]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
added a check in r_cullentities_trace to always show entities if the eye
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
102
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
111
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
114
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
118
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
128
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
134
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
139
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
147
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
152
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
154
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
156
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
158
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
167
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
169
170 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
171
172 extern cvar_t v_glslgamma;
173
174 extern qboolean v_flipped_state;
175
176 static struct r_bloomstate_s
177 {
178         qboolean enabled;
179         qboolean hdr;
180
181         int bloomwidth, bloomheight;
182
183         int screentexturewidth, screentextureheight;
184         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
185
186         int bloomtexturewidth, bloomtextureheight;
187         rtexture_t *texture_bloom;
188
189         // arrays for rendering the screen passes
190         float screentexcoord2f[8];
191         float bloomtexcoord2f[8];
192         float offsettexcoord2f[8];
193
194         r_viewport_t viewport;
195 }
196 r_bloomstate;
197
198 r_waterstate_t r_waterstate;
199
200 /// shadow volume bsp struct with automatically growing nodes buffer
201 svbsp_t r_svbsp;
202
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
215
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
218 {
219         char basename[64];
220         rtexture_t *texture;
221 }
222 cubemapinfo_t;
223
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
226
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
230
231 typedef struct r_qwskincache_s
232 {
233         char name[MAX_QPATH];
234         skinframe_t *skinframe;
235 }
236 r_qwskincache_t;
237
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
240
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
243 {
244         0, 0, 0,
245         1, 0, 0,
246         1, 1, 0,
247         0, 1, 0
248 };
249
250 extern void R_DrawModelShadows(void);
251
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
253 {
254         int i;
255         for (i = 0;i < verts;i++)
256         {
257                 out[0] = in[0] * r;
258                 out[1] = in[1] * g;
259                 out[2] = in[2] * b;
260                 out[3] = in[3];
261                 in += 4;
262                 out += 4;
263         }
264 }
265
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
267 {
268         int i;
269         for (i = 0;i < verts;i++)
270         {
271                 out[0] = r;
272                 out[1] = g;
273                 out[2] = b;
274                 out[3] = a;
275                 out += 4;
276         }
277 }
278
279 // FIXME: move this to client?
280 void FOG_clear(void)
281 {
282         if (gamemode == GAME_NEHAHRA)
283         {
284                 Cvar_Set("gl_fogenable", "0");
285                 Cvar_Set("gl_fogdensity", "0.2");
286                 Cvar_Set("gl_fogred", "0.3");
287                 Cvar_Set("gl_foggreen", "0.3");
288                 Cvar_Set("gl_fogblue", "0.3");
289         }
290         r_refdef.fog_density = 0;
291         r_refdef.fog_red = 0;
292         r_refdef.fog_green = 0;
293         r_refdef.fog_blue = 0;
294         r_refdef.fog_alpha = 1;
295         r_refdef.fog_start = 0;
296         r_refdef.fog_end = 16384;
297         r_refdef.fog_height = 1<<30;
298         r_refdef.fog_fadedepth = 128;
299 }
300
301 static void R_BuildBlankTextures(void)
302 {
303         unsigned char data[4];
304         data[2] = 128; // normal X
305         data[1] = 128; // normal Y
306         data[0] = 255; // normal Z
307         data[3] = 128; // height
308         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
309         data[0] = 255;
310         data[1] = 255;
311         data[2] = 255;
312         data[3] = 255;
313         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 128;
315         data[1] = 128;
316         data[2] = 128;
317         data[3] = 255;
318         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 0;
320         data[1] = 0;
321         data[2] = 0;
322         data[3] = 255;
323         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 }
325
326 static void R_BuildNoTexture(void)
327 {
328         int x, y;
329         unsigned char pix[16][16][4];
330         // this makes a light grey/dark grey checkerboard texture
331         for (y = 0;y < 16;y++)
332         {
333                 for (x = 0;x < 16;x++)
334                 {
335                         if ((y < 8) ^ (x < 8))
336                         {
337                                 pix[y][x][0] = 128;
338                                 pix[y][x][1] = 128;
339                                 pix[y][x][2] = 128;
340                                 pix[y][x][3] = 255;
341                         }
342                         else
343                         {
344                                 pix[y][x][0] = 64;
345                                 pix[y][x][1] = 64;
346                                 pix[y][x][2] = 64;
347                                 pix[y][x][3] = 255;
348                         }
349                 }
350         }
351         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
352 }
353
354 static void R_BuildWhiteCube(void)
355 {
356         unsigned char data[6*1*1*4];
357         memset(data, 255, sizeof(data));
358         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
359 }
360
361 static void R_BuildNormalizationCube(void)
362 {
363         int x, y, side;
364         vec3_t v;
365         vec_t s, t, intensity;
366 #define NORMSIZE 64
367         unsigned char *data;
368         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369         for (side = 0;side < 6;side++)
370         {
371                 for (y = 0;y < NORMSIZE;y++)
372                 {
373                         for (x = 0;x < NORMSIZE;x++)
374                         {
375                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
377                                 switch(side)
378                                 {
379                                 default:
380                                 case 0:
381                                         v[0] = 1;
382                                         v[1] = -t;
383                                         v[2] = -s;
384                                         break;
385                                 case 1:
386                                         v[0] = -1;
387                                         v[1] = -t;
388                                         v[2] = s;
389                                         break;
390                                 case 2:
391                                         v[0] = s;
392                                         v[1] = 1;
393                                         v[2] = t;
394                                         break;
395                                 case 3:
396                                         v[0] = s;
397                                         v[1] = -1;
398                                         v[2] = -t;
399                                         break;
400                                 case 4:
401                                         v[0] = s;
402                                         v[1] = -t;
403                                         v[2] = 1;
404                                         break;
405                                 case 5:
406                                         v[0] = -s;
407                                         v[1] = -t;
408                                         v[2] = -1;
409                                         break;
410                                 }
411                                 intensity = 127.0f / sqrt(DotProduct(v, v));
412                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415                                 data[((side*64+y)*64+x)*4+3] = 255;
416                         }
417                 }
418         }
419         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420         Mem_Free(data);
421 }
422
423 static void R_BuildFogTexture(void)
424 {
425         int x, b;
426 #define FOGWIDTH 256
427         unsigned char data1[FOGWIDTH][4];
428         //unsigned char data2[FOGWIDTH][4];
429         double d, r, alpha;
430
431         r_refdef.fogmasktable_start = r_refdef.fog_start;
432         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433         r_refdef.fogmasktable_range = r_refdef.fogrange;
434         r_refdef.fogmasktable_density = r_refdef.fog_density;
435
436         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
438         {
439                 d = (x * r - r_refdef.fogmasktable_start);
440                 if(developer_extra.integer)
441                         Con_DPrintf("%f ", d);
442                 d = max(0, d);
443                 if (r_fog_exp2.integer)
444                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
445                 else
446                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447                 if(developer_extra.integer)
448                         Con_DPrintf(" : %f ", alpha);
449                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450                 if(developer_extra.integer)
451                         Con_DPrintf(" = %f\n", alpha);
452                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
453         }
454
455         for (x = 0;x < FOGWIDTH;x++)
456         {
457                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
458                 data1[x][0] = b;
459                 data1[x][1] = b;
460                 data1[x][2] = b;
461                 data1[x][3] = 255;
462                 //data2[x][0] = 255 - b;
463                 //data2[x][1] = 255 - b;
464                 //data2[x][2] = 255 - b;
465                 //data2[x][3] = 255;
466         }
467         if (r_texture_fogattenuation)
468         {
469                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
471         }
472         else
473         {
474                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
475                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
476         }
477 }
478
479 //=======================================================================================================================================================
480
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
485 "\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
487 "# define USEFOG\n"
488 "#endif\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
491 "#endif\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
494 "#endif\n"
495 "\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
498 "#endif\n"
499 "\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "#   extension GL_EXT_gpu_shader4 : enable\n"
503 "# endif\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "#   extension GL_ARB_texture_gather : enable\n"
506 "# else\n"
507 "#   ifdef GL_AMD_texture_texture4\n"
508 "#     extension GL_AMD_texture_texture4 : enable\n"
509 "#   endif\n"
510 "# endif\n"
511 "#endif\n"
512 "\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
515 "#endif\n"
516 "\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
519 "//#endif\n"
520 "\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
526 "//#else\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
531 "//#endif\n"
532 "\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
535 "#endif\n"
536 "\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
542 "}\n"
543 "#endif\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
545 "\n"
546 "\n"
547 "\n"
548 "\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
551 "void main(void)\n"
552 "{\n"
553 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
555 "}\n"
556 "#endif\n"
557 "\n"
558 "#ifdef FRAGMENT_SHADER\n"
559 "void main(void)\n"
560 "{\n"
561 "       gl_FragColor = gl_Color;\n"
562 "}\n"
563 "#endif\n"
564 "#else // !MODE_SHOWDEPTH\n"
565 "\n"
566 "\n"
567 "\n"
568 "\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
572 "\n"
573 "#ifdef VERTEX_SHADER\n"
574 "void main(void)\n"
575 "{\n"
576 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
578 "#ifdef USEBLOOM\n"
579 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
580 "#endif\n"
581 "}\n"
582 "#endif\n"
583 "\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
586 "#ifdef USEBLOOM\n"
587 "uniform sampler2D Texture_Second;\n"
588 "#endif\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
591 "#endif\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
594 "#endif\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
597 "#endif\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
608 "#ifdef USEBLOOM\n"
609 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
610 "#endif\n"
611 "#ifdef USEVIEWTINT\n"
612 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
613 "#endif\n"
614 "\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
618 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
622 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
623 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
624 "#endif\n"
625 "\n"
626 "#ifdef USESATURATION\n"
627 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
631 "#endif\n"
632 "\n"
633 "#ifdef USEGAMMARAMPS\n"
634 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
637 "#endif\n"
638 "}\n"
639 "#endif\n"
640 "#else // !MODE_POSTPROCESS\n"
641 "\n"
642 "\n"
643 "\n"
644 "\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
648 "#endif\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
651 "#endif\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#endif\n"
659 "#ifdef USESPECULAR\n"
660 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
661 "#endif\n"
662 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 "}\n"
664 "#endif\n"
665 "\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
669 "#endif\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
672 "#endif\n"
673 "\n"
674 "void main(void)\n"
675 "{\n"
676 "       gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
679 "#endif\n"
680 "\n"
681 "#ifdef USESPECULAR\n"
682 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 "       gl_FragColor *= tex2;\n"
685 "# endif\n"
686 "# ifdef USEGLOW\n"
687 "       gl_FragColor += tex2;\n"
688 "# endif\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
691 "# endif\n"
692 "#endif\n"
693 "}\n"
694 "#endif\n"
695 "#else // !MODE_GENERIC\n"
696 "\n"
697 "\n"
698 "\n"
699 "\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
703 "void main(void)\n"
704 "{\n"
705 "       gl_FrontColor = gl_Color;\n"
706 "       TexCoord = gl_MultiTexCoord0.xy;\n"
707 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
708 "}\n"
709 "#endif\n"
710 "\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
714 "\n"
715 "void main(void)\n"
716 "{\n"
717 "       int i;\n"
718 "       vec2 tc = TexCoord;\n"
719 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 "       tc += BloomBlur_Parameters.xy;\n"
721 "       for (i = 1;i < SAMPLES;i++)\n"
722 "       {\n"
723 "               color += texture2D(Texture_First, tc).rgb;\n"
724 "               tc += BloomBlur_Parameters.xy;\n"
725 "       }\n"
726 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
727 "}\n"
728 "#endif\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
735 "\n"
736 "void main(void)\n"
737 "{\n"
738 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 "       ModelViewProjectionPosition = gl_Position;\n"
741 "}\n"
742 "#endif\n"
743 "\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
748 "\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
756 "\n"
757 "void main(void)\n"
758 "{\n"
759 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 "       // FIXME temporary hack to detect the case that the reflection\n"
764 "       // gets blackened at edges due to leaving the area that contains actual\n"
765 "       // content.\n"
766 "       // Remove this 'ack once we have a better way to stop this thing from\n"
767 "       // 'appening.\n"
768 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
774 "}\n"
775 "#endif\n"
776 "#else // !MODE_REFRACTION\n"
777 "\n"
778 "\n"
779 "\n"
780 "\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
788 "\n"
789 "void main(void)\n"
790 "{\n"
791 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 "       ModelViewProjectionPosition = gl_Position;\n"
798 "}\n"
799 "#endif\n"
800 "\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
805 "\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
813 "\n"
814 "void main(void)\n"
815 "{\n"
816 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 "       // FIXME temporary hack to detect the case that the reflection\n"
822 "       // gets blackened at edges due to leaving the area that contains actual\n"
823 "       // content.\n"
824 "       // Remove this 'ack once we have a better way to stop this thing from\n"
825 "       // 'appening.\n"
826 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_WATER\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "// common definitions between vertex shader and fragment shader:\n"
846 "\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
850 "#endif\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
853 "#endif\n"
854 "\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
857 "#endif\n"
858 "\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
861 "#endif\n"
862 "\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
865 "#endif\n"
866 "#ifdef USEFOG\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
868 "#endif\n"
869 "\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
874 "#endif\n"
875 "\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
878 "#endif\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
882 "#endif\n"
883 "\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "#endif\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
890 "#endif\n"
891 "uniform vec4 FogPlane;\n"
892 "\n"
893 "\n"
894 "\n"
895 "\n"
896 "\n"
897 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
898 "\n"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
901 "\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
905 "#ifdef USEGLOW\n"
906 "uniform sampler2D Texture_Glow;\n"
907 "#endif\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
912 "#ifdef USEGLOW\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
914 "#endif\n"
915 "#endif\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
919 "#endif\n"
920 "#ifdef USEFOG\n"
921 "uniform sampler2D Texture_FogMask;\n"
922 "#endif\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
925 "#endif\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
928 "#endif\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
931 "#endif\n"
932 "\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
936 "#endif\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
940 "#endif\n"
941 "\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
945 "\n"
946 "#ifdef USEFOG\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
951 "{\n"
952 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
954 "       float fogfrac;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
957 "#else\n"
958 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
959 "#endif\n"
960 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
961 "}\n"
962 "#endif\n"
963 "\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
967 "{\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 "       // 14 sample relief mapping: linear search and then binary search\n"
970 "       // this basically steps forward a small amount repeatedly until it finds\n"
971 "       // itself inside solid, then jitters forward and back using decreasing\n"
972 "       // amounts to find the impact\n"
973 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 "       vec3 RT = vec3(TexCoord, 1);\n"
977 "       OffsetVector *= 0.1;\n"
978 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
988 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
989 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
990 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
991 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
992 "       return RT.xy;\n"
993 "#else\n"
994 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 "       // this basically moves forward the full distance, and then backs up based\n"
996 "       // on height of samples\n"
997 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 "       TexCoord += OffsetVector;\n"
1001 "       OffsetVector *= 0.333;\n"
1002 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 "       return TexCoord;\n"
1006 "#endif\n"
1007 "}\n"
1008 "#endif // USEOFFSETMAPPING\n"
1009 "\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1013 "\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1017 "# else\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1019 "# endif\n"
1020 "#endif\n"
1021 "\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1025 "# else\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1027 "# endif\n"
1028 "#endif\n"
1029 "\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1037 "# else\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1039 "# endif\n"
1040 "#endif\n"
1041 "\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1045 "#endif\n"
1046 "\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1050 "{\n"
1051 "       vec3 adir = abs(dir);\n"
1052 "       vec2 tc;\n"
1053 "       vec2 offset;\n"
1054 "       float ma;\n"
1055 "       if (adir.x > adir.y)\n"
1056 "       {\n"
1057 "               if (adir.x > adir.z) // X\n"
1058 "               {\n"
1059 "                       ma = adir.x;\n"
1060 "                       tc = dir.zy;\n"
1061 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1062 "               }\n"
1063 "               else // Z\n"
1064 "               {\n"
1065 "                       ma = adir.z;\n"
1066 "                       tc = dir.xy;\n"
1067 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1068 "               }\n"
1069 "       }\n"
1070 "       else\n"
1071 "       {\n"
1072 "               if (adir.y > adir.z) // Y\n"
1073 "               {\n"
1074 "                       ma = adir.y;\n"
1075 "                       tc = dir.xz;\n"
1076 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1077 "               }\n"
1078 "               else // Z\n"
1079 "               {\n"
1080 "                       ma = adir.z;\n"
1081 "                       tc = dir.xy;\n"
1082 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1083 "               }\n"
1084 "       }\n"
1085 "\n"
1086 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 "       stc.z += ShadowMap_Parameters.z;\n"
1089 "       return stc;\n"
1090 "}\n"
1091 "# else\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1093 "{\n"
1094 "       vec3 adir = abs(dir);\n"
1095 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 "       stc.z += ShadowMap_Parameters.z;\n"
1100 "       return stc;\n"
1101 "}\n"
1102 "# endif\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1104 "\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1107 "{\n"
1108 "       vec3 adir = abs(dir);\n"
1109 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1110 "}\n"
1111 "#endif\n"
1112 "\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1115 "{\n"
1116 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1117 "       float f;\n"
1118 "#  ifdef USESHADOWSAMPLER\n"
1119 "\n"
1120 "#    ifdef USESHADOWMAPPCF\n"
1121 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1123 "#    else\n"
1124 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1125 "#    endif\n"
1126 "\n"
1127 "#  else\n"
1128 "\n"
1129 "#    ifdef USESHADOWMAPPCF\n"
1130 "#      if USESHADOWMAPPCF > 1\n"
1131 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1134 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1135 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1136 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1137 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1139 "#      else\n"
1140 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 "       vec2 offset = fract(shadowmaptc.xy);\n"
1142 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1144 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1145 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1147 "#      endif\n"
1148 "#    else\n"
1149 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1150 "#    endif\n"
1151 "\n"
1152 "#  endif\n"
1153 "       return f;\n"
1154 "}\n"
1155 "# endif\n"
1156 "\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1159 "{\n"
1160 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1161 "       float f;\n"
1162 "\n"
1163 "#  ifdef USESHADOWSAMPLER\n"
1164 "#    ifdef USESHADOWMAPPCF\n"
1165 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1166 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1168 "#    else\n"
1169 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1170 "#    endif\n"
1171 "#  else\n"
1172 "#    ifdef USESHADOWMAPPCF\n"
1173 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "#      ifdef GL_ARB_texture_gather\n"
1175 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1176 "#      else\n"
1177 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1178 "#      endif\n"
1179 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 "       center *= ShadowMap_TextureScale;\n"
1181 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1184 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1185 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1188 "#     else\n"
1189 "#      ifdef GL_EXT_gpu_shader4\n"
1190 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1191 "#      else\n"
1192 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1193 "#      endif\n"
1194 "#      if USESHADOWMAPPCF > 1\n"
1195 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 "       center *= ShadowMap_TextureScale;\n"
1197 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1198 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1199 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1200 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1201 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1203 "#      else\n"
1204 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1207 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1208 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1210 "#      endif\n"
1211 "#     endif\n"
1212 "#    else\n"
1213 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1214 "#    endif\n"
1215 "#  endif\n"
1216 "       return f;\n"
1217 "}\n"
1218 "# endif\n"
1219 "\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1222 "{\n"
1223 "       // apply depth texture cubemap as light filter\n"
1224 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1225 "       float f;\n"
1226 "#  ifdef USESHADOWSAMPLER\n"
1227 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1228 "#  else\n"
1229 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1230 "#  endif\n"
1231 "       return f;\n"
1232 "}\n"
1233 "# endif\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1236 "\n"
1237 "\n"
1238 "\n"
1239 "\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1245 "#endif\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1247 "void main(void)\n"
1248 "{\n"
1249 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 "       gl_FrontColor = gl_Color;\n"
1252 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1253 "#endif\n"
1254 "\n"
1255 "       // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1261 "#endif\n"
1262 "\n"
1263 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1267 "}\n"
1268 "#endif // VERTEX_SHADER\n"
1269 "\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1271 "void main(void)\n"
1272 "{\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 "       // apply offsetmapping\n"
1275 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1277 "#endif\n"
1278 "\n"
1279 "#ifdef USEALPHAKILL\n"
1280 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1281 "               discard;\n"
1282 "#endif\n"
1283 "\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1289 "#endif\n"
1290 "\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1294 "#else\n"
1295 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1297 "#endif\n"
1298 "\n"
1299 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1300 "}\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1310 "void main(void)\n"
1311 "{\n"
1312 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1314 "}\n"
1315 "#endif // VERTEX_SHADER\n"
1316 "\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1326 "#endif\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1328 "void main(void)\n"
1329 "{\n"
1330 "       // calculate viewspace pixel position\n"
1331 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1332 "       vec3 position;\n"
1333 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 "       // decode viewspace pixel normal\n"
1336 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 "       // surfacenormal = pixel normal in viewspace\n"
1339 "       // LightVector = pixel to light in viewspace\n"
1340 "       // CubeVector = position in lightspace\n"
1341 "       // eyevector = pixel to view in viewspace\n"
1342 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 "       // calculate diffuse shading\n"
1346 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1348 "#endif\n"
1349 "#ifdef USESPECULAR\n"
1350 "       // calculate directional shading\n"
1351 "       vec3 eyevector = position * -1.0;\n"
1352 "#  ifdef USEEXACTSPECULARMATH\n"
1353 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1354 "#  else\n"
1355 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1357 "#  endif\n"
1358 "#endif\n"
1359 "\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 "       fade *= ShadowMapCompare(CubeVector);\n"
1362 "#endif\n"
1363 "\n"
1364 "#ifdef USEDIFFUSE\n"
1365 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1366 "#else\n"
1367 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1368 "#endif\n"
1369 "#ifdef USESPECULAR\n"
1370 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1371 "#else\n"
1372 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1373 "#endif\n"
1374 "\n"
1375 "# ifdef USECUBEFILTER\n"
1376 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 "       gl_FragData[0].rgb *= cubecolor;\n"
1378 "       gl_FragData[1].rgb *= cubecolor;\n"
1379 "# endif\n"
1380 "}\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1383 "\n"
1384 "\n"
1385 "\n"
1386 "\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1391 "#endif\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1394 "#endif\n"
1395 "void main(void)\n"
1396 "{\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 "       gl_FrontColor = gl_Color;\n"
1399 "#endif\n"
1400 "       // copy the surface texcoord\n"
1401 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1404 "#endif\n"
1405 "#ifdef USELIGHTMAP\n"
1406 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 "       // transform vertex position into light attenuation/cubemap space\n"
1411 "       // (-1 to +1 across the light box)\n"
1412 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1413 "\n"
1414 "# ifdef USEDIFFUSE\n"
1415 "       // transform unnormalized light direction into tangent space\n"
1416 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 "       //  normalize it per pixel)\n"
1418 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1422 "# endif\n"
1423 "#endif\n"
1424 "\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1429 "#endif\n"
1430 "\n"
1431 "       // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1437 "#endif\n"
1438 "\n"
1439 "#ifdef USEFOG\n"
1440 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1442 "#endif\n"
1443 "\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1446 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1447 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1448 "#endif\n"
1449 "\n"
1450 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1452 "\n"
1453 "#ifdef USEREFLECTION\n"
1454 "       ModelViewProjectionPosition = gl_Position;\n"
1455 "#endif\n"
1456 "}\n"
1457 "#endif // VERTEX_SHADER\n"
1458 "\n"
1459 "\n"
1460 "\n"
1461 "\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1467 "#endif\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1472 "#ifdef USEGLOW\n"
1473 "uniform myhalf3 Color_Glow;\n"
1474 "#endif\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1481 "#endif\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1486 "#endif\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1489 "#endif\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1492 "#endif\n"
1493 "void main(void)\n"
1494 "{\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 "       // apply offsetmapping\n"
1497 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1499 "#endif\n"
1500 "\n"
1501 "       // combine the diffuse textures (base, pants, shirt)\n"
1502 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 "       if (color.a < 0.5)\n"
1505 "               discard;\n"
1506 "#endif\n"
1507 "       color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1510 "#endif\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1516 "       color.a = 1.0;\n"
1517 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1518 "#endif\n"
1519 "\n"
1520 "       // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1523 "#else\n"
1524 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1525 "#endif\n"
1526 "\n"
1527 "       // get the material colors\n"
1528 "       myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1532 "# else\n"
1533 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1534 "# endif\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1542 "#endif\n"
1543 "\n"
1544 "\n"
1545 "\n"
1546 "\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "       // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1556 "#else\n"
1557 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1559 "#endif\n"
1560 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1561 "#endif\n"
1562 "#else\n"
1563 "       color.rgb = diffusetex * Color_Ambient;\n"
1564 "#endif\n"
1565 "       color.rgb *= LightColor;\n"
1566 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1569 "#endif\n"
1570 "# ifdef USECUBEFILTER\n"
1571 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1572 "# endif\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1579 "#define SHADING\n"
1580 "#ifdef USEDIFFUSE\n"
1581 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 "#endif\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1586 "#define SHADING\n"
1587 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 "       // convert modelspace light vector to tangentspace\n"
1591 "       myhalf3 lightnormal;\n"
1592 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1607 "#define SHADING\n"
1608 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1611 "#endif\n"
