrawDebugModel();
12369                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12370                 return;
12371         }
12372
12373         rsurface.uselightmaptexture = false;
12374         rsurface.texture = NULL;
12375         rsurface.rtlight = NULL;
12376         numsurfacelist = 0;
12377         // add visible surfaces to draw list
12378         for (i = 0;i < model->nummodelsurfaces;i++)
12379         {
12380                 j = model->sortedmodelsurfaces[i];
12381                 if (r_refdef.viewcache.world_surfacevisible[j])
12382                         r_surfacelist[numsurfacelist++] = surfaces + j;
12383         }
12384         // update lightmaps if needed
12385         if (model->brushq1.firstrender)
12386         {
12387                 model->brushq1.firstrender = false;
12388                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12389                         if (update[j])
12390                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12391         }
12392         else if (update)
12393         {
12394                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12395                         if (r_refdef.viewcache.world_surfacevisible[j])
12396                                 if (update[j])
12397                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12398         }
12399         // don't do anything if there were no surfaces
12400         if (!numsurfacelist)
12401         {
12402                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12403                 return;
12404         }
12405         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12406         GL_AlphaTest(false);
12407
12408         // add to stats if desired
12409         if (r_speeds.integer && !skysurfaces && !depthonly)
12410         {
12411                 r_refdef.stats.world_surfaces += numsurfacelist;
12412                 for (j = 0;j < numsurfacelist;j++)
12413                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12414         }
12415
12416         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12417 }
12418
12419 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12420 {
12421         int i, j, endj, flagsmask;
12422         dp_model_t *model = ent->model;
12423         msurface_t *surfaces;
12424         unsigned char *update;
12425         int numsurfacelist = 0;
12426         if (model == NULL)
12427                 return;
12428
12429         if (r_maxsurfacelist < model->num_surfaces)
12430         {
12431                 r_maxsurfacelist = model->num_surfaces;
12432                 if (r_surfacelist)
12433                         Mem_Free((msurface_t **)r_surfacelist);
12434                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12435         }
12436
12437         // if the model is static it doesn't matter what value we give for
12438         // wantnormals and wanttangents, so this logic uses only rules applicable
12439         // to a model, knowing that they are meaningless otherwise
12440         if (ent == r_refdef.scene.worldentity)
12441                 RSurf_ActiveWorldEntity();
12442         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12443                 RSurf_ActiveModelEntity(ent, false, false, false);
12444         else if (prepass)
12445                 RSurf_ActiveModelEntity(ent, true, true, true);
12446         else if (depthonly)
12447         {
12448                 switch (vid.renderpath)
12449                 {
12450                 case RENDERPATH_GL20:
12451                 case RENDERPATH_CGGL:
12452                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12453                         break;
12454                 case RENDERPATH_GL13:
12455                 case RENDERPATH_GL11:
12456                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12457                         break;
12458                 }
12459         }
12460         else
12461         {
12462                 switch (vid.renderpath)
12463                 {
12464                 case RENDERPATH_GL20:
12465                 case RENDERPATH_CGGL:
12466                         RSurf_ActiveModelEntity(ent, true, true, false);
12467                         break;
12468                 case RENDERPATH_GL13:
12469                 case RENDERPATH_GL11:
12470                         RSurf_ActiveModelEntity(ent, true, false, false);
12471                         break;
12472                 }
12473         }
12474
12475         surfaces = model->data_surfaces;
12476         update = model->brushq1.lightmapupdateflags;
12477
12478         // update light styles
12479         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12480         {
12481                 model_brush_lightstyleinfo_t *style;
12482                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12483                 {
12484                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12485                         {
12486                                 int *list = style->surfacelist;
12487                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12488                                 for (j = 0;j < style->numsurfaces;j++)
12489                                         update[list[j]] = true;
12490                         }
12491                 }
12492         }
12493
12494         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12495
12496         if (debug)
12497         {
12498                 R_DrawDebugModel();
12499                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12500                 return;
12501         }
12502
12503         rsurface.uselightmaptexture = false;
12504         rsurface.texture = NULL;
12505         rsurface.rtlight = NULL;
12506         numsurfacelist = 0;
12507         // add visible surfaces to draw list
12508         for (i = 0;i < model->nummodelsurfaces;i++)
12509                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12510         // don't do anything if there were no surfaces
12511         if (!numsurfacelist)
12512         {
12513                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12514                 return;
12515         }
12516         // update lightmaps if needed
12517         if (update)
12518         {
12519                 int updated = 0;
12520                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12521                 {
12522                         if (update[j])
12523                         {
12524                                 updated++;
12525                                 R_BuildLightMap(ent, surfaces + j);
12526                         }
12527                 }
12528         }
12529         if (update)
12530                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12531                         if (update[j])
12532                                 R_BuildLightMap(ent, surfaces + j);
12533         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12534         GL_AlphaTest(false);
12535
12536         // add to stats if desired
12537         if (r_speeds.integer && !skysurfaces && !depthonly)
12538         {
12539                 r_refdef.stats.entities_surfaces += numsurfacelist;
12540                 for (j = 0;j < numsurfacelist;j++)
12541                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12542         }
12543
12544         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12545 }
12546
12547 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12548 {
12549         static texture_t texture;
12550         static msurface_t surface;
12551         const msurface_t *surfacelist = &surface;
12552
12553         // fake enough texture and surface state to render this geometry
12554
12555         texture.update_lastrenderframe = -1; // regenerate this texture
12556         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12557         texture.currentskinframe = skinframe;
12558         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12559         texture.specularscalemod = 1;
12560         texture.specularpowermod = 1;
12561
12562         surface.texture = &texture;
12563         surface.num_triangles = numtriangles;
12564         surface.num_firsttriangle = firsttriangle;
12565         surface.num_vertices = numvertices;
12566         surface.num_firstvertex = firstvertex;
12567
12568         // now render it
12569         rsurface.texture = R_GetCurrentTexture(surface.texture);
12570         rsurface.uselightmaptexture = false;
12571         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12572 }
12573
12574 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)
12575 {
12576         static msurface_t surface;
12577         const msurface_t *surfacelist = &surface;
12578
12579         // fake enough texture and surface state to render this geometry
12580
12581         surface.texture = texture;
12582         surface.num_triangles = numtriangles;
12583         surface.num_firsttriangle = firsttriangle;
12584         surface.num_vertices = numvertices;
12585         surface.num_firstvertex = firstvertex;
12586
12587         // now render it
12588         rsurface.texture = R_GetCurrentTexture(surface.texture);
12589         rsurface.uselightmaptexture = false;
12590         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12591 }