1612 "\n"
1613 "\n"
1614 "\n"
1615 "\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 "       color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1625 "\n"
1626 "\n"
1627 "\n"
1628 "\n"
1629 "#ifdef SHADING\n"
1630 "# ifdef USEDIFFUSE\n"
1631 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "#  ifdef USESPECULAR\n"
1633 "#   ifdef USEEXACTSPECULARMATH\n"
1634 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1635 "#   else\n"
1636 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1638 "#   endif\n"
1639 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1640 "#  else\n"
1641 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1642 "#  endif\n"
1643 "# else\n"
1644 "       color.rgb = diffusetex * Color_Ambient;\n"
1645 "# endif\n"
1646 "#endif\n"
1647 "\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1652 "#endif\n"
1653 "\n"
1654 "#ifdef USEGLOW\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1657 "#else\n"
1658 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1659 "#endif\n"
1660 "#endif\n"
1661 "\n"
1662 "#ifdef USEFOG\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 "       color.rgb *= myhalf(FogVertex());\n"
1665 "#else\n"
1666 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1667 "#endif\n"
1668 "#endif\n"
1669 "\n"
1670 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1671 "#ifdef USEREFLECTION\n"
1672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 "       // FIXME temporary hack to detect the case that the reflection\n"
1677 "       // gets blackened at edges due to leaving the area that contains actual\n"
1678 "       // content.\n"
1679 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1680 "       // 'appening.\n"
1681 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1687 "#endif\n"
1688 "\n"
1689 "       gl_FragColor = vec4(color);\n"
1690 "}\n"
1691 "#endif // FRAGMENT_SHADER\n"
1692 "\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1702 ;
1703
1704 /*
1705 =========================================================================================================================================================
1706
1707
1708
1709 =========================================================================================================================================================
1710
1711
1712
1713 =========================================================================================================================================================
1714
1715
1716
1717 =========================================================================================================================================================
1718
1719
1720
1721 =========================================================================================================================================================
1722
1723
1724
1725 =========================================================================================================================================================
1726
1727
1728
1729 =========================================================================================================================================================
1730 */
1731
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1736 "\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1738 "# define USEFOG\n"
1739 "#endif\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1742 "#endif\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1745 "#endif\n"
1746 "\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1749 "void main\n"
1750 "(\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1754 ")\n"
1755 "{\n"
1756 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1757 "}\n"
1758 "#endif\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1760 "\n"
1761 "\n"
1762 "\n"
1763 "\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1766 "void main\n"
1767 "(\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1772 ")\n"
1773 "{\n"
1774 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1776 "}\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1780 "void main\n"
1781 "(\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1784 ")\n"
1785 "{\n"
1786 "       gl_FragColor = gl_FrontColor;\n"
1787 "}\n"
1788 "#endif\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1790 "\n"
1791 "\n"
1792 "\n"
1793 "\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1795 "\n"
1796 "#ifdef VERTEX_SHADER\n"
1797 "void main\n"
1798 "(\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1810 "#ifdef USEBLOOM\n"
1811 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1812 "#endif\n"
1813 "}\n"
1814 "#endif\n"
1815 "\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1817 "void main\n"
1818 "(\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1822 "#ifdef USEBLOOM\n"
1823 "uniform sampler2D Texture_Second,\n"
1824 "#endif\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1827 "#endif\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1830 "#endif\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1833 "#endif\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1841 ")\n"
1842 "{\n"
1843 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1844 "#ifdef USEBLOOM\n"
1845 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1846 "#endif\n"
1847 "#ifdef USEVIEWTINT\n"
1848 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1849 "#endif\n"
1850 "\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1854 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1859 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1860 "#endif\n"
1861 "\n"
1862 "#ifdef USESATURATION\n"
1863 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1867 "#endif\n"
1868 "\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1873 "#endif\n"
1874 "}\n"
1875 "#endif\n"
1876 "#else // !MODE_POSTPROCESS\n"
1877 "\n"
1878 "\n"
1879 "\n"
1880 "\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1883 "void main\n"
1884 "(\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1899 "#endif\n"
1900 "#ifdef USESPECULAR\n"
1901 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1902 "#endif\n"
1903 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1904 "}\n"
1905 "#endif\n"
1906 "\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1908 "\n"
1909 "void main\n"
1910 "(\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1916 "#endif\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1919 "#endif\n"
1920 "out float4 gl_FragColor : COLOR\n"
1921 ")\n"
1922 "{\n"
1923 "       gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1926 "#endif\n"
1927 "\n"
1928 "#ifdef USESPECULAR\n"
1929 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 "       gl_FragColor *= tex2;\n"
1932 "# endif\n"
1933 "# ifdef USEGLOW\n"
1934 "       gl_FragColor += tex2;\n"
1935 "# endif\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1938 "# endif\n"
1939 "#endif\n"
1940 "}\n"
1941 "#endif\n"
1942 "#else // !MODE_GENERIC\n"
1943 "\n"
1944 "\n"
1945 "\n"
1946 "\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1949 "void main\n"
1950 "(\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1956 ")\n"
1957 "{\n"
1958 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1959 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1960 "}\n"
1961 "#endif\n"
1962 "\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1964 "\n"
1965 "void main\n"
1966 "(\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1971 ")\n"
1972 "{\n"
1973 "       int i;\n"
1974 "       float2 tc = TexCoord;\n"
1975 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 "       tc += BloomBlur_Parameters.xy;\n"
1977 "       for (i = 1;i < SAMPLES;i++)\n"
1978 "       {\n"
1979 "               color += tex2D(Texture_First, tc).rgb;\n"
1980 "               tc += BloomBlur_Parameters.xy;\n"
1981 "       }\n"
1982 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1983 "}\n"
1984 "#endif\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1988 "void main\n"
1989 "(\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1999 ")\n"
2000 "{\n"
2001 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 "       ModelViewProjectionPosition = gl_Position;\n"
2004 "}\n"
2005 "#endif\n"
2006 "\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2008 "void main\n"
2009 "(\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2021 ")\n"
2022 "{\n"
2023 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 "       // FIXME temporary hack to detect the case that the reflection\n"
2028 "       // gets blackened at edges due to leaving the area that contains actual\n"
2029 "       // content.\n"
2030 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2031 "       // 'appening.\n"
2032 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2038 "}\n"
2039 "#endif\n"
2040 "#else // !MODE_REFRACTION\n"
2041 "\n"
2042 "\n"
2043 "\n"
2044 "\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2059 ")\n"
2060 "{\n"
2061 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 "       ModelViewProjectionPosition = gl_Position;\n"
2068 "}\n"
2069 "#endif\n"
2070 "\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2072 "void main\n"
2073 "(\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2088 ")\n"
2089 "{\n"
2090 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 "       // FIXME temporary hack to detect the case that the reflection\n"
2095 "       // gets blackened at edges due to leaving the area that contains actual\n"
2096 "       // content.\n"
2097 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2098 "       // 'appening.\n"
2099 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2111 "}\n"
2112 "#endif\n"
2113 "#else // !MODE_WATER\n"
2114 "\n"
2115 "\n"
2116 "\n"
2117 "\n"
2118 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2119 "\n"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2122 "\n"
2123 "#ifdef USEFOG\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2125 "{\n"
2126 "       float fogfrac;\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2129 "#else\n"
2130 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2131 "#endif\n"
2132 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2133 "}\n"
2134 "#endif\n"
2135 "\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2138 "{\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 "       // 14 sample relief mapping: linear search and then binary search\n"
2141 "       // this basically steps forward a small amount repeatedly until it finds\n"
2142 "       // itself inside solid, then jitters forward and back using decreasing\n"
2143 "       // amounts to find the impact\n"
2144 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 "       float3 RT = float3(TexCoord, 1);\n"
2148 "       OffsetVector *= 0.1;\n"
2149 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2159 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2160 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2163 "       return RT.xy;\n"
2164 "#else\n"
2165 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 "       // this basically moves forward the full distance, and then backs up based\n"
2167 "       // on height of samples\n"
2168 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 "       TexCoord += OffsetVector;\n"
2172 "       OffsetVector *= 0.333;\n"
2173 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 "       return TexCoord;\n"
2177 "#endif\n"
2178 "}\n"
2179 "#endif // USEOFFSETMAPPING\n"
2180 "\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2185 "{\n"
2186 "       float3 adir = abs(dir);\n"
2187 "       float2 tc;\n"
2188 "       float2 offset;\n"
2189 "       float ma;\n"
2190 "       if (adir.x > adir.y)\n"
2191 "       {\n"
2192 "               if (adir.x > adir.z) // X\n"
2193 "               {\n"
2194 "                       ma = adir.x;\n"
2195 "                       tc = dir.zy;\n"
2196 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2197 "               }\n"
2198 "               else // Z\n"
2199 "               {\n"
2200 "                       ma = adir.z;\n"
2201 "                       tc = dir.xy;\n"
2202 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2203 "               }\n"
2204 "       }\n"
2205 "       else\n"
2206 "       {\n"
2207 "               if (adir.y > adir.z) // Y\n"
2208 "               {\n"
2209 "                       ma = adir.y;\n"
2210 "                       tc = dir.xz;\n"
2211 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2212 "               }\n"
2213 "               else // Z\n"
2214 "               {\n"
2215 "                       ma = adir.z;\n"
2216 "                       tc = dir.xy;\n"
2217 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2218 "               }\n"
2219 "       }\n"
2220 "\n"
2221 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 "       stc.z += ShadowMap_Parameters.z;\n"
2224 "       return stc;\n"
2225 "}\n"
2226 "# else\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2228 "{\n"
2229 "       float3 adir = abs(dir);\n"
2230 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 "       float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 "       stc.z += ShadowMap_Parameters.z;\n"
2235 "       return stc;\n"
2236 "}\n"
2237 "# endif\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2239 "\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2242 "{\n"
2243 "    float3 adir = abs(dir);\n"
2244 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2245 "}\n"
2246 "#endif\n"
2247 "\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2251 "#else\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2253 "#endif\n"
2254 "{\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2257 "#else\n"
2258 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2259 "#endif\n"
2260 "       float f;\n"
2261 "#  ifdef USESHADOWSAMPLER\n"
2262 "\n"
2263 "#    ifdef USESHADOWMAPPCF\n"
2264 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2266 "#    else\n"
2267 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2268 "#    endif\n"
2269 "\n"
2270 "#  else\n"
2271 "\n"
2272 "#    ifdef USESHADOWMAPPCF\n"
2273 "#      if USESHADOWMAPPCF > 1\n"
2274 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2277 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2278 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2279 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2280 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2282 "#      else\n"
2283 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 "    float2 offset = frac(shadowmaptc.xy);\n"
2285 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2287 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2288 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2290 "#      endif\n"
2291 "#    else\n"
2292 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2293 "#    endif\n"
2294 "\n"
2295 "#  endif\n"
2296 "       return f;\n"
2297 "}\n"
2298 "# endif\n"
2299 "\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2303 "#else\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2305 "#endif\n"
2306 "{\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2309 "#else\n"
2310 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2311 "#endif\n"
2312 "    float f;\n"
2313 "\n"
2314 "#  ifdef USESHADOWSAMPLER\n"
2315 "#    ifdef USESHADOWMAPPCF\n"
2316 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2317 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2319 "#    else\n"
2320 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2321 "#    endif\n"
2322 "#  else\n"
2323 "#    ifdef USESHADOWMAPPCF\n"
2324 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "#      ifdef GL_ARB_texture_gather\n"
2326 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2327 "#      else\n"
2328 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2329 "#      endif\n"
2330 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 "    center *= ShadowMap_TextureScale;\n"
2332 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2335 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2336 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2339 "#     else\n"
2340 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2341 "#      if USESHADOWMAPPCF > 1\n"
2342 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 "    center *= ShadowMap_TextureScale;\n"
2344 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2345 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2346 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2347 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2348 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2350 "#      else\n"
2351 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2354 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2355 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2357 "#      endif\n"
2358 "#     endif\n"
2359 "#    else\n"
2360 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2361 "#    endif\n"
2362 "#  endif\n"
2363 "    return f;\n"
2364 "}\n"
2365 "# endif\n"
2366 "\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2369 "{\n"
2370 "    // apply depth texture cubemap as light filter\n"
2371 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2372 "    float f;\n"
2373 "#  ifdef USESHADOWSAMPLER\n"
2374 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2375 "#  else\n"
2376 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2377 "#  endif\n"
2378 "    return f;\n"
2379 "}\n"
2380 "# endif\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2383 "\n"
2384 "\n"
2385 "\n"
2386 "\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2389 "void main\n"
2390 "(\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2395 "#endif\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2403 "#endif\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2407 "#endif\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2413 "#endif\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2417 ")\n"
2418 "{\n"
2419 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 "       gl_FrontColor = gl_Color;\n"
2422 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2423 "#endif\n"
2424 "\n"
2425 "       // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2431 "#endif\n"
2432 "\n"
2433 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2437 "}\n"
2438 "#endif // VERTEX_SHADER\n"
2439 "\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2441 "void main\n"
2442 "(\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2451 "#endif\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2456 "#endif\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2459 "#endif\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2462 ")\n"
2463 "{\n"
2464 "       float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 "       // apply offsetmapping\n"
2467 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2469 "#endif\n"
2470 "\n"
2471 "#ifdef USEALPHAKILL\n"
2472 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2473 "               discard;\n"
2474 "#endif\n"
2475 "\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2481 "#endif\n"
2482 "\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2486 "#else\n"
2487 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2489 "#endif\n"
2490 "\n"
2491 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2492 "}\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2495 "\n"
2496 "\n"
2497 "\n"
2498 "\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2501 "void main\n"
2502 "(\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2508 ")\n"
2509 "{\n"
2510 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2512 "}\n"
2513 "#endif // VERTEX_SHADER\n"
2514 "\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2516 "void main\n"
2517 "(\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2529 "#endif\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2533 "\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2537 "# else\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2539 "# endif\n"
2540 "#endif\n"
2541 "\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2545 "# else\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2547 "# endif\n"
2548 "#endif\n"
2549 "\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2552 "#endif\n"
2553 "\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2557 "# else\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2559 "# endif\n"
2560 "#endif\n"
2561 "\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2565 "#endif\n"
2566 "\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2569 ")\n"
2570 "{\n"
2571 "       // calculate viewspace pixel position\n"
2572 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 "       float3 position;\n"
2575 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 "       // decode viewspace pixel normal\n"
2578 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 "       // surfacenormal = pixel normal in viewspace\n"
2581 "       // LightVector = pixel to light in viewspace\n"
2582 "       // CubeVector = position in lightspace\n"
2583 "       // eyevector = pixel to view in viewspace\n"
2584 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 "       // calculate diffuse shading\n"
2588 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2590 "#endif\n"
2591 "#ifdef USESPECULAR\n"
2592 "       // calculate directional shading\n"
2593 "       float3 eyevector = position * -1.0;\n"
2594 "#  ifdef USEEXACTSPECULARMATH\n"
2595 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2596 "#  else\n"
2597 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2599 "#  endif\n"
2600 "#endif\n"
2601 "\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 "       fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2606 "# endif\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2609 "# endif\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2612 "# endif\n"
2613 "\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2616 "#endif\n"
2617 "       );\n"
2618 "#endif\n"
2619 "\n"
2620 "#ifdef USEDIFFUSE\n"
2621 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2622 "#else\n"
2623 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2624 "#endif\n"
2625 "#ifdef USESPECULAR\n"
2626 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2627 "#else\n"
2628 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2629 "#endif\n"
2630 "\n"
2631 "# ifdef USECUBEFILTER\n"
2632 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 "       gl_FragData0.rgb *= cubecolor;\n"
2634 "       gl_FragData1.rgb *= cubecolor;\n"
2635 "# endif\n"
2636 "}\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2639 "\n"
2640 "\n"
2641 "\n"
2642 "\n"
2643 "#ifdef VERTEX_SHADER\n"
2644 "void main\n"
2645 "(\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2650 "#endif\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2656 "\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2661 "#endif\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2664 "#endif\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2667 "#endif\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2670 "#endif\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2674 "#endif\n"
2675 "\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2680 "#endif\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2683 "#endif\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2686 "#endif\n"
2687 "#ifdef USEFOG\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2689 "#endif\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2692 "#endif\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2695 "#endif\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2700 "#endif\n"
2701 "out float4 gl_Position : POSITION\n"
2702 ")\n"
2703 "{\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 "       gl_FrontColor = gl_Color;\n"
2706 "#endif\n"
2707 "       // copy the surface texcoord\n"
2708 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2711 "#endif\n"
2712 "#ifdef USELIGHTMAP\n"
2713 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2714 "#endif\n"
2715 "\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 "       // transform vertex position into light attenuation/cubemap space\n"
2718 "       // (-1 to +1 across the light box)\n"
2719 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2720 "\n"
2721 "# ifdef USEDIFFUSE\n"
2722 "       // transform unnormalized light direction into tangent space\n"
2723 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 "       //  normalize it per pixel)\n"
2725 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2729 "# endif\n"
2730 "#endif\n"
2731 "\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2736 "#endif\n"
2737 "\n"
2738 "       // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEFOG\n"
2747 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2749 "#endif\n"
2750 "\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2753 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2754 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2755 "#endif\n"
2756 "\n"
2757 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2759 "\n"
2760 "#ifdef USEREFLECTION\n"
2761 "       ModelViewProjectionPosition = gl_Position;\n"
2762 "#endif\n"
2763 "}\n"
2764 "#endif // VERTEX_SHADER\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2774 "#endif\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2779 "#endif\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2782 "#endif\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2785 "#endif\n"
2786 "#ifdef USEFOG\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2788 "#endif\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2794 "#endif\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2797 "#endif\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2802 "#endif\n"
2803 "\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2808 "#endif\n"
2809 "#ifdef USEGLOW\n"
2810 "uniform sampler2D Texture_Glow,\n"
2811 "#endif\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2817 "#endif\n"
2818 "#ifdef USEGLOW\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2820 "#endif\n"
2821 "#endif\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2825 "#endif\n"
2826 "#ifdef USEFOG\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2828 "#endif\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2831 "#endif\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2834 "#endif\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2837 "#endif\n"
2838 "\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2842 "#endif\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2851 "#endif\n"
2852 "#ifdef USEFOG\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2857 "#endif\n"
2858 "\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2861 "#endif\n"
2862 "\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2867 "#endif\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2872 "#ifdef USEGLOW\n"
2873 "uniform half3 Color_Glow,\n"
2874 "#endif\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2881 "#endif\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2886 "#endif\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2889 "#endif\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2892 "#endif\n"
2893 "\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2897 "\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2901 "# else\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2903 "# endif\n"
2904 "#endif\n"
2905 "\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2909 "# else\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2911 "# endif\n"
2912 "#endif\n"
2913 "\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2916 "#endif\n"
2917 "\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2921 "# else\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2923 "# endif\n"
2924 "#endif\n"
2925 "\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2929 "#endif\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2931 "\n"
2932 "out float4 gl_FragColor : COLOR\n"
2933 ")\n"
2934 "{\n"
2935 "       float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2938 "#endif\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 "       // apply offsetmapping\n"
2941 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2943 "#endif\n"
2944 "\n"
2945 "       // combine the diffuse textures (base, pants, shirt)\n"
2946 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 "       if (color.a < 0.5)\n"
2949 "               discard;\n"
2950 "#endif\n"
2951 "       color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2954 "#endif\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2960 "       color.a = 1.0;\n"
2961 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2962 "#endif\n"
2963 "\n"
2964 "       // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2967 "#else\n"
2968 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2969 "#endif\n"
2970 "\n"
2971 "       // get the material colors\n"
2972 "       half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2976 "# else\n"
2977 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2978 "# endif\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2986 "#endif\n"
2987 "\n"
2988 "\n"
2989 "\n"
2990 "\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 "       // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 "       half3 lightnormal = half3(normalize(LightVector));\n"
2995 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3000 "#else\n"
3001 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3003 "#endif\n"
3004 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3005 "#endif\n"
3006 "#else\n"
3007 "       color.rgb = diffusetex * Color_Ambient;\n"
3008 "#endif\n"
3009 "       color.rgb *= LightColor;\n"
3010 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3015 "# endif\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3018 "# endif\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3021 "# endif\n"
3022 "\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3025 "#endif\n"
3026 "       );\n"
3027 "\n"
3028 "#endif\n"
3029 "# ifdef USECUBEFILTER\n"
3030 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3031 "# endif\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3033 "\n"
3034 "\n"
3035 "\n"
3036 "\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3038 "#define SHADING\n"
3039 "#ifdef USEDIFFUSE\n"
3040 "       half3 lightnormal = half3(normalize(LightVector));\n"
3041 "#endif\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3045 "#define SHADING\n"
3046 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 "       // convert modelspace light vector to tangentspace\n"
3050 "       half3 lightnormal;\n"
3051 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3066 "#define SHADING\n"
3067 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3070 "#endif\n"
3071 "\n"
3072 "\n"
3073 "\n"
3074 "\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 "       color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3084 "\n"
3085 "\n"
3086 "\n"
3087 "\n"
3088 "#ifdef SHADING\n"
3089 "# ifdef USEDIFFUSE\n"
3090 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "#  ifdef USESPECULAR\n"
3092 "#   ifdef USEEXACTSPECULARMATH\n"
3093 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3094 "#   else\n"
3095 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3097 "#   endif\n"
3098 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3099 "#  else\n"
3100 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3101 "#  endif\n"
3102 "# else\n"
3103 "       color.rgb = diffusetex * Color_Ambient;\n"
3104 "# endif\n"
3105 "#endif\n"
3106 "\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3111 "#endif\n"
3112 "\n"
3113 "#ifdef USEGLOW\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3116 "#else\n"
3117 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3118 "#endif\n"
3119 "#endif\n"
3120 "\n"
3121 "#ifdef USEFOG\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3124 "#else\n"
3125 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3126 "#endif\n"
3127 "#endif\n"
3128 "\n"
3129 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3130 "#ifdef USEREFLECTION\n"
3131 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 "       // FIXME temporary hack to detect the case that the reflection\n"
3136 "       // gets blackened at edges due to leaving the area that contains actual\n"
3137 "       // content.\n"
3138 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3139 "       // 'appening.\n"
3140 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3146 "#endif\n"
3147 "\n"
3148 "       gl_FragColor = float4(color);\n"
3149 "}\n"
3150 "#endif // FRAGMENT_SHADER\n"
3151 "\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3161 ;
3162
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3165
3166 //=======================================================================================================================================================
3167
3168 typedef struct shaderpermutationinfo_s
3169 {
3170         const char *pretext;
3171         const char *name;
3172 }
3173 shaderpermutationinfo_t;
3174
3175 typedef struct shadermodeinfo_s
3176 {
3177         const char *vertexfilename;
3178         const char *geometryfilename;
3179         const char *fragmentfilename;
3180         const char *pretext;
3181         const char *name;
3182 }
3183 shadermodeinfo_t;
3184
3185 typedef enum shaderpermutation_e
3186 {
3187         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3216 }
3217 shaderpermutation_t;
3218
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3221 {
3222         {"#define USEDIFFUSE\n", " diffuse"},
3223         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224         {"#define USEVIEWTINT\n", " viewtint"},
3225         {"#define USECOLORMAPPING\n", " colormapping"},
3226         {"#define USESATURATION\n", " saturation"},
3227         {"#define USEFOGINSIDE\n", " foginside"},
3228         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229         {"#define USEGAMMARAMPS\n", " gammaramps"},
3230         {"#define USECUBEFILTER\n", " cubefilter"},
3231         {"#define USEGLOW\n", " glow"},
3232         {"#define USEBLOOM\n", " bloom"},
3233         {"#define USESPECULAR\n", " specular"},
3234         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236         {"#define USEREFLECTION\n", " reflection"},
3237         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247         {"#define USEALPHAKILL\n", " alphakill"},
3248         {"#define USEREFLECTCUBE\n", " reflectcube"},
3249 };
3250
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3253 {
3254         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3269         SHADERMODE_COUNT
3270 }
3271 shadermode_t;
3272
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3275 {
3276         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3291 };
3292
3293 #ifdef SUPPORTCG
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3295 {
3296         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3311 };
3312 #endif
3313
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3316 {
3317         /// hash lookup data
3318         struct r_glsl_permutation_s *hashnext;
3319         unsigned int mode;
3320         unsigned int permutation;
3321
3322         /// indicates if we have tried compiling this permutation already
3323         qboolean compiled;
3324         /// 0 if compilation failed
3325         int program;
3326         /// locations of detected uniforms in program object, or -1 if not found
3327         int loc_Texture_First;
3328         int loc_Texture_Second;
3329         int loc_Texture_GammaRamps;
3330         int loc_Texture_Normal;
3331         int loc_Texture_Color;
3332         int loc_Texture_Gloss;
3333         int loc_Texture_Glow;
3334         int loc_Texture_SecondaryNormal;
3335         int loc_Texture_SecondaryColor;
3336         int loc_Texture_SecondaryGloss;
3337         int loc_Texture_SecondaryGlow;
3338         int loc_Texture_Pants;
3339         int loc_Texture_Shirt;
3340         int loc_Texture_FogMask;
3341         int loc_Texture_Lightmap;
3342         int loc_Texture_Deluxemap;
3343         int loc_Texture_Attenuation;
3344         int loc_Texture_Cube;
3345         int loc_Texture_Refraction;
3346         int loc_Texture_Reflection;
3347         int loc_Texture_ShadowMapRect;
3348         int loc_Texture_ShadowMapCube;
3349         int loc_Texture_ShadowMap2D;
3350         int loc_Texture_CubeProjection;
3351         int loc_Texture_ScreenDepth;
3352         int loc_Texture_ScreenNormalMap;
3353         int loc_Texture_ScreenDiffuse;
3354         int loc_Texture_ScreenSpecular;
3355         int loc_Texture_ReflectMask;
3356         int loc_Texture_ReflectCube;
3357         int loc_Alpha;
3358         int loc_BloomBlur_Parameters;
3359         int loc_ClientTime;
3360         int loc_Color_Ambient;
3361         int loc_Color_Diffuse;
3362         int loc_Color_Specular;
3363         int loc_Color_Glow;
3364         int loc_Color_Pants;
3365         int loc_Color_Shirt;
3366         int loc_DeferredColor_Ambient;
3367         int loc_DeferredColor_Diffuse;
3368         int loc_DeferredColor_Specular;
3369         int loc_DeferredMod_Diffuse;
3370         int loc_DeferredMod_Specular;
3371         int loc_DistortScaleRefractReflect;
3372         int loc_EyePosition;
3373         int loc_FogColor;
3374         int loc_FogHeightFade;
3375         int loc_FogPlane;
3376         int loc_FogPlaneViewDist;
3377         int loc_FogRangeRecip;
3378         int loc_LightColor;
3379         int loc_LightDir;
3380         int loc_LightPosition;
3381         int loc_OffsetMapping_Scale;
3382         int loc_PixelSize;
3383         int loc_ReflectColor;
3384         int loc_ReflectFactor;
3385         int loc_ReflectOffset;
3386         int loc_RefractColor;
3387         int loc_Saturation;
3388         int loc_ScreenCenterRefractReflect;
3389         int loc_ScreenScaleRefractReflect;
3390         int loc_ScreenToDepth;
3391         int loc_ShadowMap_Parameters;
3392         int loc_ShadowMap_TextureScale;
3393         int loc_SpecularPower;
3394         int loc_UserVec1;
3395         int loc_UserVec2;
3396         int loc_UserVec3;
3397         int loc_UserVec4;
3398         int loc_ViewTintColor;
3399         int loc_ViewToLight;
3400         int loc_ModelToLight;
3401         int loc_TexMatrix;
3402         int loc_BackgroundTexMatrix;
3403         int loc_ModelViewProjectionMatrix;
3404         int loc_ModelViewMatrix;
3405         int loc_PixelToScreenTexCoord;
3406         int loc_ModelToReflectCube;
3407 }
3408 r_glsl_permutation_t;
3409
3410 #define SHADERPERMUTATION_HASHSIZE 256
3411
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3418
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3420 {
3421         //unsigned int hashdepth = 0;
3422         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423         r_glsl_permutation_t *p;
3424         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3425         {
3426                 if (p->mode == mode && p->permutation == permutation)
3427                 {
3428                         //if (hashdepth > 10)
3429                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3430                         return p;
3431                 }
3432                 //hashdepth++;
3433         }
3434         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3435         p->mode = mode;
3436         p->permutation = permutation;
3437         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438         r_glsl_permutationhash[mode][hashindex] = p;
3439         //if (hashdepth > 10)
3440         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3441         return p;
3442 }
3443
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3445 {
3446         char *shaderstring;
3447         if (!filename || !filename[0])
3448                 return NULL;
3449         if (!strcmp(filename, "glsl/default.glsl"))
3450         {
3451                 if (!glslshaderstring)
3452                 {
3453                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454                         if (glslshaderstring)
3455                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3456                         else
3457                                 glslshaderstring = (char *)builtinshaderstring;
3458                 }
3459                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461                 return shaderstring;
3462         }
3463         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3464         if (shaderstring)
3465         {
3466                 if (printfromdisknotice)
3467                         Con_DPrintf("from disk %s... ", filename);
3468                 return shaderstring;
3469         }
3470         return shaderstring;
3471 }
3472
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3474 {
3475         int i;
3476         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477         int vertstrings_count = 0;
3478         int geomstrings_count = 0;
3479         int fragstrings_count = 0;
3480         char *vertexstring, *geometrystring, *fragmentstring;
3481         const char *vertstrings_list[32+3];
3482         const char *geomstrings_list[32+3];
3483         const char *fragstrings_list[32+3];
3484         char permutationname[256];
3485
3486         if (p->compiled)
3487                 return;
3488         p->compiled = true;
3489         p->program = 0;
3490
3491         permutationname[0] = 0;
3492         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3495
3496         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3497
3498         // the first pretext is which type of shader to compile as
3499         // (later these will all be bound together as a program object)
3500         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3503
3504         // the second pretext is the mode (for example a light source)
3505         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3509
3510         // now add all the permutation pretexts
3511         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3512         {
3513                 if (permutation & (1<<i))
3514                 {
3515                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3519                 }
3520                 else
3521                 {
3522                         // keep line numbers correct
3523                         vertstrings_list[vertstrings_count++] = "\n";
3524                         geomstrings_list[geomstrings_count++] = "\n";
3525                         fragstrings_list[fragstrings_count++] = "\n";
3526                 }
3527         }
3528
3529         // now append the shader text itself
3530         vertstrings_list[vertstrings_count++] = vertexstring;
3531         geomstrings_list[geomstrings_count++] = geometrystring;
3532         fragstrings_list[fragstrings_count++] = fragmentstring;
3533
3534         // if any sources were NULL, clear the respective list
3535         if (!vertexstring)
3536                 vertstrings_count = 0;
3537         if (!geometrystring)
3538                 geomstrings_count = 0;
3539         if (!fragmentstring)
3540                 fragstrings_count = 0;
3541
3542         // compile the shader program
3543         if (vertstrings_count + geomstrings_count + fragstrings_count)
3544                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3545         if (p->program)
3546         {
3547                 CHECKGLERROR
3548                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549                 // look up all the uniform variable names we care about, so we don't
3550                 // have to look them up every time we set them
3551
3552                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3553                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3554                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3557                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3583                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3585                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3588                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3589                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3590                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3598                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3599                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3601                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3604                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3605                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3606                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3608                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3609                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3612                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3613                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3619                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3620                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3621                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3622                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3623                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3625                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3626                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3627                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632                 // initialize the samplers to refer to the texture units we use
3633                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3634                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3635                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3636                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3637                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3638                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3639                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3640                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3644                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3645                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3646                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3647                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3648                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3649                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3650                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3651                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3652                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3653                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
3654                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3655                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3656                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3658                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3660                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3662                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3663                 CHECKGLERROR
3664                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3665         }
3666         else
3667                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3668
3669         // free the strings
3670         if (vertexstring)
3671                 Mem_Free(vertexstring);
3672         if (geometrystring)
3673                 Mem_Free(geometrystring);
3674         if (fragmentstring)
3675                 Mem_Free(fragmentstring);
3676 }
3677
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3679 {
3680         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681         if (r_glsl_permutation != perm)
3682         {
3683                 r_glsl_permutation = perm;
3684                 if (!r_glsl_permutation->program)
3685                 {
3686                         if (!r_glsl_permutation->compiled)
3687                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3688                         if (!r_glsl_permutation->program)
3689                         {
3690                                 // remove features until we find a valid permutation
3691                                 int i;
3692                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3693                                 {
3694                                         // reduce i more quickly whenever it would not remove any bits
3695                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696                                         if (!(permutation & j))
3697                                                 continue;
3698                                         permutation -= j;
3699                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700                                         if (!r_glsl_permutation->compiled)
3701                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3702                                         if (r_glsl_permutation->program)
3703                                                 break;
3704                                 }
3705                                 if (i >= SHADERPERMUTATION_COUNT)
3706                                 {
3707                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709                                         qglUseProgramObjectARB(0);CHECKGLERROR
3710                                         return; // no bit left to clear, entire mode is broken
3711                                 }
3712                         }
3713                 }
3714                 CHECKGLERROR
3715                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3716         }
3717         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3719 }
3720
3721 #ifdef SUPPORTCG
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3725 {
3726         /// hash lookup data
3727         struct r_cg_permutation_s *hashnext;
3728         unsigned int mode;
3729         unsigned int permutation;
3730
3731         /// indicates if we have tried compiling this permutation already
3732         qboolean compiled;
3733         /// 0 if compilation failed
3734         CGprogram vprogram;
3735         CGprogram fprogram;
3736         /// locations of detected parameters in programs, or NULL if not found
3737         CGparameter vp_EyePosition;
3738         CGparameter vp_FogPlane;
3739         CGparameter vp_LightDir;
3740         CGparameter vp_LightPosition;
3741         CGparameter vp_ModelToLight;
3742         CGparameter vp_TexMatrix;
3743         CGparameter vp_BackgroundTexMatrix;
3744         CGparameter vp_ModelViewProjectionMatrix;
3745         CGparameter vp_ModelViewMatrix;
3746
3747         CGparameter fp_Texture_First;
3748         CGparameter fp_Texture_Second;
3749         CGparameter fp_Texture_GammaRamps;
3750         CGparameter fp_Texture_Normal;
3751         CGparameter fp_Texture_Color;
3752         CGparameter fp_Texture_Gloss;
3753         CGparameter fp_Texture_Glow;
3754         CGparameter fp_Texture_SecondaryNormal;
3755         CGparameter fp_Texture_SecondaryColor;
3756         CGparameter fp_Texture_SecondaryGloss;
3757         CGparameter fp_Texture_SecondaryGlow;
3758         CGparameter fp_Texture_Pants;
3759         CGparameter fp_Texture_Shirt;
3760         CGparameter fp_Texture_FogMask;
3761         CGparameter fp_Texture_Lightmap;
3762         CGparameter fp_Texture_Deluxemap;
3763         CGparameter fp_Texture_Attenuation;
3764         CGparameter fp_Texture_Cube;
3765         CGparameter fp_Texture_Refraction;
3766         CGparameter fp_Texture_Reflection;
3767         CGparameter fp_Texture_ShadowMapRect;
3768         CGparameter fp_Texture_ShadowMapCube;
3769         CGparameter fp_Texture_ShadowMap2D;
3770         CGparameter fp_Texture_CubeProjection;
3771         CGparameter fp_Texture_ScreenDepth;
3772         CGparameter fp_Texture_ScreenNormalMap;
3773         CGparameter fp_Texture_ScreenDiffuse;
3774         CGparameter fp_Texture_ScreenSpecular;
3775         CGparameter fp_Texture_ReflectMask;
3776         CGparameter fp_Texture_ReflectCube;
3777         CGparameter fp_Alpha;
3778         CGparameter fp_BloomBlur_Parameters;
3779         CGparameter fp_ClientTime;
3780         CGparameter fp_Color_Ambient;
3781         CGparameter fp_Color_Diffuse;
3782         CGparameter fp_Color_Specular;
3783         CGparameter fp_Color_Glow;
3784         CGparameter fp_Color_Pants;
3785         CGparameter fp_Color_Shirt;
3786         CGparameter fp_DeferredColor_Ambient;
3787         CGparameter fp_DeferredColor_Diffuse;
3788         CGparameter fp_DeferredColor_Specular;
3789         CGparameter fp_DeferredMod_Diffuse;
3790         CGparameter fp_DeferredMod_Specular;
3791         CGparameter fp_DistortScaleRefractReflect;
3792         CGparameter fp_EyePosition;
3793         CGparameter fp_FogColor;
3794         CGparameter fp_FogHeightFade;
3795         CGparameter fp_FogPlane;
3796         CGparameter fp_FogPlaneViewDist;
3797         CGparameter fp_FogRangeRecip;
3798         CGparameter fp_LightColor;
3799         CGparameter fp_LightDir;
3800         CGparameter fp_LightPosition;
3801         CGparameter fp_OffsetMapping_Scale;
3802         CGparameter fp_PixelSize;
3803         CGparameter fp_ReflectColor;
3804         CGparameter fp_ReflectFactor;
3805         CGparameter fp_ReflectOffset;
3806         CGparameter fp_RefractColor;
3807         CGparameter fp_Saturation;
3808         CGparameter fp_ScreenCenterRefractReflect;
3809         CGparameter fp_ScreenScaleRefractReflect;
3810         CGparameter fp_ScreenToDepth;
3811         CGparameter fp_ShadowMap_Parameters;
3812         CGparameter fp_ShadowMap_TextureScale;
3813         CGparameter fp_SpecularPower;
3814         CGparameter fp_UserVec1;
3815         CGparameter fp_UserVec2;
3816         CGparameter fp_UserVec3;
3817         CGparameter fp_UserVec4;
3818         CGparameter fp_ViewTintColor;
3819         CGparameter fp_ViewToLight;
3820         CGparameter fp_PixelToScreenTexCoord;
3821         CGparameter fp_ModelToReflectCube;
3822 }
3823 r_cg_permutation_t;
3824
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3831
3832 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3833
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3835 {
3836         //unsigned int hashdepth = 0;
3837         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838         r_cg_permutation_t *p;
3839         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3840         {
3841                 if (p->mode == mode && p->permutation == permutation)
3842                 {
3843                         //if (hashdepth > 10)
3844                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3845                         return p;
3846                 }
3847                 //hashdepth++;
3848         }
3849         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3850         p->mode = mode;
3851         p->permutation = permutation;
3852         p->hashnext = r_cg_permutationhash[mode][hashindex];
3853         r_cg_permutationhash[mode][hashindex] = p;
3854         //if (hashdepth > 10)
3855         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3856         return p;
3857 }
3858
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3860 {
3861         char *shaderstring;
3862         if (!filename || !filename[0])
3863                 return NULL;
3864         if (!strcmp(filename, "cg/default.cg"))
3865         {
3866                 if (!cgshaderstring)
3867                 {
3868                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3869                         if (cgshaderstring)
3870                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3871                         else
3872                                 cgshaderstring = (char *)builtincgshaderstring;
3873                 }
3874                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876                 return shaderstring;
3877         }
3878         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3879         if (shaderstring)
3880         {
3881                 if (printfromdisknotice)
3882                         Con_DPrintf("from disk %s... ", filename);
3883                 return shaderstring;
3884         }
3885         return shaderstring;
3886 }
3887
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3889 {
3890         // TODO: load or create .fp and .vp shader files
3891 }
3892
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3894 {
3895         int i;
3896         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897         int vertstrings_count = 0, vertstring_length = 0;
3898         int geomstrings_count = 0, geomstring_length = 0;
3899         int fragstrings_count = 0, fragstring_length = 0;
3900         char *t;
3901         char *vertexstring, *geometrystring, *fragmentstring;
3902         char *vertstring, *geomstring, *fragstring;
3903         const char *vertstrings_list[32+3];
3904         const char *geomstrings_list[32+3];
3905         const char *fragstrings_list[32+3];
3906         char permutationname[256];
3907         char cachename[256];
3908         CGprofile vertexProfile;
3909         CGprofile fragmentProfile;
3910
3911         if (p->compiled)
3912                 return;
3913         p->compiled = true;
3914         p->vprogram = NULL;
3915         p->fprogram = NULL;
3916
3917         permutationname[0] = 0;
3918         cachename[0] = 0;
3919         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3920         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3922
3923         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924         strlcat(cachename, "cg/", sizeof(cachename));
3925
3926         // the first pretext is which type of shader to compile as
3927         // (later these will all be bound together as a program object)
3928         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3931
3932         // the second pretext is the mode (for example a light source)
3933         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937         strlcat(cachename, modeinfo->name, sizeof(cachename));
3938
3939         // now add all the permutation pretexts
3940         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3941         {
3942                 if (permutation & (1<<i))
3943                 {
3944                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3949                 }
3950                 else
3951                 {
3952                         // keep line numbers correct
3953                         vertstrings_list[vertstrings_count++] = "\n";
3954                         geomstrings_list[geomstrings_count++] = "\n";
3955                         fragstrings_list[fragstrings_count++] = "\n";
3956                 }
3957         }
3958
3959         // replace spaces in the cachename with _ characters
3960         for (i = 0;cachename[i];i++)
3961                 if (cachename[i] == ' ')
3962                         cachename[i] = '_';
3963
3964         // now append the shader text itself
3965         vertstrings_list[vertstrings_count++] = vertexstring;
3966         geomstrings_list[geomstrings_count++] = geometrystring;
3967         fragstrings_list[fragstrings_count++] = fragmentstring;
3968
3969         // if any sources were NULL, clear the respective list
3970         if (!vertexstring)
3971                 vertstrings_count = 0;
3972         if (!geometrystring)
3973                 geomstrings_count = 0;
3974         if (!fragmentstring)
3975                 fragstrings_count = 0;
3976
3977         vertstring_length = 0;
3978         for (i = 0;i < vertstrings_count;i++)
3979                 vertstring_length += strlen(vertstrings_list[i]);
3980         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3983
3984         geomstring_length = 0;
3985         for (i = 0;i < geomstrings_count;i++)
3986                 geomstring_length += strlen(geomstrings_list[i]);
3987         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3990
3991         fragstring_length = 0;
3992         for (i = 0;i < fragstrings_count;i++)
3993                 fragstring_length += strlen(fragstrings_list[i]);
3994         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3997
3998         CHECKGLERROR
3999         CHECKCGERROR
4000         //vertexProfile = CG_PROFILE_ARBVP1;
4001         //fragmentProfile = CG_PROFILE_ARBFP1;
4002         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4007         CHECKGLERROR
4008
4009         // try to load the cached shader, or generate one
4010         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4011
4012         // if caching failed, do a dynamic compile for now
4013         CHECKCGERROR
4014         if (vertstring[0] && !p->vprogram)
4015                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4016         CHECKCGERROR
4017         if (fragstring[0] && !p->fprogram)
4018                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4019         CHECKCGERROR
4020
4021         // look up all the uniform variable names we care about, so we don't
4022         // have to look them up every time we set them
4023         if (p->vprogram)
4024         {
4025                 CHECKCGERROR
4026                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4029                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4030                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4031                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4032                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4037                 CHECKCGERROR
4038         }
4039         if (p->fprogram)
4040         {
4041                 CHECKCGERROR
4042                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4045                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4075                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4077                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4090                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4091                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4093                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4096                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4097                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4098                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4100                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4104                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4105                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4112                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4113                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4114                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4115                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4119                 CHECKCGERROR
4120         }
4121
4122         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4124         else
4125                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4126
4127         // free the strings
4128         if (vertstring)
4129                 Mem_Free(vertstring);
4130         if (geomstring)
4131                 Mem_Free(geomstring);
4132         if (fragstring)
4133                 Mem_Free(fragstring);
4134         if (vertexstring)
4135                 Mem_Free(vertexstring);
4136         if (geometrystring)
4137                 Mem_Free(geometrystring);
4138         if (fragmentstring)
4139                 Mem_Free(fragmentstring);
4140 }
4141
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4143 {
4144         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4145         CHECKGLERROR
4146         CHECKCGERROR
4147         if (r_cg_permutation != perm)
4148         {
4149                 r_cg_permutation = perm;
4150                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4151                 {
4152                         if (!r_cg_permutation->compiled)
4153                                 R_CG_CompilePermutation(perm, mode, permutation);
4154                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4155                         {
4156                                 // remove features until we find a valid permutation
4157                                 int i;
4158                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4159                                 {
4160                                         // reduce i more quickly whenever it would not remove any bits
4161                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162                                         if (!(permutation & j))
4163                                                 continue;
4164                                         permutation -= j;
4165                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166                                         if (!r_cg_permutation->compiled)
4167                                                 R_CG_CompilePermutation(perm, mode, permutation);
4168                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4169                                                 break;
4170                                 }
4171                                 if (i >= SHADERPERMUTATION_COUNT)
4172                                 {
4173                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175                                         return; // no bit left to clear, entire mode is broken
4176                                 }
4177                         }
4178                 }
4179                 CHECKGLERROR
4180                 CHECKCGERROR
4181                 if (r_cg_permutation->vprogram)
4182                 {
4183                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4186                 }
4187                 else
4188                 {
4189                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4191                 }
4192                 if (r_cg_permutation->fprogram)
4193                 {
4194                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4197                 }
4198                 else
4199                 {
4200                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4202                 }
4203         }
4204         CHECKCGERROR
4205         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4207 }
4208
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4210 {
4211         cgGLSetTextureParameter(param, R_GetTexture(tex));
4212         cgGLEnableTextureParameter(param);
4213 }
4214 #endif
4215
4216 void R_GLSL_Restart_f(void)
4217 {
4218         unsigned int i, limit;
4219         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220                 Mem_Free(glslshaderstring);
4221         glslshaderstring = NULL;
4222         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223                 Mem_Free(cgshaderstring);
4224         cgshaderstring = NULL;
4225         switch(vid.renderpath)
4226         {
4227         case RENDERPATH_GL20:
4228                 {
4229                         r_glsl_permutation_t *p;
4230                         r_glsl_permutation = NULL;
4231                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232                         for (i = 0;i < limit;i++)
4233                         {
4234                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4235                                 {
4236                                         GL_Backend_FreeProgram(p->program);
4237                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4238                                 }
4239                         }
4240                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4241                 }
4242                 break;
4243         case RENDERPATH_CGGL:
4244 #ifdef SUPPORTCG
4245                 {
4246                         r_cg_permutation_t *p;
4247                         r_cg_permutation = NULL;
4248                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253                         for (i = 0;i < limit;i++)
4254                         {
4255                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4256                                 {
4257                                         if (p->vprogram)
4258                                                 cgDestroyProgram(p->vprogram);
4259                                         if (p->fprogram)
4260                                                 cgDestroyProgram(p->fprogram);
4261                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4262                                 }
4263                         }
4264                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4265                 }
4266                 break;
4267 #endif
4268         case RENDERPATH_GL13:
4269         case RENDERPATH_GL11:
4270                 break;
4271         }
4272 }
4273
4274 void R_GLSL_DumpShader_f(void)
4275 {
4276         int i;
4277         qfile_t *file;
4278
4279         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4280         if (file)
4281         {
4282                 FS_Print(file, "/* The engine may define the following macros:\n");
4283                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284                 for (i = 0;i < SHADERMODE_COUNT;i++)
4285                         FS_Print(file, glslshadermodeinfo[i].pretext);
4286                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287                         FS_Print(file, shaderpermutationinfo[i].pretext);
4288                 FS_Print(file, "*/\n");
4289                 FS_Print(file, builtinshaderstring);
4290                 FS_Close(file);
4291                 Con_Printf("glsl/default.glsl written\n");
4292         }
4293         else
4294                 Con_Printf("failed to write to glsl/default.glsl\n");
4295
4296 #ifdef SUPPORTCG
4297         file = FS_OpenRealFile("cg/default.cg", "w", false);
4298         if (file)
4299         {
4300                 FS_Print(file, "/* The engine may define the following macros:\n");
4301                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302                 for (i = 0;i < SHADERMODE_COUNT;i++)
4303                         FS_Print(file, cgshadermodeinfo[i].pretext);
4304                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305                         FS_Print(file, shaderpermutationinfo[i].pretext);
4306                 FS_Print(file, "*/\n");
4307                 FS_Print(file, builtincgshaderstring);
4308                 FS_Close(file);
4309                 Con_Printf("cg/default.cg written\n");
4310         }
4311         else
4312                 Con_Printf("failed to write to cg/default.cg\n");
4313 #endif
4314 }
4315
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4317 {
4318         if (!second)
4319                 texturemode = GL_MODULATE;
4320         switch (vid.renderpath)
4321         {
4322         case RENDERPATH_GL20:
4323                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4324                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4326                 break;
4327         case RENDERPATH_CGGL:
4328 #ifdef SUPPORTCG
4329                 CHECKCGERROR
4330                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4331                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4333 #endif
4334                 break;
4335         case RENDERPATH_GL13:
4336                 R_Mesh_TexBind(0, first );
4337                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338                 R_Mesh_TexBind(1, second);
4339                 if (second)
4340                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4341                 break;
4342         case RENDERPATH_GL11:
4343                 R_Mesh_TexBind(0, first );
4344                 break;
4345         }
4346 }
4347
4348 void R_SetupShader_DepthOrShadow(void)
4349 {
4350         switch (vid.renderpath)
4351         {
4352         case RENDERPATH_GL20:
4353                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4354                 break;
4355         case RENDERPATH_CGGL:
4356 #ifdef SUPPORTCG
4357                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4358 #endif
4359                 break;
4360         case RENDERPATH_GL13:
4361                 R_Mesh_TexBind(0, 0);
4362                 R_Mesh_TexBind(1, 0);
4363                 break;
4364         case RENDERPATH_GL11:
4365                 R_Mesh_TexBind(0, 0);
4366                 break;
4367         }
4368 }
4369
4370 void R_SetupShader_ShowDepth(void)
4371 {
4372         switch (vid.renderpath)
4373         {
4374         case RENDERPATH_GL20:
4375                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4376                 break;
4377         case RENDERPATH_CGGL:
4378 #ifdef SUPPORTCG
4379                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4380 #endif
4381                 break;
4382         case RENDERPATH_GL13:
4383                 break;
4384         case RENDERPATH_GL11:
4385                 break;
4386         }
4387 }
4388
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4414 {
4415         // select a permutation of the lighting shader appropriate to this
4416         // combination of texture, entity, light source, and fogging, only use the
4417         // minimum features necessary to avoid wasting rendering time in the
4418         // fragment shader on features that are not being used
4419         unsigned int permutation = 0;
4420         unsigned int mode = 0;
4421         float m16f[16];
4422         if (rsurfacepass == RSURFPASS_BACKGROUND)
4423         {
4424                 // distorted background
4425                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426                         mode = SHADERMODE_WATER;
4427                 else
4428                         mode = SHADERMODE_REFRACTION;
4429                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434                 R_Mesh_ColorPointer(NULL, 0, 0);
4435                 GL_AlphaTest(false);
4436                 GL_BlendFunc(GL_ONE, GL_ZERO);
4437         }
4438         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4439         {
4440                 if (r_glsl_offsetmapping.integer)
4441                 {
4442                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443                         if (r_glsl_offsetmapping_reliefmapping.integer)
4444                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4445                 }
4446                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4450                 // normalmap (deferred prepass), may use alpha test on diffuse
4451                 mode = SHADERMODE_DEFERREDGEOMETRY;
4452                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4461                 else
4462                         R_Mesh_ColorPointer(NULL, 0, 0);
4463                 GL_AlphaTest(false);
4464                 GL_BlendFunc(GL_ONE, GL_ZERO);
4465         }
4466         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4467         {
4468                 if (r_glsl_offsetmapping.integer)
4469                 {
4470                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471                         if (r_glsl_offsetmapping_reliefmapping.integer)
4472                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4473                 }
4474                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4476                 // light source
4477                 mode = SHADERMODE_LIGHTSOURCE;
4478                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4482                 if (diffusescale > 0)
4483                         permutation |= SHADERPERMUTATION_DIFFUSE;
4484                 if (specularscale > 0)
4485                 {
4486                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487                         if (r_shadow_glossexact.integer)
4488                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4489                 }
4490                 if (r_refdef.fogenabled)
4491                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492                 if (rsurface.texture->colormapping)
4493                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4494                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4495                 {
4496                         if (r_shadow_usingshadowmaprect)
4497                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498                         if (r_shadow_usingshadowmap2d)
4499                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500                         if (r_shadow_usingshadowmapcube)
4501                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502                         else if(r_shadow_shadowmapvsdct)
4503                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4504
4505                         if (r_shadow_shadowmapsampler)
4506                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507                         if (r_shadow_shadowmappcf > 1)
4508                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509                         else if (r_shadow_shadowmappcf)
4510                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4511                 }
4512                 if (rsurface.texture->reflectmasktexture)
4513                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4516                 {
4517                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4520                 }
4521                 else
4522                 {
4523                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4526                 }
4527                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4530                 else
4531                         R_Mesh_ColorPointer(NULL, 0, 0);
4532                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4534         }
4535         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4536         {
4537                 if (r_glsl_offsetmapping.integer)
4538                 {
4539                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540                         if (r_glsl_offsetmapping_reliefmapping.integer)
4541                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4542                 }
4543                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545                 // unshaded geometry (fullbright or ambient model lighting)
4546                 mode = SHADERMODE_FLATCOLOR;
4547                 ambientscale = diffusescale = specularscale = 0;
4548                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549                         permutation |= SHADERPERMUTATION_GLOW;
4550                 if (r_refdef.fogenabled)
4551                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552                 if (rsurface.texture->colormapping)
4553                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4554                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555                         permutation |= SHADERPERMUTATION_REFLECTION;
4556                 if (rsurface.texture->reflectmasktexture)
4557                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4560                 {
4561                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4564                 }
4565                 else
4566                 {
4567                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4570                 }
4571                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4574                 else
4575                         R_Mesh_ColorPointer(NULL, 0, 0);
4576                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4578         }
4579         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4580         {
4581                 if (r_glsl_offsetmapping.integer)
4582                 {
4583                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584                         if (r_glsl_offsetmapping_reliefmapping.integer)
4585                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4586                 }
4587                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589                 // directional model lighting
4590                 mode = SHADERMODE_LIGHTDIRECTION;
4591                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592                         permutation |= SHADERPERMUTATION_GLOW;
4593                 permutation |= SHADERPERMUTATION_DIFFUSE;
4594                 if (specularscale > 0)
4595                 {
4596                         permutation |= SHADERPERMUTATION_SPECULAR;
4597                         if (r_shadow_glossexact.integer)
4598                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4599                 }
4600                 if (r_refdef.fogenabled)
4601                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602                 if (rsurface.texture->colormapping)
4603                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4604                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605                         permutation |= SHADERPERMUTATION_REFLECTION;
4606                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608                 if (rsurface.texture->reflectmasktexture)
4609                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4612                 {
4613                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4616                 }
4617                 else
4618                 {
4619                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4622                 }
4623                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624                 R_Mesh_ColorPointer(NULL, 0, 0);
4625                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4627         }
4628         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4629         {
4630                 if (r_glsl_offsetmapping.integer)
4631                 {
4632                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633                         if (r_glsl_offsetmapping_reliefmapping.integer)
4634                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4635                 }
4636                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638                 // ambient model lighting
4639                 mode = SHADERMODE_LIGHTDIRECTION;
4640                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641                         permutation |= SHADERPERMUTATION_GLOW;
4642                 if (r_refdef.fogenabled)
4643                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644                 if (rsurface.texture->colormapping)
4645                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647                         permutation |= SHADERPERMUTATION_REFLECTION;
4648                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650                 if (rsurface.texture->reflectmasktexture)
4651                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4654                 {
4655                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4658                 }
4659                 else
4660                 {
4661                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4664                 }
4665                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666                 R_Mesh_ColorPointer(NULL, 0, 0);
4667                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4669         }
4670         else
4671         {
4672                 if (r_glsl_offsetmapping.integer)
4673                 {
4674                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675                         if (r_glsl_offsetmapping_reliefmapping.integer)
4676                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4677                 }
4678                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4680                 // lightmapped wall
4681                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682                         permutation |= SHADERPERMUTATION_GLOW;
4683                 if (r_refdef.fogenabled)
4684                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685                 if (rsurface.texture->colormapping)
4686                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4687                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688                         permutation |= SHADERPERMUTATION_REFLECTION;
4689                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691                 if (rsurface.texture->reflectmasktexture)
4692                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4694                 {
4695                         // deluxemapping (light direction texture)
4696                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4698                         else
4699                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700                         permutation |= SHADERPERMUTATION_DIFFUSE;
4701                         if (specularscale > 0)
4702                         {
4703                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704                                 if (r_shadow_glossexact.integer)
4705                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4706                         }
4707                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4710                         else
4711                                 R_Mesh_ColorPointer(NULL, 0, 0);
4712                 }
4713                 else if (r_glsl_deluxemapping.integer >= 2)
4714                 {
4715                         // fake deluxemapping (uniform light direction in tangentspace)
4716                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717                         permutation |= SHADERPERMUTATION_DIFFUSE;
4718                         if (specularscale > 0)
4719                         {
4720                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721                                 if (r_shadow_glossexact.integer)
4722                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4723                         }
4724                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4727                         else
4728                                 R_Mesh_ColorPointer(NULL, 0, 0);
4729                 }
4730                 else if (rsurface.uselightmaptexture)
4731                 {
4732                         // ordinary lightmapping (q1bsp, q3bsp)
4733                         mode = SHADERMODE_LIGHTMAP;
4734                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4737                         else
4738                                 R_Mesh_ColorPointer(NULL, 0, 0);
4739                 }
4740                 else
4741                 {
4742                         // ordinary vertex coloring (q3bsp)
4743                         mode = SHADERMODE_VERTEXCOLOR;
4744                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4746                 }
4747                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4749                 {
4750                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4753                 }
4754                 else
4755                 {
4756                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4759                 }
4760                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4762         }
4763         switch(vid.renderpath)
4764         {
4765         case RENDERPATH_GL20:
4766                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768                 if (mode == SHADERMODE_LIGHTSOURCE)
4769                 {
4770                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4774                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4775                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4776         
4777                         // additive passes are only darkened by fog, not tinted
4778                         if (r_glsl_permutation->loc_FogColor >= 0)
4779                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
4781                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
4782                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4783                 }
4784                 else
4785                 {
4786                         if (mode == SHADERMODE_FLATCOLOR)
4787                         {
4788                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4789                         }
4790                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4791                         {
4792                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4793                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4794                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4795                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4796                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4797                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4798                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
4799                         }
4800                         else
4801                         {
4802                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4803                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
4804                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4805                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4806                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4807                         }
4808                         // additive passes are only darkened by fog, not tinted
4809                         if (r_glsl_permutation->loc_FogColor >= 0)
4810                         {
4811                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4813                                 else
4814                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4815                         }
4816                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
4817                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
4818                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
4819                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4824                 }
4825                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4831                 {
4832                         if (rsurface.texture->pantstexture)
4833                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4834                         else
4835                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4836                 }
4837                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4838                 {
4839                         if (rsurface.texture->shirttexture)
4840                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4841                         else
4842                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4843                 }
4844                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
4845                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
4850                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4851
4852         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4853         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4854         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4855                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4856                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4857                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4858                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4859                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4860                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4861                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4862                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4863                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4864                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4865                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4866                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4868                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4869                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4870                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4871                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4872                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4873                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4874                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4875                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4876                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4877                 if (rsurface.rtlight)
4878                 {
4879                         if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4880                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
4881                         if (r_shadow_usingshadowmapcube)
4882                                 if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
4884                         if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4885                 }
4886                 CHECKGLERROR
4887                 break;
4888         case RENDERPATH_CGGL:
4889 #ifdef SUPPORTCG
4890                 R_SetupShader_SetPermutationCG(mode, permutation);
4891                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892                 if (mode == SHADERMODE_LIGHTSOURCE)
4893                 {
4894                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4896                 }
4897                 else
4898                 {
4899                         if (mode == SHADERMODE_LIGHTDIRECTION)
4900                         {
4901                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
4902                         }
4903                 }
4904                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
4908                 CHECKGLERROR
4909
4910                 if (mode == SHADERMODE_LIGHTSOURCE)
4911                 {
4912                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
4915                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
4916                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
4917
4918                         // additive passes are only darkened by fog, not tinted
4919                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920                         if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
4921                         if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
4922                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4923                 }
4924                 else
4925                 {
4926                         if (mode == SHADERMODE_FLATCOLOR)
4927                         {
4928                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4929                         }
4930                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4931                         {
4932                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
4933                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
4934                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4935                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4936                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4937                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
4938                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
4939                         }
4940                         else
4941                         {
4942                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
4943                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
4944                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4945                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4946                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4947                         }
4948                         // additive passes are only darkened by fog, not tinted
4949                         if (r_cg_permutation->fp_FogColor)
4950                         {
4951                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4953                                 else
4954                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4955                                 CHECKCGERROR
4956                         }
4957                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
4958                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
4959                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
4960                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4965                 }
4966                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969                 if (r_cg_permutation->fp_Color_Pants)
4970                 {
4971                         if (rsurface.texture->pantstexture)
4972                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4973                         else
4974                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4975                         CHECKCGERROR
4976                 }
4977                 if (r_cg_permutation->fp_Color_Shirt)
4978                 {
4979                         if (rsurface.texture->shirttexture)
4980                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4981                         else
4982                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4983                         CHECKCGERROR
4984                 }
4985                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
4986                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
4991                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4992
4993         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
4994         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
4995         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
4996                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
4997                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
4998                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
4999                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5000                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5001                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5002                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5003                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5004                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5005                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5006                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5007                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5008                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5009                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5010                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5011                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5012                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5013                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5014                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5015                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5016                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5017                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5018                 if (rsurface.rtlight)
5019                 {
5020                         if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5021                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5022                         if (r_shadow_usingshadowmapcube)
5023                                 if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5025                         if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5026                 }
5027
5028                 CHECKGLERROR
5029 #endif
5030                 break;
5031         case RENDERPATH_GL13:
5032         case RENDERPATH_GL11:
5033                 break;
5034         }
5035 }
5036
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5038 {
5039         // select a permutation of the lighting shader appropriate to this
5040         // combination of texture, entity, light source, and fogging, only use the
5041         // minimum features necessary to avoid wasting rendering time in the
5042         // fragment shader on features that are not being used
5043         unsigned int permutation = 0;
5044         unsigned int mode = 0;
5045         const float *lightcolorbase = rtlight->currentcolor;
5046         float ambientscale = rtlight->ambientscale;
5047         float diffusescale = rtlight->diffusescale;
5048         float specularscale = rtlight->specularscale;
5049         // this is the location of the light in view space
5050         vec3_t viewlightorigin;
5051         // this transforms from view space (camera) to light space (cubemap)
5052         matrix4x4_t viewtolight;
5053         matrix4x4_t lighttoview;
5054         float viewtolight16f[16];
5055         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5056         // light source
5057         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058         if (rtlight->currentcubemap != r_texture_whitecube)
5059                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060         if (diffusescale > 0)
5061                 permutation |= SHADERPERMUTATION_DIFFUSE;
5062         if (specularscale > 0)
5063         {
5064                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065                 if (r_shadow_glossexact.integer)
5066                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5067         }
5068         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5069         {
5070                 if (r_shadow_usingshadowmaprect)
5071                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072                 if (r_shadow_usingshadowmap2d)
5073                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074                 if (r_shadow_usingshadowmapcube)
5075                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076                 else if(r_shadow_shadowmapvsdct)
5077                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5078
5079                 if (r_shadow_shadowmapsampler)
5080                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081                 if (r_shadow_shadowmappcf > 1)
5082                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083                 else if (r_shadow_shadowmappcf)
5084                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5085         }
5086         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090         switch(vid.renderpath)
5091         {
5092         case RENDERPATH_GL20:
5093                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5096                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
5097                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
5098                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5099                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5100                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5101                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5102                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5103                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5104
5105                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5106                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5107                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5108                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5109                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5110                 if (r_shadow_usingshadowmapcube)
5111                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5113                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5114                 break;
5115         case RENDERPATH_CGGL:
5116 #ifdef SUPPORTCG
5117                 R_SetupShader_SetPermutationCG(mode, permutation);
5118                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
5121                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
5122                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5123                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5124                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5125                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5126                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5127                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5128
5129                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5130                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5131                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5132                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5133                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5134                 if (r_shadow_usingshadowmapcube)
5135                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5137                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5138 #endif
5139                 break;
5140         case RENDERPATH_GL13:
5141         case RENDERPATH_GL11:
5142                 break;
5143         }
5144 }
5145
5146 #define SKINFRAME_HASH 1024
5147
5148 typedef struct
5149 {
5150         int loadsequence; // incremented each level change
5151         memexpandablearray_t array;
5152         skinframe_t *hash[SKINFRAME_HASH];
5153 }
5154 r_skinframe_t;
5155 r_skinframe_t r_skinframe;
5156
5157 void R_SkinFrame_PrepareForPurge(void)
5158 {
5159         r_skinframe.loadsequence++;
5160         // wrap it without hitting zero
5161         if (r_skinframe.loadsequence >= 200)
5162                 r_skinframe.loadsequence = 1;
5163 }
5164
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5166 {
5167         if (!skinframe)
5168                 return;
5169         // mark the skinframe as used for the purging code
5170         skinframe->loadsequence = r_skinframe.loadsequence;
5171 }
5172
5173 void R_SkinFrame_Purge(void)
5174 {
5175         int i;
5176         skinframe_t *s;
5177         for (i = 0;i < SKINFRAME_HASH;i++)
5178         {
5179                 for (s = r_skinframe.hash[i];s;s = s->next)
5180                 {
5181                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5182                         {
5183                                 if (s->merged == s->base)
5184                                         s->merged = NULL;
5185                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5187                                 R_PurgeTexture(s->merged);s->merged = NULL;
5188                                 R_PurgeTexture(s->base  );s->base   = NULL;
5189                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5190                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5191                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5192                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5193                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5194                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5195                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196                                 s->loadsequence = 0;
5197                         }
5198                 }
5199         }
5200 }
5201
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5203         skinframe_t *item;
5204         char basename[MAX_QPATH];
5205
5206         Image_StripImageExtension(name, basename, sizeof(basename));
5207
5208         if( last == NULL ) {
5209                 int hashindex;
5210                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211                 item = r_skinframe.hash[hashindex];
5212         } else {
5213                 item = last->next;
5214         }
5215
5216         // linearly search through the hash bucket
5217         for( ; item ; item = item->next ) {
5218                 if( !strcmp( item->basename, basename ) ) {
5219                         return item;
5220                 }
5221         }
5222         return NULL;
5223 }
5224
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5226 {
5227         skinframe_t *item;
5228         int hashindex;
5229         char basename[MAX_QPATH];
5230
5231         Image_StripImageExtension(name, basename, sizeof(basename));
5232
5233         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5236                         break;
5237
5238         if (!item) {
5239                 rtexture_t *dyntexture;
5240                 // check whether its a dynamic texture
5241                 dyntexture = CL_GetDynTexture( basename );
5242                 if (!add && !dyntexture)
5243                         return NULL;
5244                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245                 memset(item, 0, sizeof(*item));
5246                 strlcpy(item->basename, basename, sizeof(item->basename));
5247                 item->base = dyntexture; // either NULL or dyntexture handle
5248                 item->textureflags = textureflags;
5249                 item->comparewidth = comparewidth;
5250                 item->compareheight = compareheight;
5251                 item->comparecrc = comparecrc;
5252                 item->next = r_skinframe.hash[hashindex];
5253                 r_skinframe.hash[hashindex] = item;
5254         }
5255         else if( item->base == NULL )
5256         {
5257                 rtexture_t *dyntexture;
5258                 // check whether its a dynamic texture
5259                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5260                 dyntexture = CL_GetDynTexture( basename );
5261                 item->base = dyntexture; // either NULL or dyntexture handle
5262         }
5263
5264         R_SkinFrame_MarkUsed(item);
5265         return item;
5266 }
5267
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5269         { \
5270                 unsigned long long avgcolor[5], wsum; \
5271                 int pix, comp, w; \
5272                 avgcolor[0] = 0; \
5273                 avgcolor[1] = 0; \
5274                 avgcolor[2] = 0; \
5275                 avgcolor[3] = 0; \
5276                 avgcolor[4] = 0; \
5277                 wsum = 0; \
5278                 for(pix = 0; pix < cnt; ++pix) \
5279                 { \
5280                         w = 0; \
5281                         for(comp = 0; comp < 3; ++comp) \
5282                                 w += getpixel; \
5283                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5284                         { \
5285                                 ++wsum; \
5286                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5287                                 w = getpixel; \
5288                                 for(comp = 0; comp < 3; ++comp) \
5289                                         avgcolor[comp] += getpixel * w; \
5290                                 avgcolor[3] += w; \
5291                         } \
5292                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293                         avgcolor[4] += getpixel; \
5294                 } \
5295                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5296                         avgcolor[3] = 1; \
5297                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5301         }
5302
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5304 {
5305         int j;
5306         unsigned char *pixels;
5307         unsigned char *bumppixels;
5308         unsigned char *basepixels = NULL;
5309         int basepixels_width = 0;
5310         int basepixels_height = 0;
5311         skinframe_t *skinframe;
5312         rtexture_t *ddsbase = NULL;
5313         qboolean ddshasalpha = false;
5314         float ddsavgcolor[4];
5315         char basename[MAX_QPATH];
5316
5317         if (cls.state == ca_dedicated)
5318                 return NULL;
5319
5320         // return an existing skinframe if already loaded
5321         // if loading of the first image fails, don't make a new skinframe as it
5322         // would cause all future lookups of this to be missing
5323         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324         if (skinframe && skinframe->base)
5325                 return skinframe;
5326
5327         Image_StripImageExtension(name, basename, sizeof(basename));
5328
5329         // check for DDS texture file first
5330         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5331         {
5332                 basepixels = loadimagepixelsbgra(name, complain, true);
5333                 if (basepixels == NULL)
5334                         return NULL;
5335         }
5336
5337         if (developer_loading.integer)
5338                 Con_Printf("loading skin \"%s\"\n", name);
5339
5340         // we've got some pixels to store, so really allocate this new texture now
5341         if (!skinframe)
5342                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343         skinframe->stain = NULL;
5344         skinframe->merged = NULL;
5345         skinframe->base = NULL;
5346         skinframe->pants = NULL;
5347         skinframe->shirt = NULL;
5348         skinframe->nmap = NULL;
5349         skinframe->gloss = NULL;
5350         skinframe->glow = NULL;
5351         skinframe->fog = NULL;
5352         skinframe->reflect = NULL;
5353         skinframe->hasalpha = false;
5354
5355         if (ddsbase)
5356         {
5357                 skinframe->base = ddsbase;
5358                 skinframe->hasalpha = ddshasalpha;
5359                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360                 if (r_loadfog && skinframe->hasalpha)
5361                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5363         }
5364         else
5365         {
5366                 basepixels_width = image_width;
5367                 basepixels_height = image_height;
5368                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5369                 if (textureflags & TEXF_ALPHA)
5370                 {
5371                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5372                         {
5373                                 if (basepixels[j] < 255)
5374                                 {
5375                                         skinframe->hasalpha = true;
5376                                         break;
5377                                 }
5378                         }
5379                         if (r_loadfog && skinframe->hasalpha)
5380                         {
5381                                 // has transparent pixels
5382                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5384                                 {
5385                                         pixels[j+0] = 255;
5386                                         pixels[j+1] = 255;
5387                                         pixels[j+2] = 255;
5388                                         pixels[j+3] = basepixels[j+3];
5389                                 }
5390                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5391                                 Mem_Free(pixels);
5392                         }
5393                 }
5394                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5400         }
5401
5402         if (r_loaddds)
5403         {
5404                 if (r_loadnormalmap)
5405                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5407                 if (r_loadgloss)
5408                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5412         }
5413
5414         // _norm is the name used by tenebrae and has been adopted as standard
5415         if (r_loadnormalmap && skinframe->nmap == NULL)
5416         {
5417                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5418                 {
5419                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5420                         Mem_Free(pixels);
5421                         pixels = NULL;
5422                 }
5423                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5424                 {
5425                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5428                         Mem_Free(pixels);
5429                         Mem_Free(bumppixels);
5430                 }
5431                 else if (r_shadow_bumpscale_basetexture.value > 0)
5432                 {
5433                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5436                         Mem_Free(pixels);
5437                 }
5438                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5440         }
5441
5442         // _luma is supported only for tenebrae compatibility
5443         // _glow is the preferred name
5444         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5445         {
5446                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5447                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449                 Mem_Free(pixels);pixels = NULL;
5450         }
5451
5452         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5453         {
5454                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5455                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5457                 Mem_Free(pixels);
5458                 pixels = NULL;
5459         }
5460
5461         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5462         {
5463                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5464                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5466                 Mem_Free(pixels);
5467                 pixels = NULL;
5468         }
5469
5470         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5471         {
5472                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5473                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5475                 Mem_Free(pixels);
5476                 pixels = NULL;
5477         }
5478
5479         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5480         {
5481                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5482                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5484                 Mem_Free(pixels);
5485                 pixels = NULL;
5486         }
5487
5488         if (basepixels)
5489                 Mem_Free(basepixels);
5490
5491         return skinframe;
5492 }
5493
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5496 {
5497         int i;
5498         unsigned char *temp1, *temp2;
5499         skinframe_t *skinframe;
5500
5501         if (cls.state == ca_dedicated)
5502                 return NULL;
5503
5504         // if already loaded just return it, otherwise make a new skinframe
5505         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506         if (skinframe && skinframe->base)
5507                 return skinframe;
5508
5509         skinframe->stain = NULL;
5510         skinframe->merged = NULL;
5511         skinframe->base = NULL;
5512         skinframe->pants = NULL;
5513         skinframe->shirt = NULL;
5514         skinframe->nmap = NULL;
5515         skinframe->gloss = NULL;
5516         skinframe->glow = NULL;
5517         skinframe->fog = NULL;
5518         skinframe->reflect = NULL;
5519         skinframe->hasalpha = false;
5520
5521         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5522         if (!skindata)
5523                 return NULL;
5524
5525         if (developer_loading.integer)
5526                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5527
5528         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5529         {
5530                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531                 temp2 = temp1 + width * height * 4;
5532                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5534                 Mem_Free(temp1);
5535         }
5536         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537         if (textureflags & TEXF_ALPHA)
5538         {
5539                 for (i = 3;i < width * height * 4;i += 4)
5540                 {
5541                         if (skindata[i] < 255)
5542                         {
5543                                 skinframe->hasalpha = true;
5544                                 break;
5545                         }
5546                 }
5547                 if (r_loadfog && skinframe->hasalpha)
5548                 {
5549                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550                         memcpy(fogpixels, skindata, width * height * 4);
5551                         for (i = 0;i < width * height * 4;i += 4)
5552                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554                         Mem_Free(fogpixels);
5555                 }
5556         }
5557
5558         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5560
5561         return skinframe;
5562 }
5563
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5565 {
5566         int i;
5567         int featuresmask;
5568         skinframe_t *skinframe;
5569
5570         if (cls.state == ca_dedicated)
5571                 return NULL;
5572
5573         // if already loaded just return it, otherwise make a new skinframe
5574         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575         if (skinframe && skinframe->base)
5576                 return skinframe;
5577
5578         skinframe->stain = NULL;
5579         skinframe->merged = NULL;
5580         skinframe->base = NULL;
5581         skinframe->pants = NULL;
5582         skinframe->shirt = NULL;
5583         skinframe->nmap = NULL;
5584         skinframe->gloss = NULL;
5585         skinframe->glow = NULL;
5586         skinframe->fog = NULL;
5587         skinframe->reflect = NULL;
5588         skinframe->hasalpha = false;
5589
5590         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5591         if (!skindata)
5592                 return NULL;
5593
5594         if (developer_loading.integer)
5595                 Con_Printf("loading quake skin \"%s\"\n", name);
5596
5597         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
5598         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599         memcpy(skinframe->qpixels, skindata, width*height);
5600         skinframe->qwidth = width;
5601         skinframe->qheight = height;
5602
5603         featuresmask = 0;
5604         for (i = 0;i < width * height;i++)
5605                 featuresmask |= palette_featureflags[skindata[i]];
5606
5607         skinframe->hasalpha = false;
5608         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610         skinframe->qgeneratemerged = true;
5611         skinframe->qgeneratebase = skinframe->qhascolormapping;
5612         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5613
5614         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5616
5617         return skinframe;
5618 }
5619
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5621 {
5622         int width;
5623         int height;
5624         unsigned char *skindata;
5625
5626         if (!skinframe->qpixels)
5627                 return;
5628
5629         if (!skinframe->qhascolormapping)
5630                 colormapped = false;
5631
5632         if (colormapped)
5633         {
5634                 if (!skinframe->qgeneratebase)
5635                         return;
5636         }
5637         else
5638         {
5639                 if (!skinframe->qgeneratemerged)
5640                         return;
5641         }
5642
5643         width = skinframe->qwidth;
5644         height = skinframe->qheight;
5645         skindata = skinframe->qpixels;
5646
5647         if (skinframe->qgeneratenmap)
5648         {
5649                 unsigned char *temp1, *temp2;
5650                 skinframe->qgeneratenmap = false;
5651                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652                 temp2 = temp1 + width * height * 4;
5653                 // use either a custom palette or the quake palette
5654                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5657                 Mem_Free(temp1);
5658         }
5659
5660         if (skinframe->qgenerateglow)
5661         {
5662                 skinframe->qgenerateglow = false;
5663                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5664         }
5665
5666         if (colormapped)
5667         {
5668                 skinframe->qgeneratebase = false;
5669                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5670                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5672         }
5673         else
5674         {
5675                 skinframe->qgeneratemerged = false;
5676                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5677         }
5678
5679         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5680         {
5681                 Mem_Free(skinframe->qpixels);
5682                 skinframe->qpixels = NULL;
5683         }
5684 }
5685
5686 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
5687 {
5688         int i;
5689         skinframe_t *skinframe;
5690
5691         if (cls.state == ca_dedicated)
5692                 return NULL;
5693
5694         // if already loaded just return it, otherwise make a new skinframe
5695         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696         if (skinframe && skinframe->base)
5697                 return skinframe;
5698
5699         skinframe->stain = NULL;
5700         skinframe->merged = NULL;
5701         skinframe->base = NULL;
5702         skinframe->pants = NULL;
5703         skinframe->shirt = NULL;
5704         skinframe->nmap = NULL;
5705         skinframe->gloss = NULL;
5706         skinframe->glow = NULL;
5707         skinframe->fog = NULL;
5708         skinframe->reflect = NULL;
5709         skinframe->hasalpha = false;
5710
5711         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5712         if (!skindata)
5713                 return NULL;
5714
5715         if (developer_loading.integer)
5716                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5717
5718         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719         if (textureflags & TEXF_ALPHA)
5720         {
5721                 for (i = 0;i < width * height;i++)
5722                 {
5723                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5724                         {
5725                                 skinframe->hasalpha = true;
5726                                 break;
5727                         }
5728                 }
5729                 if (r_loadfog && skinframe->hasalpha)
5730                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5731         }
5732
5733         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5735
5736         return skinframe;
5737 }
5738
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5740 {
5741         skinframe_t *skinframe;
5742
5743         if (cls.state == ca_dedicated)
5744                 return NULL;
5745
5746         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747         skinframe->stain = NULL;
5748         skinframe->merged = NULL;
5749         skinframe->base = NULL;
5750         skinframe->pants = NULL;
5751         skinframe->shirt = NULL;
5752         skinframe->nmap = NULL;
5753         skinframe->gloss = NULL;
5754         skinframe->glow = NULL;
5755         skinframe->fog = NULL;
5756         skinframe->reflect = NULL;
5757         skinframe->hasalpha = false;
5758
5759         skinframe->avgcolor[0] = rand() / RAND_MAX;
5760         skinframe->avgcolor[1] = rand() / RAND_MAX;
5761         skinframe->avgcolor[2] = rand() / RAND_MAX;
5762         skinframe->avgcolor[3] = 1;
5763
5764         return skinframe;
5765 }
5766
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5769 {
5770         char *suffix;
5771         qboolean flipx, flipy, flipdiagonal;
5772 }
5773 suffixinfo_t;
5774 static suffixinfo_t suffix[3][6] =
5775 {
5776         {
5777                 {"px",   false, false, false},
5778                 {"nx",   false, false, false},
5779                 {"py",   false, false, false},
5780                 {"ny",   false, false, false},
5781                 {"pz",   false, false, false},
5782                 {"nz",   false, false, false}
5783         },
5784         {
5785                 {"posx", false, false, false},
5786                 {"negx", false, false, false},
5787                 {"posy", false, false, false},
5788                 {"negy", false, false, false},
5789                 {"posz", false, false, false},
5790                 {"negz", false, false, false}
5791         },
5792         {
5793                 {"rt",    true, false,  true},
5794                 {"lf",   false,  true,  true},
5795                 {"ft",    true,  true, false},
5796                 {"bk",   false, false, false},
5797                 {"up",    true, false,  true},
5798                 {"dn",    true, false,  true}
5799         }
5800 };
5801
5802 static int componentorder[4] = {0, 1, 2, 3};
5803
5804 rtexture_t *R_LoadCubemap(const char *basename)
5805 {
5806         int i, j, cubemapsize;
5807         unsigned char *cubemappixels, *image_buffer;
5808         rtexture_t *cubemaptexture;
5809         char name[256];
5810         // must start 0 so the first loadimagepixels has no requested width/height
5811         cubemapsize = 0;
5812         cubemappixels = NULL;
5813         cubemaptexture = NULL;
5814         // keep trying different suffix groups (posx, px, rt) until one loads
5815         for (j = 0;j < 3 && !cubemappixels;j++)
5816         {
5817                 // load the 6 images in the suffix group
5818                 for (i = 0;i < 6;i++)
5819                 {
5820                         // generate an image name based on the base and and suffix
5821                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5822                         // load it
5823                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5824                         {
5825                                 // an image loaded, make sure width and height are equal
5826                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5827                                 {
5828                                         // if this is the first image to load successfully, allocate the cubemap memory
5829                                         if (!cubemappixels && image_width >= 1)
5830                                         {
5831                                                 cubemapsize = image_width;
5832                                                 // note this clears to black, so unavailable sides are black
5833                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5834                                         }
5835                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5836                                         if (cubemappixels)
5837                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
5838                                 }
5839                                 else
5840                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5841                                 // free the image
5842                                 Mem_Free(image_buffer);
5843                         }
5844                 }
5845         }
5846         // if a cubemap loaded, upload it
5847         if (cubemappixels)
5848         {
5849                 if (developer_loading.integer)
5850                         Con_Printf("loading cubemap \"%s\"\n", basename);
5851
5852                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853                 Mem_Free(cubemappixels);
5854         }
5855         else
5856         {
5857                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858                 if (developer_loading.integer)
5859                 {
5860                         Con_Printf("(tried tried images ");
5861                         for (j = 0;j < 3;j++)
5862                                 for (i = 0;i < 6;i++)
5863                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864                         Con_Print(" and was unable to find any of them).\n");
5865                 }
5866         }
5867         return cubemaptexture;
5868 }
5869
5870 rtexture_t *R_GetCubemap(const char *basename)
5871 {
5872         int i;
5873         for (i = 0;i < r_texture_numcubemaps;i++)
5874                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876         if (i >= MAX_CUBEMAPS)
5877                 return r_texture_whitecube;
5878         r_texture_numcubemaps++;
5879         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881         return r_texture_cubemaps[i].texture;
5882 }
5883
5884 void R_FreeCubemaps(void)
5885 {
5886         int i;
5887         for (i = 0;i < r_texture_numcubemaps;i++)
5888         {
5889                 if (developer_loading.integer)
5890                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891                 if (r_texture_cubemaps[i].texture)
5892                         R_FreeTexture(r_texture_cubemaps[i].texture);
5893         }
5894         r_texture_numcubemaps = 0;
5895 }
5896
5897 void R_Main_FreeViewCache(void)
5898 {
5899         if (r_refdef.viewcache.entityvisible)
5900                 Mem_Free(r_refdef.viewcache.entityvisible);
5901         if (r_refdef.viewcache.world_pvsbits)
5902                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903         if (r_refdef.viewcache.world_leafvisible)
5904                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905         if (r_refdef.viewcache.world_surfacevisible)
5906                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5908 }
5909
5910 void R_Main_ResizeViewCache(void)
5911 {
5912         int numentities = r_refdef.scene.numentities;
5913         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917         if (r_refdef.viewcache.maxentities < numentities)
5918         {
5919                 r_refdef.viewcache.maxentities = numentities;
5920                 if (r_refdef.viewcache.entityvisible)
5921                         Mem_Free(r_refdef.viewcache.entityvisible);
5922                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5923         }
5924         if (r_refdef.viewcache.world_numclusters != numclusters)
5925         {
5926                 r_refdef.viewcache.world_numclusters = numclusters;
5927                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928                 if (r_refdef.viewcache.world_pvsbits)
5929                         Mem_Free(r_refdef.viewcache.world_pvsbits);
5930                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5931         }
5932         if (r_refdef.viewcache.world_numleafs != numleafs)
5933         {
5934                 r_refdef.viewcache.world_numleafs = numleafs;
5935                 if (r_refdef.viewcache.world_leafvisible)
5936                         Mem_Free(r_refdef.viewcache.world_leafvisible);
5937                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5938         }
5939         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5940         {
5941                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942                 if (r_refdef.viewcache.world_surfacevisible)
5943                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5945         }
5946 }
5947
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5950 {
5951         loadingscreentexture = NULL;
5952         r_texture_blanknormalmap = NULL;
5953         r_texture_white = NULL;
5954         r_texture_grey128 = NULL;
5955         r_texture_black = NULL;
5956         r_texture_whitecube = NULL;
5957         r_texture_normalizationcube = NULL;
5958         r_texture_fogattenuation = NULL;
5959         r_texture_gammaramps = NULL;
5960         r_texture_numcubemaps = 0;
5961
5962         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5964
5965         switch(vid.renderpath)
5966         {
5967         case RENDERPATH_GL20:
5968         case RENDERPATH_CGGL:
5969                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970                 Cvar_SetValueQuick(&gl_combine, 1);
5971                 Cvar_SetValueQuick(&r_glsl, 1);
5972                 r_loadnormalmap = true;
5973                 r_loadgloss = true;
5974                 r_loadfog = false;
5975                 break;
5976         case RENDERPATH_GL13:
5977                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978                 Cvar_SetValueQuick(&gl_combine, 1);
5979                 Cvar_SetValueQuick(&r_glsl, 0);
5980                 r_loadnormalmap = false;
5981                 r_loadgloss = false;
5982                 r_loadfog = true;
5983                 break;
5984         case RENDERPATH_GL11:
5985                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986                 Cvar_SetValueQuick(&gl_combine, 0);
5987                 Cvar_SetValueQuick(&r_glsl, 0);
5988                 r_loadnormalmap = false;
5989                 r_loadgloss = false;
5990                 r_loadfog = true;
5991                 break;
5992         }
5993
5994         R_AnimCache_Free();
5995         R_FrameData_Reset();
5996
5997         r_numqueries = 0;
5998         r_maxqueries = 0;
5999         memset(r_queries, 0, sizeof(r_queries));
6000
6001         r_qwskincache = NULL;
6002         r_qwskincache_size = 0;
6003
6004         // set up r_skinframe loading system for textures
6005         memset(&r_skinframe, 0, sizeof(r_skinframe));
6006         r_skinframe.loadsequence = 1;
6007         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6008
6009         r_main_texturepool = R_AllocTexturePool();
6010         R_BuildBlankTextures();
6011         R_BuildNoTexture();
6012         if (vid.support.arb_texture_cube_map)
6013         {
6014                 R_BuildWhiteCube();
6015                 R_BuildNormalizationCube();
6016         }
6017         r_texture_fogattenuation = NULL;
6018         r_texture_gammaramps = NULL;
6019         //r_texture_fogintensity = NULL;
6020         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021         memset(&r_waterstate, 0, sizeof(r_waterstate));
6022         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024         glslshaderstring = NULL;
6025 #ifdef SUPPORTCG
6026         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028         cgshaderstring = NULL;
6029 #endif
6030         memset(&r_svbsp, 0, sizeof (r_svbsp));
6031
6032         r_refdef.fogmasktable_density = 0;
6033 }
6034
6035 void gl_main_shutdown(void)
6036 {
6037         R_AnimCache_Free();
6038         R_FrameData_Reset();
6039
6040         R_Main_FreeViewCache();
6041
6042         if (r_maxqueries)
6043                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6044
6045         r_numqueries = 0;
6046         r_maxqueries = 0;
6047         memset(r_queries, 0, sizeof(r_queries));
6048
6049         r_qwskincache = NULL;
6050         r_qwskincache_size = 0;
6051
6052         // clear out the r_skinframe state
6053         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054         memset(&r_skinframe, 0, sizeof(r_skinframe));
6055
6056         if (r_svbsp.nodes)
6057                 Mem_Free(r_svbsp.nodes);
6058         memset(&r_svbsp, 0, sizeof (r_svbsp));
6059         R_FreeTexturePool(&r_main_texturepool);
6060         loadingscreentexture = NULL;
6061         r_texture_blanknormalmap = NULL;
6062         r_texture_white = NULL;
6063         r_texture_grey128 = NULL;
6064         r_texture_black = NULL;
6065         r_texture_whitecube = NULL;
6066         r_texture_normalizationcube = NULL;
6067         r_texture_fogattenuation = NULL;
6068         r_texture_gammaramps = NULL;
6069         r_texture_numcubemaps = 0;
6070         //r_texture_fogintensity = NULL;
6071         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072         memset(&r_waterstate, 0, sizeof(r_waterstate));
6073         R_GLSL_Restart_f();
6074 }
6075
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6078 {
6079         // FIXME: move this code to client
6080         int l;
6081         char *entities, entname[MAX_QPATH];
6082         if (r_qwskincache)
6083                 Mem_Free(r_qwskincache);
6084         r_qwskincache = NULL;
6085         r_qwskincache_size = 0;
6086         if (cl.worldmodel)
6087         {
6088                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089                 l = (int)strlen(entname) - 4;
6090                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6091                 {
6092                         memcpy(entname + l, ".ent", 5);
6093                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6094                         {
6095                                 CL_ParseEntityLump(entities);
6096                                 Mem_Free(entities);
6097                                 return;
6098                         }
6099                 }
6100                 if (cl.worldmodel->brush.entities)
6101                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6102         }
6103         R_Main_FreeViewCache();
6104
6105         R_FrameData_Reset();
6106 }
6107
6108 void GL_Main_Init(void)
6109 {
6110         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6111
6112         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115         if (gamemode == GAME_NEHAHRA)
6116         {
6117                 Cvar_RegisterVariable (&gl_fogenable);
6118                 Cvar_RegisterVariable (&gl_fogdensity);
6119                 Cvar_RegisterVariable (&gl_fogred);
6120                 Cvar_RegisterVariable (&gl_foggreen);
6121                 Cvar_RegisterVariable (&gl_fogblue);
6122                 Cvar_RegisterVariable (&gl_fogstart);
6123                 Cvar_RegisterVariable (&gl_fogend);
6124                 Cvar_RegisterVariable (&gl_skyclip);
6125         }
6126         Cvar_RegisterVariable(&r_motionblur);
6127         Cvar_RegisterVariable(&r_motionblur_maxblur);
6128         Cvar_RegisterVariable(&r_motionblur_bmin);
6129         Cvar_RegisterVariable(&r_motionblur_vmin);
6130         Cvar_RegisterVariable(&r_motionblur_vmax);
6131         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132         Cvar_RegisterVariable(&r_motionblur_randomize);
6133         Cvar_RegisterVariable(&r_damageblur);
6134         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136         Cvar_RegisterVariable(&r_equalize_entities_by);
6137         Cvar_RegisterVariable(&r_equalize_entities_to);
6138         Cvar_RegisterVariable(&r_depthfirst);
6139         Cvar_RegisterVariable(&r_useinfinitefarclip);
6140         Cvar_RegisterVariable(&r_farclip_base);
6141         Cvar_RegisterVariable(&r_farclip_world);
6142         Cvar_RegisterVariable(&r_nearclip);
6143         Cvar_RegisterVariable(&r_showbboxes);
6144         Cvar_RegisterVariable(&r_showsurfaces);
6145         Cvar_RegisterVariable(&r_showtris);
6146         Cvar_RegisterVariable(&r_shownormals);
6147         Cvar_RegisterVariable(&r_showlighting);
6148         Cvar_RegisterVariable(&r_showshadowvolumes);
6149         Cvar_RegisterVariable(&r_showcollisionbrushes);
6150         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152         Cvar_RegisterVariable(&r_showdisabledepthtest);
6153         Cvar_RegisterVariable(&r_drawportals);
6154         Cvar_RegisterVariable(&r_drawentities);
6155         Cvar_RegisterVariable(&r_cullentities_trace);
6156         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160         Cvar_RegisterVariable(&r_drawviewmodel);
6161         Cvar_RegisterVariable(&r_speeds);
6162         Cvar_RegisterVariable(&r_fullbrights);
6163         Cvar_RegisterVariable(&r_wateralpha);
6164         Cvar_RegisterVariable(&r_dynamic);
6165         Cvar_RegisterVariable(&r_fullbright);
6166         Cvar_RegisterVariable(&r_shadows);
6167         Cvar_RegisterVariable(&r_shadows_darken);
6168         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170         Cvar_RegisterVariable(&r_shadows_throwdistance);
6171         Cvar_RegisterVariable(&r_shadows_throwdirection);
6172         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177         Cvar_RegisterVariable(&r_fog_exp2);
6178         Cvar_RegisterVariable(&r_drawfog);
6179         Cvar_RegisterVariable(&r_transparentdepthmasking);
6180         Cvar_RegisterVariable(&r_texture_dds_load);
6181         Cvar_RegisterVariable(&r_texture_dds_save);
6182         Cvar_RegisterVariable(&r_textureunits);
6183         Cvar_RegisterVariable(&gl_combine);
6184         Cvar_RegisterVariable(&r_glsl);
6185         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189         Cvar_RegisterVariable(&r_glsl_postprocess);
6190         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194         Cvar_RegisterVariable(&r_water);
6195         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196         Cvar_RegisterVariable(&r_water_clippingplanebias);
6197         Cvar_RegisterVariable(&r_water_refractdistort);
6198         Cvar_RegisterVariable(&r_water_reflectdistort);
6199         Cvar_RegisterVariable(&r_lerpsprites);
6200         Cvar_RegisterVariable(&r_lerpmodels);
6201         Cvar_RegisterVariable(&r_lerplightstyles);
6202         Cvar_RegisterVariable(&r_waterscroll);
6203         Cvar_RegisterVariable(&r_bloom);
6204         Cvar_RegisterVariable(&r_bloom_colorscale);
6205         Cvar_RegisterVariable(&r_bloom_brighten);
6206         Cvar_RegisterVariable(&r_bloom_blur);
6207         Cvar_RegisterVariable(&r_bloom_resolution);
6208         Cvar_RegisterVariable(&r_bloom_colorexponent);
6209         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210         Cvar_RegisterVariable(&r_hdr);
6211         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212         Cvar_RegisterVariable(&r_hdr_glowintensity);
6213         Cvar_RegisterVariable(&r_hdr_range);
6214         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215         Cvar_RegisterVariable(&developer_texturelogging);
6216         Cvar_RegisterVariable(&gl_lightmaps);
6217         Cvar_RegisterVariable(&r_test);
6218         Cvar_RegisterVariable(&r_batchmode);
6219         Cvar_RegisterVariable(&r_glsl_saturation);
6220         Cvar_RegisterVariable(&r_framedatasize);
6221         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222                 Cvar_SetValue("r_fullbrights", 0);
6223         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6224
6225         Cvar_RegisterVariable(&r_track_sprites);
6226         Cvar_RegisterVariable(&r_track_sprites_flags);
6227         Cvar_RegisterVariable(&r_track_sprites_scalew);
6228         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6231 }
6232
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6246
6247 void Render_Init(void)
6248 {
6249         gl_backend_init();
6250         R_Textures_Init();
6251         GL_Main_Init();
6252         Font_Init();
6253         GL_Draw_Init();
6254         R_Shadow_Init();
6255         R_Sky_Init();
6256         GL_Surf_Init();
6257         Sbar_Init();
6258         R_Particles_Init();
6259         R_Explosion_Init();
6260         R_LightningBeams_Init();
6261         Mod_RenderInit();
6262 }
6263
6264 /*
6265 ===============
6266 GL_Init
6267 ===============
6268 */
6269 extern char *ENGINE_EXTENSIONS;
6270 void GL_Init (void)
6271 {
6272         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274         gl_version = (const char *)qglGetString(GL_VERSION);
6275         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6276
6277         if (!gl_extensions)
6278                 gl_extensions = "";
6279         if (!gl_platformextensions)
6280                 gl_platformextensions = "";
6281
6282         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284         Con_Printf("GL_VERSION: %s\n", gl_version);
6285         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6287
6288         VID_CheckExtensions();
6289
6290         // LordHavoc: report supported extensions
6291         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6292
6293         // clear to black (loading plaque will be seen over this)
6294         CHECKGLERROR
6295         qglClearColor(0,0,0,1);CHECKGLERROR
6296         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6297 }
6298
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6300 {
6301         int i;
6302         mplane_t *p;
6303         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6304         {
6305                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6306                 if (i == 4)
6307                         continue;
6308                 p = r_refdef.view.frustum + i;
6309                 switch(p->signbits)
6310                 {
6311                 default:
6312                 case 0:
6313                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6314                                 return true;
6315                         break;
6316                 case 1:
6317                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6318                                 return true;
6319                         break;
6320                 case 2:
6321                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6322                                 return true;
6323                         break;
6324                 case 3:
6325                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6326                                 return true;
6327                         break;
6328                 case 4:
6329                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6330                                 return true;
6331                         break;
6332                 case 5:
6333                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6334                                 return true;
6335                         break;
6336                 case 6:
6337                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6338                                 return true;
6339                         break;
6340                 case 7:
6341                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6342                                 return true;
6343                         break;
6344                 }
6345         }
6346         return false;
6347 }
6348
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6350 {
6351         int i;
6352         const mplane_t *p;
6353         for (i = 0;i < numplanes;i++)
6354         {
6355                 p = planes + i;
6356                 switch(p->signbits)
6357                 {
6358                 default:
6359                 case 0:
6360                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6361                                 return true;
6362                         break;
6363                 case 1:
6364                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6365                                 return true;
6366                         break;
6367                 case 2:
6368                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6369                                 return true;
6370                         break;
6371                 case 3:
6372                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6373                                 return true;
6374                         break;
6375                 case 4:
6376                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6377                                 return true;
6378                         break;
6379                 case 5:
6380                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6381                                 return true;
6382                         break;
6383                 case 6:
6384                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6385                                 return true;
6386                         break;
6387                 case 7:
6388                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6389                                 return true;
6390                         break;
6391                 }
6392         }
6393         return false;
6394 }
6395
6396 //==================================================================================
6397
6398 // LordHavoc: this stores temporary data used within the same frame
6399
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6404
6405 void R_FrameData_Reset(void)
6406 {
6407         if (r_framedata_base)
6408                 Mem_Free(r_framedata_base);
6409         r_framedata_base = NULL;
6410         r_framedata_size = 0;
6411         r_framedata_current = 0;
6412         r_framedata_failed = false;
6413 }
6414
6415 void R_FrameData_NewFrame(void)
6416 {
6417         size_t wantedsize;
6418         if (r_framedata_failed)
6419                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422         if (r_framedata_size != wantedsize)
6423         {
6424                 r_framedata_size = wantedsize;
6425                 if (r_framedata_base)
6426                         Mem_Free(r_framedata_base);
6427                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6428         }
6429         r_framedata_current = 0;
6430         r_framedata_failed = false;
6431 }
6432
6433 void *R_FrameData_Alloc(size_t size)
6434 {
6435         void *data;
6436
6437         // align to 16 byte boundary
6438         size = (size + 15) & ~15;
6439         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440         r_framedata_current += size;
6441
6442         // check overflow
6443         if (r_framedata_current > r_framedata_size)
6444                 r_framedata_failed = true;
6445
6446         // return NULL on everything after a failure
6447         if (r_framedata_failed)
6448                 return NULL;
6449
6450         return data;
6451 }
6452
6453 void *R_FrameData_Store(size_t size, void *data)
6454 {
6455         void *d = R_FrameData_Alloc(size);
6456         if (d)
6457                 memcpy(d, data, size);
6458         return d;
6459 }
6460
6461 //==================================================================================
6462
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6464
6465 /**
6466  * Animation cache prevents re-generating mesh data for an animated model
6467  * multiple times in one frame for lighting, shadowing, reflections, etc.
6468  */
6469
6470 void R_AnimCache_Free(void)
6471 {
6472 }
6473
6474 void R_AnimCache_ClearCache(void)
6475 {
6476         int i;
6477         entity_render_t *ent;
6478
6479         for (i = 0;i < r_refdef.scene.numentities;i++)
6480         {
6481                 ent = r_refdef.scene.entities[i];
6482                 ent->animcache_vertex3f = NULL;
6483                 ent->animcache_normal3f = NULL;
6484                 ent->animcache_svector3f = NULL;
6485                 ent->animcache_tvector3f = NULL;
6486         }
6487 }
6488
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6490 {
6491         dp_model_t *model = ent->model;
6492         int numvertices;
6493         // see if it's already cached this frame
6494         if (ent->animcache_vertex3f)
6495         {
6496                 // add normals/tangents if needed
6497                 if (wantnormals || wanttangents)
6498                 {
6499                         if (ent->animcache_normal3f)
6500                                 wantnormals = false;
6501                         if (ent->animcache_svector3f)
6502                                 wanttangents = false;
6503                         if (wantnormals || wanttangents)
6504                         {
6505                                 numvertices = model->surfmesh.num_vertices;
6506                                 if (wantnormals)
6507                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6508                                 if (wanttangents)
6509                                 {
6510                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6512                                 }
6513                                 if (!r_framedata_failed)
6514                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6515                         }
6516                 }
6517         }
6518         else
6519         {
6520                 // see if this ent is worth caching
6521                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6522                         return false;
6523                 // get some memory for this entity and generate mesh data
6524                 numvertices = model->surfmesh.num_vertices;
6525                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6526                 if (wantnormals)
6527                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6528                 if (wanttangents)
6529                 {
6530                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6532                 }
6533                 if (!r_framedata_failed)
6534                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6535         }
6536         return !r_framedata_failed;
6537 }
6538
6539 void R_AnimCache_CacheVisibleEntities(void)
6540 {
6541         int i;
6542         qboolean wantnormals = !r_showsurfaces.integer;
6543         qboolean wanttangents = !r_showsurfaces.integer;
6544
6545         switch(vid.renderpath)
6546         {
6547         case RENDERPATH_GL20:
6548         case RENDERPATH_CGGL:
6549                 break;
6550         case RENDERPATH_GL13:
6551         case RENDERPATH_GL11:
6552                 wanttangents = false;
6553                 break;
6554         }
6555
6556         // TODO: thread this
6557         // NOTE: R_PrepareRTLights() also caches entities
6558
6559         for (i = 0;i < r_refdef.scene.numentities;i++)
6560                 if (r_refdef.viewcache.entityvisible[i])
6561                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6562
6563         if (r_shadows.integer)
6564                 for (i = 0;i < r_refdef.scene.numentities;i++)
6565                         if (!r_refdef.viewcache.entityvisible[i])
6566                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6567 }
6568
6569 //==================================================================================
6570
6571 static void R_View_UpdateEntityLighting (void)
6572 {
6573         int i;
6574         entity_render_t *ent;
6575         vec3_t tempdiffusenormal, avg;
6576         vec_t f, fa, fd, fdd;
6577
6578         for (i = 0;i < r_refdef.scene.numentities;i++)
6579         {
6580                 ent = r_refdef.scene.entities[i];
6581
6582                 // skip unseen models
6583                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6584                         continue;
6585
6586                 // skip bsp models
6587                 if (ent->model && ent->model->brush.num_leafs)
6588                 {
6589                         // TODO: use modellight for r_ambient settings on world?
6590                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6591                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6593                         continue;
6594                 }
6595
6596                 // fetch the lighting from the worldmodel data
6597                 VectorClear(ent->modellight_ambient);
6598                 VectorClear(ent->modellight_diffuse);
6599                 VectorClear(tempdiffusenormal);
6600                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6601                 {
6602                         vec3_t org;
6603                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605                         if(ent->flags & RENDER_EQUALIZE)
6606                         {
6607                                 // first fix up ambient lighting...
6608                                 if(r_equalize_entities_minambient.value > 0)
6609                                 {
6610                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6611                                         if(fd > 0)
6612                                         {
6613                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614                                                 if(fa < r_equalize_entities_minambient.value * fd)
6615                                                 {
6616                                                         // solve:
6617                                                         //   fa'/fd' = minambient
6618                                                         //   fa'+0.25*fd' = fa+0.25*fd
6619                                                         //   ...
6620                                                         //   fa' = fd' * minambient
6621                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6622                                                         //   ...
6623                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6625                                                         //   ...
6626                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
6628                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6630                                                 }
6631                                         }
6632                                 }
6633
6634                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6635                                 {
6636                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6638                                         if(f > 0)
6639                                         {
6640                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6643                                         }
6644                                 }
6645                         }
6646                 }
6647                 else // highly rare
6648                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6649
6650                 // move the light direction into modelspace coordinates for lighting code
6651                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652                 if(VectorLength2(ent->modellight_lightdir) == 0)
6653                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654                 VectorNormalize(ent->modellight_lightdir);
6655         }
6656 }
6657
6658 #define MAX_LINEOFSIGHTTRACES 64
6659
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6661 {
6662         int i;
6663         vec3_t boxmins, boxmaxs;
6664         vec3_t start;
6665         vec3_t end;
6666         dp_model_t *model = r_refdef.scene.worldmodel;
6667
6668         if (!model || !model->brush.TraceLineOfSight)
6669                 return true;
6670
6671         // expand the box a little
6672         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6678
6679         // return true if eye is inside enlarged box
6680         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6681                 return true;
6682
6683         // try center
6684         VectorCopy(eye, start);
6685         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6686         if (model->brush.TraceLineOfSight(model, start, end))
6687                 return true;
6688
6689         // try various random positions
6690         for (i = 0;i < numsamples;i++)
6691         {
6692                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6693                 if (model->brush.TraceLineOfSight(model, start, end))
6694                         return true;
6695         }
6696
6697         return false;
6698 }
6699
6700
6701 static void R_View_UpdateEntityVisible (void)
6702 {
6703         int i;
6704         int renderimask;
6705         int samples;
6706         entity_render_t *ent;
6707
6708         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6709         if (!r_drawviewmodel.integer)
6710                 renderimask |= RENDER_VIEWMODEL;
6711         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6712         {
6713                 // worldmodel can check visibility
6714                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6715                 for (i = 0;i < r_refdef.scene.numentities;i++)
6716                 {
6717                         ent = r_refdef.scene.entities[i];
6718                         if (!(ent->flags & renderimask))
6719                         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)))
6720                         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))
6721                                 r_refdef.viewcache.entityvisible[i] = true;
6722                 }
6723                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6724                 {
6725                         for (i = 0;i < r_refdef.scene.numentities;i++)
6726                         {
6727                                 ent = r_refdef.scene.entities[i];
6728                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6729                                 {
6730                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6731                                         if (samples < 0)
6732                                                 continue; // temp entities do pvs only
6733                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6734                                                 ent->last_trace_visibility = realtime;
6735                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6736                                                 r_refdef.viewcache.entityvisible[i] = 0;
6737                                 }
6738                         }
6739                 }
6740         }
6741         else
6742         {
6743                 // no worldmodel or it can't check visibility
6744                 for (i = 0;i < r_refdef.scene.numentities;i++)
6745                 {
6746                         ent = r_refdef.scene.entities[i];
6747                         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));
6748                 }
6749         }
6750 }
6751
6752 /// only used if skyrendermasked, and normally returns false
6753 int R_DrawBrushModelsSky (void)
6754 {
6755         int i, sky;
6756         entity_render_t *ent;
6757
6758         sky = false;
6759         for (i = 0;i < r_refdef.scene.numentities;i++)
6760         {
6761                 if (!r_refdef.viewcache.entityvisible[i])
6762                         continue;
6763                 ent = r_refdef.scene.entities[i];
6764                 if (!ent->model || !ent->model->DrawSky)
6765                         continue;
6766                 ent->model->DrawSky(ent);
6767                 sky = true;
6768         }
6769         return sky;
6770 }
6771
6772 static void R_DrawNoModel(entity_render_t *ent);
6773 static void R_DrawModels(void)
6774 {
6775         int i;
6776         entity_render_t *ent;
6777
6778         for (i = 0;i < r_refdef.scene.numentities;i++)
6779         {
6780                 if (!r_refdef.viewcache.entityvisible[i])
6781                         continue;
6782                 ent = r_refdef.scene.entities[i];
6783                 r_refdef.stats.entities++;
6784                 if (ent->model && ent->model->Draw != NULL)
6785                         ent->model->Draw(ent);
6786                 else
6787                         R_DrawNoModel(ent);
6788         }
6789 }
6790
6791 static void R_DrawModelsDepth(void)
6792 {
6793         int i;
6794         entity_render_t *ent;
6795
6796         for (i = 0;i < r_refdef.scene.numentities;i++)
6797         {
6798                 if (!r_refdef.viewcache.entityvisible[i])
6799                         continue;
6800                 ent = r_refdef.scene.entities[i];
6801                 if (ent->model && ent->model->DrawDepth != NULL)
6802                         ent->model->DrawDepth(ent);
6803         }
6804 }
6805
6806 static void R_DrawModelsDebug(void)
6807 {
6808         int i;
6809         entity_render_t *ent;
6810
6811         for (i = 0;i < r_refdef.scene.numentities;i++)
6812         {
6813                 if (!r_refdef.viewcache.entityvisible[i])
6814                         continue;
6815                 ent = r_refdef.scene.entities[i];
6816                 if (ent->model && ent->model->DrawDebug != NULL)
6817                         ent->model->DrawDebug(ent);
6818         }
6819 }
6820
6821 static void R_DrawModelsAddWaterPlanes(void)
6822 {
6823         int i;
6824         entity_render_t *ent;
6825
6826         for (i = 0;i < r_refdef.scene.numentities;i++)
6827         {
6828                 if (!r_refdef.viewcache.entityvisible[i])
6829                         continue;
6830                 ent = r_refdef.scene.entities[i];
6831                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6832                         ent->model->DrawAddWaterPlanes(ent);
6833         }
6834 }
6835
6836 static void R_View_SetFrustum(void)
6837 {
6838         int i;
6839         double slopex, slopey;
6840         vec3_t forward, left, up, origin;
6841
6842         // we can't trust r_refdef.view.forward and friends in reflected scenes
6843         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6844
6845 #if 0
6846         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6847         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6848         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6849         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6850         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6851         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6852         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6853         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6854         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6855         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6856         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6857         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6858 #endif
6859
6860 #if 0
6861         zNear = r_refdef.nearclip;
6862         nudge = 1.0 - 1.0 / (1<<23);
6863         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6864         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6865         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6866         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6867         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6868         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6869         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6870         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6871 #endif
6872
6873
6874
6875 #if 0
6876         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6877         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6878         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6879         r_refdef.view.frustum[0].dist = m[15] - m[12];
6880
6881         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6882         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6883         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6884         r_refdef.view.frustum[1].dist = m[15] + m[12];
6885
6886         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6887         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6888         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6889         r_refdef.view.frustum[2].dist = m[15] - m[13];
6890
6891         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6892         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6893         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6894         r_refdef.view.frustum[3].dist = m[15] + m[13];
6895
6896         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6897         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6898         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6899         r_refdef.view.frustum[4].dist = m[15] - m[14];
6900
6901         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6902         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6903         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6904         r_refdef.view.frustum[5].dist = m[15] + m[14];
6905 #endif
6906
6907         if (r_refdef.view.useperspective)
6908         {
6909                 slopex = 1.0 / r_refdef.view.frustum_x;
6910                 slopey = 1.0 / r_refdef.view.frustum_y;
6911                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6912                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
6913                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
6914                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
6915                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6916
6917                 // Leaving those out was a mistake, those were in the old code, and they
6918                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6919                 // I couldn't reproduce it after adding those normalizations. --blub
6920                 VectorNormalize(r_refdef.view.frustum[0].normal);
6921                 VectorNormalize(r_refdef.view.frustum[1].normal);
6922                 VectorNormalize(r_refdef.view.frustum[2].normal);
6923                 VectorNormalize(r_refdef.view.frustum[3].normal);
6924
6925                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6926                 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]);
6927                 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]);
6928                 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]);
6929                 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]);
6930
6931                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6932                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6933                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6934                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6935                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6936         }
6937         else
6938         {
6939                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6940                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6941                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6942                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6943                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6944                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6945                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6946                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6947                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6948                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6949         }
6950         r_refdef.view.numfrustumplanes = 5;
6951
6952         if (r_refdef.view.useclipplane)
6953         {
6954                 r_refdef.view.numfrustumplanes = 6;
6955                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6956         }
6957
6958         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6959                 PlaneClassify(r_refdef.view.frustum + i);
6960
6961         // LordHavoc: note to all quake engine coders, Quake had a special case
6962         // for 90 degrees which assumed a square view (wrong), so I removed it,
6963         // Quake2 has it disabled as well.
6964
6965         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6966         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6967         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6968         //PlaneClassify(&frustum[0]);
6969
6970         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6971         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6972         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6973         //PlaneClassify(&frustum[1]);
6974
6975         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6976         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6977         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6978         //PlaneClassify(&frustum[2]);
6979
6980         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6981         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6982         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6983         //PlaneClassify(&frustum[3]);
6984
6985         // nearclip plane
6986         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6987         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6988         //PlaneClassify(&frustum[4]);
6989 }
6990
6991 void R_View_Update(void)
6992 {
6993         R_Main_ResizeViewCache();
6994         R_View_SetFrustum();
6995         R_View_WorldVisibility(r_refdef.view.useclipplane);
6996         R_View_UpdateEntityVisible();
6997         R_View_UpdateEntityLighting();
6998 }
6999
7000 void R_SetupView(qboolean allowwaterclippingplane)
7001 {
7002         const float *customclipplane = NULL;
7003         float plane[4];
7004         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7005         {
7006                 // LordHavoc: couldn't figure out how to make this approach the
7007                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7008                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7009                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7010                         dist = r_refdef.view.clipplane.dist;
7011                 plane[0] = r_refdef.view.clipplane.normal[0];
7012                 plane[1] = r_refdef.view.clipplane.normal[1];
7013                 plane[2] = r_refdef.view.clipplane.normal[2];
7014                 plane[3] = dist;
7015                 customclipplane = plane;
7016         }
7017
7018         if (!r_refdef.view.useperspective)
7019                 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);
7020         else if (vid.stencil && r_useinfinitefarclip.integer)
7021                 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);
7022         else
7023                 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);
7024         R_SetViewport(&r_refdef.view.viewport);
7025 }
7026
7027 void R_EntityMatrix(const matrix4x4_t *matrix)
7028 {
7029         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7030         {
7031                 gl_modelmatrixchanged = false;
7032                 gl_modelmatrix = *matrix;
7033                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7034                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7035                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7036                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7037                 CHECKGLERROR
7038                 switch(vid.renderpath)
7039                 {
7040                 case RENDERPATH_GL20:
7041                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7042                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7043                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7044                         break;
7045                 case RENDERPATH_CGGL:
7046 #ifdef SUPPORTCG
7047                         CHECKCGERROR
7048                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7049                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7050                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7051 #endif
7052                         break;
7053                 case RENDERPATH_GL13:
7054                 case RENDERPATH_GL11:
7055                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7056                         break;
7057                 }
7058         }
7059 }
7060
7061 void R_ResetViewRendering2D(void)
7062 {
7063         r_viewport_t viewport;
7064         DrawQ_Finish();
7065
7066         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7067         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);
7068         R_SetViewport(&viewport);
7069         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7070         GL_Color(1, 1, 1, 1);
7071         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7072         GL_BlendFunc(GL_ONE, GL_ZERO);
7073         GL_AlphaTest(false);
7074         GL_ScissorTest(false);
7075         GL_DepthMask(false);
7076         GL_DepthRange(0, 1);
7077         GL_DepthTest(false);
7078         R_EntityMatrix(&identitymatrix);
7079         R_Mesh_ResetTextureState();
7080         GL_PolygonOffset(0, 0);
7081         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7082         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7083         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7084         qglStencilMask(~0);CHECKGLERROR
7085         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7086         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7087         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7088 }
7089
7090 void R_ResetViewRendering3D(void)
7091 {
7092         DrawQ_Finish();
7093
7094         R_SetupView(true);
7095         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7096         GL_Color(1, 1, 1, 1);
7097         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7098         GL_BlendFunc(GL_ONE, GL_ZERO);
7099         GL_AlphaTest(false);
7100         GL_ScissorTest(true);
7101         GL_DepthMask(true);
7102         GL_DepthRange(0, 1);
7103         GL_DepthTest(true);
7104         R_EntityMatrix(&identitymatrix);
7105         R_Mesh_ResetTextureState();
7106         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7107         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7108         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7109         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7110         qglStencilMask(~0);CHECKGLERROR
7111         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7112         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7113         GL_CullFace(r_refdef.view.cullface_back);
7114 }
7115
7116 void R_RenderScene(void);
7117 void R_RenderWaterPlanes(void);
7118
7119 static void R_Water_StartFrame(void)
7120 {
7121         int i;
7122         int waterwidth, waterheight, texturewidth, textureheight;
7123         r_waterstate_waterplane_t *p;
7124
7125         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7126                 return;
7127
7128         switch(vid.renderpath)
7129         {
7130         case RENDERPATH_GL20:
7131         case RENDERPATH_CGGL:
7132                 break;
7133         case RENDERPATH_GL13:
7134         case RENDERPATH_GL11:
7135                 return;
7136         }
7137
7138         // set waterwidth and waterheight to the water resolution that will be
7139         // used (often less than the screen resolution for faster rendering)
7140         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7141         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7142
7143         // calculate desired texture sizes
7144         // can't use water if the card does not support the texture size
7145         if (!r_water.integer || r_showsurfaces.integer)
7146                 texturewidth = textureheight = waterwidth = waterheight = 0;
7147         else if (vid.support.arb_texture_non_power_of_two)
7148         {
7149                 texturewidth = waterwidth;
7150                 textureheight = waterheight;
7151         }
7152         else
7153         {
7154                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7155                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7156         }
7157
7158         // allocate textures as needed
7159         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7160         {
7161                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7162                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7163                 {
7164                         if (p->texture_refraction)
7165                                 R_FreeTexture(p->texture_refraction);
7166                         p->texture_refraction = NULL;
7167                         if (p->texture_reflection)
7168                                 R_FreeTexture(p->texture_reflection);
7169                         p->texture_reflection = NULL;
7170                 }
7171                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7172                 r_waterstate.texturewidth = texturewidth;
7173                 r_waterstate.textureheight = textureheight;
7174         }
7175
7176         if (r_waterstate.texturewidth)
7177         {
7178                 r_waterstate.enabled = true;
7179
7180                 // when doing a reduced render (HDR) we want to use a smaller area
7181                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7182                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7183
7184                 // set up variables that will be used in shader setup
7185                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7186                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7187                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7188                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7189         }
7190
7191         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7192         r_waterstate.numwaterplanes = 0;
7193 }
7194
7195 void R_Water_AddWaterPlane(msurface_t *surface)
7196 {
7197         int triangleindex, planeindex;
7198         const int *e;
7199         vec3_t vert[3];
7200         vec3_t normal;
7201         vec3_t center;
7202         mplane_t plane;
7203         r_waterstate_waterplane_t *p;
7204         texture_t *t = R_GetCurrentTexture(surface->texture);
7205         // just use the first triangle with a valid normal for any decisions
7206         VectorClear(normal);
7207         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7208         {
7209                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7210                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7211                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7212                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7213                 if (VectorLength2(normal) >= 0.001)
7214                         break;
7215         }
7216
7217         VectorCopy(normal, plane.normal);
7218         VectorNormalize(plane.normal);
7219         plane.dist = DotProduct(vert[0], plane.normal);
7220         PlaneClassify(&plane);
7221         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7222         {
7223                 // skip backfaces (except if nocullface is set)
7224                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7225                         return;
7226                 VectorNegate(plane.normal, plane.normal);
7227                 plane.dist *= -1;
7228                 PlaneClassify(&plane);
7229         }
7230
7231
7232         // find a matching plane if there is one
7233         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7234                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7235                         break;
7236         if (planeindex >= r_waterstate.maxwaterplanes)
7237                 return; // nothing we can do, out of planes
7238
7239         // if this triangle does not fit any known plane rendered this frame, add one
7240         if (planeindex >= r_waterstate.numwaterplanes)
7241         {
7242                 // store the new plane
7243                 r_waterstate.numwaterplanes++;
7244                 p->plane = plane;
7245                 // clear materialflags and pvs
7246                 p->materialflags = 0;
7247                 p->pvsvalid = false;
7248         }
7249         // merge this surface's materialflags into the waterplane
7250         p->materialflags |= t->currentmaterialflags;
7251         // merge this surface's PVS into the waterplane
7252         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7253         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7254          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7255         {
7256                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7257                 p->pvsvalid = true;
7258         }
7259 }
7260
7261 static void R_Water_ProcessPlanes(void)
7262 {
7263         r_refdef_view_t originalview;
7264         r_refdef_view_t myview;
7265         int planeindex;
7266         r_waterstate_waterplane_t *p;
7267
7268         originalview = r_refdef.view;
7269
7270         // make sure enough textures are allocated
7271         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7272         {
7273                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7274                 {
7275                         if (!p->texture_refraction)
7276                                 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);
7277                         if (!p->texture_refraction)
7278                                 goto error;
7279                 }
7280
7281                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7282                 {
7283                         if (!p->texture_reflection)
7284                                 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);
7285                         if (!p->texture_reflection)
7286                                 goto error;
7287                 }
7288         }
7289
7290         // render views
7291         r_refdef.view = originalview;
7292         r_refdef.view.showdebug = false;
7293         r_refdef.view.width = r_waterstate.waterwidth;
7294         r_refdef.view.height = r_waterstate.waterheight;
7295         r_refdef.view.useclipplane = true;
7296         myview = r_refdef.view;
7297         r_waterstate.renderingscene = true;
7298         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7299         {
7300                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7301                 {
7302                         r_refdef.view = myview;
7303                         // render reflected scene and copy into texture
7304                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7305                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7306                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7307                         r_refdef.view.clipplane = p->plane;
7308                         // reverse the cullface settings for this render
7309                         r_refdef.view.cullface_front = GL_FRONT;
7310                         r_refdef.view.cullface_back = GL_BACK;
7311                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7312                         {
7313                                 r_refdef.view.usecustompvs = true;
7314                                 if (p->pvsvalid)
7315                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7316                                 else
7317                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7318                         }
7319
7320                         R_ResetViewRendering3D();
7321                         R_ClearScreen(r_refdef.fogenabled);
7322                         R_View_Update();
7323                         R_RenderScene();
7324
7325                         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);
7326                 }
7327
7328                 // render the normal view scene and copy into texture
7329                 // (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)
7330                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7331                 {
7332                         r_refdef.view = myview;
7333                         r_refdef.view.clipplane = p->plane;
7334                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7335                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7336                         PlaneClassify(&r_refdef.view.clipplane);
7337
7338                         R_ResetViewRendering3D();
7339                         R_ClearScreen(r_refdef.fogenabled);
7340                         R_View_Update();
7341                         R_RenderScene();
7342
7343                         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);
7344                 }
7345
7346         }
7347         r_waterstate.renderingscene = false;
7348         r_refdef.view = originalview;
7349         R_ResetViewRendering3D();
7350         R_ClearScreen(r_refdef.fogenabled);
7351         R_View_Update();
7352         return;
7353 error:
7354         r_refdef.view = originalview;
7355         r_waterstate.renderingscene = false;
7356         Cvar_SetValueQuick(&r_water, 0);
7357         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7358         return;
7359 }
7360
7361 void R_Bloom_StartFrame(void)
7362 {
7363         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7364
7365         switch(vid.renderpath)
7366         {
7367         case RENDERPATH_GL20:
7368         case RENDERPATH_CGGL:
7369                 break;
7370         case RENDERPATH_GL13:
7371         case RENDERPATH_GL11:
7372                 return;
7373         }
7374
7375         // set bloomwidth and bloomheight to the bloom resolution that will be
7376         // used (often less than the screen resolution for faster rendering)
7377         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7378         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7379         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7380         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7381         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7382
7383         // calculate desired texture sizes
7384         if (vid.support.arb_texture_non_power_of_two)
7385         {
7386                 screentexturewidth = r_refdef.view.width;
7387                 screentextureheight = r_refdef.view.height;
7388                 bloomtexturewidth = r_bloomstate.bloomwidth;
7389                 bloomtextureheight = r_bloomstate.bloomheight;
7390         }
7391         else
7392         {
7393                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7394                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7395                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7396                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7397         }
7398
7399         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))
7400         {
7401                 Cvar_SetValueQuick(&r_hdr, 0);
7402                 Cvar_SetValueQuick(&r_bloom, 0);
7403                 Cvar_SetValueQuick(&r_motionblur, 0);
7404                 Cvar_SetValueQuick(&r_damageblur, 0);
7405         }
7406
7407         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)))
7408                 screentexturewidth = screentextureheight = 0;
7409         if (!r_hdr.integer && !r_bloom.integer)
7410                 bloomtexturewidth = bloomtextureheight = 0;
7411
7412         // allocate textures as needed
7413         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7414         {
7415                 if (r_bloomstate.texture_screen)
7416                         R_FreeTexture(r_bloomstate.texture_screen);
7417                 r_bloomstate.texture_screen = NULL;
7418                 r_bloomstate.screentexturewidth = screentexturewidth;
7419                 r_bloomstate.screentextureheight = screentextureheight;
7420                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7421                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7422         }
7423         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7424         {
7425                 if (r_bloomstate.texture_bloom)
7426                         R_FreeTexture(r_bloomstate.texture_bloom);
7427                 r_bloomstate.texture_bloom = NULL;
7428                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7429                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7430                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7431                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7432         }
7433
7434         // when doing a reduced render (HDR) we want to use a smaller area
7435         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7436         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7437         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7438         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7439         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7440
7441         // set up a texcoord array for the full resolution screen image
7442         // (we have to keep this around to copy back during final render)
7443         r_bloomstate.screentexcoord2f[0] = 0;
7444         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7445         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7446         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7447         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7448         r_bloomstate.screentexcoord2f[5] = 0;
7449         r_bloomstate.screentexcoord2f[6] = 0;
7450         r_bloomstate.screentexcoord2f[7] = 0;
7451
7452         // set up a texcoord array for the reduced resolution bloom image
7453         // (which will be additive blended over the screen image)
7454         r_bloomstate.bloomtexcoord2f[0] = 0;
7455         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7456         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7457         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7458         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7459         r_bloomstate.bloomtexcoord2f[5] = 0;
7460         r_bloomstate.bloomtexcoord2f[6] = 0;
7461         r_bloomstate.bloomtexcoord2f[7] = 0;
7462
7463         if (r_hdr.integer || r_bloom.integer)
7464         {
7465                 r_bloomstate.enabled = true;
7466                 r_bloomstate.hdr = r_hdr.integer != 0;
7467         }
7468
7469         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);
7470 }
7471
7472 void R_Bloom_CopyBloomTexture(float colorscale)
7473 {
7474         r_refdef.stats.bloom++;
7475
7476         // scale down screen texture to the bloom texture size
7477         CHECKGLERROR
7478         R_SetViewport(&r_bloomstate.viewport);
7479         GL_BlendFunc(GL_ONE, GL_ZERO);
7480         GL_Color(colorscale, colorscale, colorscale, 1);
7481         // TODO: optimize with multitexture or GLSL
7482         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7483         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7484         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7485         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7486
7487         // we now have a bloom image in the framebuffer
7488         // copy it into the bloom image texture for later processing
7489         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);
7490         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7491 }
7492
7493 void R_Bloom_CopyHDRTexture(void)
7494 {
7495         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);
7496         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7497 }
7498
7499 void R_Bloom_MakeTexture(void)
7500 {
7501         int x, range, dir;
7502         float xoffset, yoffset, r, brighten;
7503
7504         r_refdef.stats.bloom++;
7505
7506         R_ResetViewRendering2D();
7507         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7508         R_Mesh_ColorPointer(NULL, 0, 0);
7509
7510         // we have a bloom image in the framebuffer
7511         CHECKGLERROR
7512         R_SetViewport(&r_bloomstate.viewport);
7513
7514         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7515         {
7516                 x *= 2;
7517                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7518                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7519                 GL_Color(r, r, r, 1);
7520                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7521                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7522                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7523                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7524
7525                 // copy the vertically blurred bloom view to a texture
7526                 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);
7527                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7528         }
7529
7530         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7531         brighten = r_bloom_brighten.value;
7532         if (r_hdr.integer)
7533                 brighten *= r_hdr_range.value;
7534         brighten = sqrt(brighten);
7535         if(range >= 1)
7536                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7537         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7538         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7539
7540         for (dir = 0;dir < 2;dir++)
7541         {
7542                 // blend on at multiple vertical offsets to achieve a vertical blur
7543                 // TODO: do offset blends using GLSL
7544                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7545                 GL_BlendFunc(GL_ONE, GL_ZERO);
7546                 for (x = -range;x <= range;x++)
7547                 {
7548                         if (!dir){xoffset = 0;yoffset = x;}
7549                         else {xoffset = x;yoffset = 0;}
7550                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7551                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7552                         // compute a texcoord array with the specified x and y offset
7553                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7554                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7555                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7556                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7557                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7558                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7559                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7560                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7561                         // this r value looks like a 'dot' particle, fading sharply to
7562                         // black at the edges
7563                         // (probably not realistic but looks good enough)
7564                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7565                         //r = brighten/(range*2+1);
7566                         r = brighten / (range * 2 + 1);
7567                         if(range >= 1)
7568                                 r *= (1 - x*x/(float)(range*range));
7569                         GL_Color(r, r, r, 1);
7570                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7571                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7572                         GL_BlendFunc(GL_ONE, GL_ONE);
7573                 }
7574
7575                 // copy the vertically blurred bloom view to a texture
7576                 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);
7577                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7578         }
7579
7580         // apply subtract last
7581         // (just like it would be in a GLSL shader)
7582         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7583         {
7584                 GL_BlendFunc(GL_ONE, GL_ZERO);
7585                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7586                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7587                 GL_Color(1, 1, 1, 1);
7588                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7589                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7590
7591                 GL_BlendFunc(GL_ONE, GL_ONE);
7592                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7593                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7594                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7595                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7596                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7597                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7598                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7599
7600                 // copy the darkened bloom view to a texture
7601                 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);
7602                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7603         }
7604 }
7605
7606 void R_HDR_RenderBloomTexture(void)
7607 {
7608         int oldwidth, oldheight;
7609         float oldcolorscale;
7610
7611         oldcolorscale = r_refdef.view.colorscale;
7612         oldwidth = r_refdef.view.width;
7613         oldheight = r_refdef.view.height;
7614         r_refdef.view.width = r_bloomstate.bloomwidth;
7615         r_refdef.view.height = r_bloomstate.bloomheight;
7616
7617         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7618         // TODO: add exposure compensation features
7619         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7620
7621         r_refdef.view.showdebug = false;
7622         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7623
7624         R_ResetViewRendering3D();
7625
7626         R_ClearScreen(r_refdef.fogenabled);
7627         if (r_timereport_active)
7628                 R_TimeReport("HDRclear");
7629
7630         R_View_Update();
7631         if (r_timereport_active)
7632                 R_TimeReport("visibility");
7633
7634         // only do secondary renders with HDR if r_hdr is 2 or higher
7635         r_waterstate.numwaterplanes = 0;
7636         if (r_waterstate.enabled && r_hdr.integer >= 2)
7637                 R_RenderWaterPlanes();
7638
7639         r_refdef.view.showdebug = true;
7640         R_RenderScene();
7641         r_waterstate.numwaterplanes = 0;
7642
7643         R_ResetViewRendering2D();
7644
7645         R_Bloom_CopyHDRTexture();
7646         R_Bloom_MakeTexture();
7647
7648         // restore the view settings
7649         r_refdef.view.width = oldwidth;
7650         r_refdef.view.height = oldheight;
7651         r_refdef.view.colorscale = oldcolorscale;
7652
7653         R_ResetViewRendering3D();
7654
7655         R_ClearScreen(r_refdef.fogenabled);
7656         if (r_timereport_active)
7657                 R_TimeReport("viewclear");
7658 }
7659
7660 static void R_BlendView(void)
7661 {
7662         unsigned int permutation;
7663         float uservecs[4][4];
7664
7665         switch (vid.renderpath)
7666         {
7667         case RENDERPATH_GL20:
7668         case RENDERPATH_CGGL:
7669                 permutation =
7670                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7671                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7672                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7673                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7674                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7675
7676                 if (r_bloomstate.texture_screen)
7677                 {
7678                         // make sure the buffer is available
7679                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7680
7681                         R_ResetViewRendering2D();
7682                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7683                         R_Mesh_ColorPointer(NULL, 0, 0);
7684
7685                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7686                         {
7687                                 // declare variables
7688                                 float speed;
7689                                 static float avgspeed;
7690
7691                                 speed = VectorLength(cl.movement_velocity);
7692
7693                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7694                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7695
7696                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7697                                 speed = bound(0, speed, 1);
7698                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7699
7700                                 // calculate values into a standard alpha
7701                                 cl.motionbluralpha = 1 - exp(-
7702                                                 (
7703                                                  (r_motionblur.value * speed / 80)
7704                                                  +
7705                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7706                                                 )
7707                                                 /
7708                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7709                                            );
7710
7711                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7712                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7713                                 // apply the blur
7714                                 if (cl.motionbluralpha > 0)
7715                                 {
7716                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7717                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7718                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7719                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7720                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7721                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7722                                 }
7723                         }
7724
7725                         // copy view into the screen texture
7726                         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);
7727                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7728                 }
7729                 else if (!r_bloomstate.texture_bloom)
7730                 {
7731                         // we may still have to do view tint...
7732                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7733                         {
7734                                 // apply a color tint to the whole view
7735                                 R_ResetViewRendering2D();
7736                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7737                                 R_Mesh_ColorPointer(NULL, 0, 0);
7738                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7739                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7740                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7741                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7742                         }
7743                         break; // no screen processing, no bloom, skip it
7744                 }
7745
7746                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7747                 {
7748                         // render simple bloom effect
7749                         // copy the screen and shrink it and darken it for the bloom process
7750                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7751                         // make the bloom texture
7752                         R_Bloom_MakeTexture();
7753                 }
7754
7755 #if _MSC_VER >= 1400
7756 #define sscanf sscanf_s
7757 #endif
7758                 memset(uservecs, 0, sizeof(uservecs));
7759                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7760                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7761                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7762                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7763
7764                 R_ResetViewRendering2D();
7765                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7766                 R_Mesh_ColorPointer(NULL, 0, 0);
7767                 GL_Color(1, 1, 1, 1);
7768                 GL_BlendFunc(GL_ONE, GL_ZERO);
7769                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7770                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7771
7772                 switch(vid.renderpath)
7773                 {
7774                 case RENDERPATH_GL20:
7775                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7776                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7777                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7778                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7779                         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]);
7780                         if (r_glsl_permutation->loc_ClientTime         >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime        , cl.time);
7781                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7782                         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]);
7783                         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]);
7784                         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]);
7785                         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]);
7786                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7787                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7788                         break;
7789                 case RENDERPATH_CGGL:
7790 #ifdef SUPPORTCG
7791                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7792                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7793                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7794                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7795                         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
7796                         if (r_cg_permutation->fp_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);CHECKCGERROR
7797                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7798                         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
7799                         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
7800                         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
7801                         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
7802                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7803                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7804 #endif
7805                         break;
7806                 default:
7807                         break;
7808                 }
7809                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7810                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7811                 break;
7812         case RENDERPATH_GL13:
7813         case RENDERPATH_GL11:
7814                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7815                 {
7816                         // apply a color tint to the whole view
7817                         R_ResetViewRendering2D();
7818                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7819                         R_Mesh_ColorPointer(NULL, 0, 0);
7820                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7821                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7822                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7823                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7824                 }
7825                 break;
7826         }
7827 }
7828
7829 matrix4x4_t r_waterscrollmatrix;
7830
7831 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7832 {
7833         if (r_refdef.fog_density)
7834         {
7835                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7836                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7837                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7838
7839                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7840                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7841                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7842                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7843
7844                 {
7845                         vec3_t fogvec;
7846                         VectorCopy(r_refdef.fogcolor, fogvec);
7847                         //   color.rgb *= ContrastBoost * SceneBrightness;
7848                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7849                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7850                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7851                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7852                 }
7853         }
7854 }
7855
7856 void R_UpdateVariables(void)
7857 {
7858         R_Textures_Frame();
7859
7860         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7861
7862         r_refdef.farclip = r_farclip_base.value;
7863         if (r_refdef.scene.worldmodel)
7864                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7865         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7866
7867         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7868                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7869         r_refdef.polygonfactor = 0;
7870         r_refdef.polygonoffset = 0;
7871         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7872         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7873
7874         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7875         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7876         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7877         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7878         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7879         if (r_showsurfaces.integer)
7880         {
7881                 r_refdef.scene.rtworld = false;
7882                 r_refdef.scene.rtworldshadows = false;
7883                 r_refdef.scene.rtdlight = false;
7884                 r_refdef.scene.rtdlightshadows = false;
7885                 r_refdef.lightmapintensity = 0;
7886         }
7887
7888         if (gamemode == GAME_NEHAHRA)
7889         {
7890                 if (gl_fogenable.integer)
7891                 {
7892                         r_refdef.oldgl_fogenable = true;
7893                         r_refdef.fog_density = gl_fogdensity.value;
7894                         r_refdef.fog_red = gl_fogred.value;
7895                         r_refdef.fog_green = gl_foggreen.value;
7896                         r_refdef.fog_blue = gl_fogblue.value;
7897                         r_refdef.fog_alpha = 1;
7898                         r_refdef.fog_start = 0;
7899                         r_refdef.fog_end = gl_skyclip.value;
7900                         r_refdef.fog_height = 1<<30;
7901                         r_refdef.fog_fadedepth = 128;
7902                 }
7903                 else if (r_refdef.oldgl_fogenable)
7904                 {
7905                         r_refdef.oldgl_fogenable = false;
7906                         r_refdef.fog_density = 0;
7907                         r_refdef.fog_red = 0;
7908                         r_refdef.fog_green = 0;
7909                         r_refdef.fog_blue = 0;
7910                         r_refdef.fog_alpha = 0;
7911                         r_refdef.fog_start = 0;
7912                         r_refdef.fog_end = 0;
7913                         r_refdef.fog_height = 1<<30;
7914                         r_refdef.fog_fadedepth = 128;
7915                 }
7916         }
7917
7918         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7919         r_refdef.fog_start = max(0, r_refdef.fog_start);
7920         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7921
7922         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7923
7924         if (r_refdef.fog_density && r_drawfog.integer)
7925         {
7926                 r_refdef.fogenabled = true;
7927                 // this is the point where the fog reaches 0.9986 alpha, which we
7928                 // consider a good enough cutoff point for the texture
7929                 // (0.9986 * 256 == 255.6)
7930                 if (r_fog_exp2.integer)
7931                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7932                 else
7933                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7934                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7935                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7936                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7937                 // fog color was already set
7938                 // update the fog texture
7939                 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)
7940                         R_BuildFogTexture();
7941         }
7942         else
7943                 r_refdef.fogenabled = false;
7944
7945         switch(vid.renderpath)
7946         {
7947         case RENDERPATH_GL20:
7948         case RENDERPATH_CGGL:
7949                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7950                 {
7951                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7952                         {
7953                                 // build GLSL gamma texture
7954 #define RAMPWIDTH 256
7955                                 unsigned short ramp[RAMPWIDTH * 3];
7956                                 unsigned char rampbgr[RAMPWIDTH][4];
7957                                 int i;
7958
7959                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7960
7961                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7962                                 for(i = 0; i < RAMPWIDTH; ++i)
7963                                 {
7964                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7965                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7966                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7967                                         rampbgr[i][3] = 0;
7968                                 }
7969                                 if (r_texture_gammaramps)
7970                                 {
7971                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7972                                 }
7973                                 else
7974                                 {
7975                                         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);
7976                                 }
7977                         }
7978                 }
7979                 else
7980                 {
7981                         // remove GLSL gamma texture
7982                 }
7983                 break;
7984         case RENDERPATH_GL13:
7985         case RENDERPATH_GL11:
7986                 break;
7987         }
7988 }
7989
7990 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7991 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7992 /*
7993 ================
7994 R_SelectScene
7995 ================
7996 */
7997 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7998         if( scenetype != r_currentscenetype ) {
7999                 // store the old scenetype
8000                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8001                 r_currentscenetype = scenetype;
8002                 // move in the new scene
8003                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8004         }
8005 }
8006
8007 /*
8008 ================
8009 R_GetScenePointer
8010 ================
8011 */
8012 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8013 {
8014         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8015         if( scenetype == r_currentscenetype ) {
8016                 return &r_refdef.scene;
8017         } else {
8018                 return &r_scenes_store[ scenetype ];
8019         }
8020 }
8021
8022 /*
8023 ================
8024 R_RenderView
8025 ================
8026 */
8027 void R_RenderView(void)
8028 {
8029         if (r_timereport_active)
8030                 R_TimeReport("start");
8031         r_textureframe++; // used only by R_GetCurrentTexture
8032         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8033
8034         if (!r_drawentities.integer)
8035                 r_refdef.scene.numentities = 0;
8036
8037         R_AnimCache_ClearCache();
8038         R_FrameData_NewFrame();
8039
8040         if (r_refdef.view.isoverlay)
8041         {
8042                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8043                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8044                 R_TimeReport("depthclear");
8045
8046                 r_refdef.view.showdebug = false;
8047
8048                 r_waterstate.enabled = false;
8049                 r_waterstate.numwaterplanes = 0;
8050
8051                 R_RenderScene();
8052
8053                 CHECKGLERROR
8054                 return;
8055         }
8056
8057         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8058                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8059
8060         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8061
8062         // break apart the view matrix into vectors for various purposes
8063         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8064         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8065         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8066         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8067         // make an inverted copy of the view matrix for tracking sprites
8068         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8069
8070         R_Shadow_UpdateWorldLightSelection();
8071
8072         R_Bloom_StartFrame();
8073         R_Water_StartFrame();
8074
8075         CHECKGLERROR
8076         if (r_timereport_active)
8077                 R_TimeReport("viewsetup");
8078
8079         R_ResetViewRendering3D();
8080
8081         if (r_refdef.view.clear || r_refdef.fogenabled)
8082         {
8083                 R_ClearScreen(r_refdef.fogenabled);
8084                 if (r_timereport_active)
8085                         R_TimeReport("viewclear");
8086         }
8087         r_refdef.view.clear = true;
8088
8089         // this produces a bloom texture to be used in R_BlendView() later
8090         if (r_hdr.integer && r_bloomstate.bloomwidth)
8091         {
8092                 R_HDR_RenderBloomTexture();
8093                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8094                 r_textureframe++; // used only by R_GetCurrentTexture
8095         }
8096
8097         r_refdef.view.showdebug = true;
8098
8099         R_View_Update();
8100         if (r_timereport_active)
8101                 R_TimeReport("visibility");
8102
8103         r_waterstate.numwaterplanes = 0;
8104         if (r_waterstate.enabled)
8105                 R_RenderWaterPlanes();
8106
8107         R_RenderScene();
8108         r_waterstate.numwaterplanes = 0;
8109
8110         R_BlendView();
8111         if (r_timereport_active)
8112                 R_TimeReport("blendview");
8113
8114         GL_Scissor(0, 0, vid.width, vid.height);
8115         GL_ScissorTest(false);
8116         CHECKGLERROR
8117 }
8118
8119 void R_RenderWaterPlanes(void)
8120 {
8121         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8122         {
8123                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8124                 if (r_timereport_active)
8125                         R_TimeReport("waterworld");
8126         }
8127
8128         // don't let sound skip if going slow
8129         if (r_refdef.scene.extraupdate)
8130                 S_ExtraUpdate ();
8131
8132         R_DrawModelsAddWaterPlanes();
8133         if (r_timereport_active)
8134                 R_TimeReport("watermodels");
8135
8136         if (r_waterstate.numwaterplanes)
8137         {
8138                 R_Water_ProcessPlanes();
8139                 if (r_timereport_active)
8140                         R_TimeReport("waterscenes");
8141         }
8142 }
8143
8144 extern void R_DrawLightningBeams (void);
8145 extern void VM_CL_AddPolygonsToMeshQueue (void);
8146 extern void R_DrawPortals (void);
8147 extern cvar_t cl_locs_show;
8148 static void R_DrawLocs(void);
8149 static void R_DrawEntityBBoxes(void);
8150 static void R_DrawModelDecals(void);
8151 extern cvar_t cl_decals_newsystem;
8152 extern qboolean r_shadow_usingdeferredprepass;
8153 void R_RenderScene(void)
8154 {
8155         r_refdef.stats.renders++;
8156
8157         R_UpdateFogColor();
8158
8159         // don't let sound skip if going slow
8160         if (r_refdef.scene.extraupdate)
8161                 S_ExtraUpdate ();
8162
8163         R_MeshQueue_BeginScene();
8164
8165         R_SkyStartFrame();
8166
8167         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);
8168
8169         if (cl.csqc_vidvars.drawworld)
8170         {
8171                 // don't let sound skip if going slow
8172                 if (r_refdef.scene.extraupdate)
8173                         S_ExtraUpdate ();
8174
8175                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8176                 {
8177                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8178                         if (r_timereport_active)
8179                                 R_TimeReport("worldsky");
8180                 }
8181
8182                 if (R_DrawBrushModelsSky() && r_timereport_active)
8183                         R_TimeReport("bmodelsky");
8184
8185                 if (skyrendermasked && skyrenderlater)
8186                 {
8187                         // we have to force off the water clipping plane while rendering sky
8188                         qboolean save = r_refdef.view.showdebug;
8189                         R_SetupView(false);
8190                         r_refdef.view.showdebug = false;
8191                         R_Sky();
8192                         r_refdef.view.showdebug = save;
8193                         R_SetupView(true);
8194                         if (r_timereport_active)
8195                                 R_TimeReport("sky");
8196                 }
8197         }
8198
8199         R_AnimCache_CacheVisibleEntities();
8200         if (r_timereport_active)
8201                 R_TimeReport("animation");
8202
8203         R_Shadow_PrepareLights();
8204         if (r_timereport_active)
8205                 R_TimeReport("preparelights");
8206
8207         if (r_shadow_usingdeferredprepass)
8208                 R_Shadow_DrawPrepass();
8209
8210         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8211         {
8212                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8213                 if (r_timereport_active)
8214                         R_TimeReport("worlddepth");
8215         }
8216         if (r_depthfirst.integer >= 2)
8217         {
8218                 R_DrawModelsDepth();
8219                 if (r_timereport_active)
8220                         R_TimeReport("modeldepth");
8221         }
8222
8223         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8224         {
8225                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8226                 if (r_timereport_active)
8227                         R_TimeReport("world");
8228         }
8229
8230         // don't let sound skip if going slow
8231         if (r_refdef.scene.extraupdate)
8232                 S_ExtraUpdate ();
8233
8234         R_DrawModels();
8235         if (r_timereport_active)
8236                 R_TimeReport("models");
8237
8238         // don't let sound skip if going slow
8239         if (r_refdef.scene.extraupdate)
8240                 S_ExtraUpdate ();
8241
8242         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8243         {
8244                 R_DrawModelShadows();
8245                 R_ResetViewRendering3D();
8246                 // don't let sound skip if going slow
8247                 if (r_refdef.scene.extraupdate)
8248                         S_ExtraUpdate ();
8249         }
8250
8251         if (!r_shadow_usingdeferredprepass)
8252         {
8253                 R_Shadow_DrawLights();
8254                 if (r_timereport_active)
8255                         R_TimeReport("rtlights");
8256         }
8257
8258         // don't let sound skip if going slow
8259         if (r_refdef.scene.extraupdate)
8260                 S_ExtraUpdate ();
8261
8262         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8263         {
8264                 R_DrawModelShadows();
8265                 R_ResetViewRendering3D();
8266                 // don't let sound skip if going slow
8267                 if (r_refdef.scene.extraupdate)
8268                         S_ExtraUpdate ();
8269         }
8270
8271         if (cl.csqc_vidvars.drawworld)
8272         {
8273                 if (cl_decals_newsystem.integer)
8274                 {
8275                         R_DrawModelDecals();
8276                         if (r_timereport_active)
8277                                 R_TimeReport("modeldecals");
8278                 }
8279                 else
8280                 {
8281                         R_DrawDecals();
8282                         if (r_timereport_active)
8283                                 R_TimeReport("decals");
8284                 }
8285
8286                 R_DrawParticles();
8287                 if (r_timereport_active)
8288                         R_TimeReport("particles");
8289
8290                 R_DrawExplosions();
8291                 if (r_timereport_active)
8292                         R_TimeReport("explosions");
8293
8294                 R_DrawLightningBeams();
8295                 if (r_timereport_active)
8296                         R_TimeReport("lightning");
8297         }
8298
8299         VM_CL_AddPolygonsToMeshQueue();
8300
8301         if (r_refdef.view.showdebug)
8302         {
8303                 if (cl_locs_show.integer)
8304                 {
8305                         R_DrawLocs();
8306                         if (r_timereport_active)
8307                                 R_TimeReport("showlocs");
8308                 }
8309
8310                 if (r_drawportals.integer)
8311                 {
8312                         R_DrawPortals();
8313                         if (r_timereport_active)
8314                                 R_TimeReport("portals");
8315                 }
8316
8317                 if (r_showbboxes.value > 0)
8318                 {
8319                         R_DrawEntityBBoxes();
8320                         if (r_timereport_active)
8321                                 R_TimeReport("bboxes");
8322                 }
8323         }
8324
8325         R_MeshQueue_RenderTransparent();
8326         if (r_timereport_active)
8327                 R_TimeReport("drawtrans");
8328
8329         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))
8330         {
8331                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8332                 if (r_timereport_active)
8333                         R_TimeReport("worlddebug");
8334                 R_DrawModelsDebug();
8335                 if (r_timereport_active)
8336                         R_TimeReport("modeldebug");
8337         }
8338
8339         if (cl.csqc_vidvars.drawworld)
8340         {
8341                 R_Shadow_DrawCoronas();
8342                 if (r_timereport_active)
8343                         R_TimeReport("coronas");
8344         }
8345
8346         // don't let sound skip if going slow
8347         if (r_refdef.scene.extraupdate)
8348                 S_ExtraUpdate ();
8349
8350         R_ResetViewRendering2D();
8351 }
8352
8353 static const unsigned short bboxelements[36] =
8354 {
8355         5, 1, 3, 5, 3, 7,
8356         6, 2, 0, 6, 0, 4,
8357         7, 3, 2, 7, 2, 6,
8358         4, 0, 1, 4, 1, 5,
8359         4, 5, 7, 4, 7, 6,
8360         1, 0, 2, 1, 2, 3,
8361 };
8362
8363 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8364 {
8365         int i;
8366         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8367
8368         RSurf_ActiveWorldEntity();
8369
8370         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8371         GL_DepthMask(false);
8372         GL_DepthRange(0, 1);
8373         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8374         R_Mesh_ResetTextureState();
8375
8376         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8377         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8378         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8379         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8380         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8381         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8382         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8383         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8384         R_FillColors(color4f, 8, cr, cg, cb, ca);
8385         if (r_refdef.fogenabled)
8386         {
8387                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8388                 {
8389                         f1 = RSurf_FogVertex(v);
8390                         f2 = 1 - f1;
8391                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8392                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8393                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8394                 }
8395         }
8396         R_Mesh_VertexPointer(vertex3f, 0, 0);
8397         R_Mesh_ColorPointer(color4f, 0, 0);
8398         R_Mesh_ResetTextureState();
8399         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8400         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8401 }
8402
8403 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8404 {
8405         int i;
8406         float color[4];
8407         prvm_edict_t *edict;
8408         prvm_prog_t *prog_save = prog;
8409
8410         // this function draws bounding boxes of server entities
8411         if (!sv.active)
8412                 return;
8413
8414         GL_CullFace(GL_NONE);
8415         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8416
8417         prog = 0;
8418         SV_VM_Begin();
8419         for (i = 0;i < numsurfaces;i++)
8420         {
8421                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8422                 switch ((int)edict->fields.server->solid)
8423                 {
8424                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8425                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8426                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8427                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8428                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8429                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8430                 }
8431                 color[3] *= r_showbboxes.value;
8432                 color[3] = bound(0, color[3], 1);
8433                 GL_DepthTest(!r_showdisabledepthtest.integer);
8434                 GL_CullFace(r_refdef.view.cullface_front);
8435                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8436         }
8437         SV_VM_End();
8438         prog = prog_save;
8439 }
8440
8441 static void R_DrawEntityBBoxes(void)
8442 {
8443         int i;
8444         prvm_edict_t *edict;
8445         vec3_t center;
8446         prvm_prog_t *prog_save = prog;
8447
8448         // this function draws bounding boxes of server entities
8449         if (!sv.active)
8450                 return;
8451
8452         prog = 0;
8453         SV_VM_Begin();
8454         for (i = 0;i < prog->num_edicts;i++)
8455         {
8456                 edict = PRVM_EDICT_NUM(i);
8457                 if (edict->priv.server->free)
8458                         continue;
8459                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8460                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8461                         continue;
8462                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8463                         continue;
8464                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8465                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8466         }
8467         SV_VM_End();
8468         prog = prog_save;
8469 }
8470
8471 static const int nomodelelement3i[24] =
8472 {
8473         5, 2, 0,
8474         5, 1, 2,
8475         5, 0, 3,
8476         5, 3, 1,
8477         0, 2, 4,
8478         2, 1, 4,
8479         3, 0, 4,
8480         1, 3, 4
8481 };
8482
8483 static const unsigned short nomodelelement3s[24] =
8484 {
8485         5, 2, 0,
8486         5, 1, 2,
8487         5, 0, 3,
8488         5, 3, 1,
8489         0, 2, 4,
8490         2, 1, 4,
8491         3, 0, 4,
8492         1, 3, 4
8493 };
8494
8495 static const float nomodelvertex3f[6*3] =
8496 {
8497         -16,   0,   0,
8498          16,   0,   0,
8499           0, -16,   0,
8500           0,  16,   0,
8501           0,   0, -16,
8502           0,   0,  16
8503 };
8504
8505 static const float nomodelcolor4f[6*4] =
8506 {
8507         0.0f, 0.0f, 0.5f, 1.0f,
8508         0.0f, 0.0f, 0.5f, 1.0f,
8509         0.0f, 0.5f, 0.0f, 1.0f,
8510         0.0f, 0.5f, 0.0f, 1.0f,
8511         0.5f, 0.0f, 0.0f, 1.0f,
8512         0.5f, 0.0f, 0.0f, 1.0f
8513 };
8514
8515 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8516 {
8517         int i;
8518         float f1, f2, *c;
8519         float color4f[6*4];
8520
8521         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);
8522
8523         // this is only called once per entity so numsurfaces is always 1, and
8524         // surfacelist is always {0}, so this code does not handle batches
8525
8526         if (rsurface.ent_flags & RENDER_ADDITIVE)
8527         {
8528                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8529                 GL_DepthMask(false);
8530         }
8531         else if (rsurface.colormod[3] < 1)
8532         {
8533                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8534                 GL_DepthMask(false);
8535         }
8536         else
8537         {
8538                 GL_BlendFunc(GL_ONE, GL_ZERO);
8539                 GL_DepthMask(true);
8540         }
8541         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8542         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8543         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8544         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8545         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8546         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8547         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8548         R_Mesh_ColorPointer(color4f, 0, 0);
8549         for (i = 0, c = color4f;i < 6;i++, c += 4)
8550         {
8551                 c[0] *= rsurface.colormod[0];
8552                 c[1] *= rsurface.colormod[1];
8553                 c[2] *= rsurface.colormod[2];
8554                 c[3] *= rsurface.colormod[3];
8555         }
8556         if (r_refdef.fogenabled)
8557         {
8558                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8559                 {
8560                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8561                         f2 = 1 - f1;
8562                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8563                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8564                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8565                 }
8566         }
8567         R_Mesh_ResetTextureState();
8568         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8569 }
8570
8571 void R_DrawNoModel(entity_render_t *ent)
8572 {
8573         vec3_t org;
8574         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8575         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8576                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8577         else
8578                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8579 }
8580
8581 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8582 {
8583         vec3_t right1, right2, diff, normal;
8584
8585         VectorSubtract (org2, org1, normal);
8586
8587         // calculate 'right' vector for start
8588         VectorSubtract (r_refdef.view.origin, org1, diff);
8589         CrossProduct (normal, diff, right1);
8590         VectorNormalize (right1);
8591
8592         // calculate 'right' vector for end
8593         VectorSubtract (r_refdef.view.origin, org2, diff);
8594         CrossProduct (normal, diff, right2);
8595         VectorNormalize (right2);
8596
8597         vert[ 0] = org1[0] + width * right1[0];
8598         vert[ 1] = org1[1] + width * right1[1];
8599         vert[ 2] = org1[2] + width * right1[2];
8600         vert[ 3] = org1[0] - width * right1[0];
8601         vert[ 4] = org1[1] - width * right1[1];
8602         vert[ 5] = org1[2] - width * right1[2];
8603         vert[ 6] = org2[0] - width * right2[0];
8604         vert[ 7] = org2[1] - width * right2[1];
8605         vert[ 8] = org2[2] - width * right2[2];
8606         vert[ 9] = org2[0] + width * right2[0];
8607         vert[10] = org2[1] + width * right2[1];
8608         vert[11] = org2[2] + width * right2[2];
8609 }
8610
8611 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)
8612 {
8613         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8614         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8615         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8616         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8617         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8618         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8619         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8620         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8621         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8622         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8623         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8624         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8625 }
8626
8627 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8628 {
8629         int i;
8630         float *vertex3f;
8631         float v[3];
8632         VectorSet(v, x, y, z);
8633         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8634                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8635                         break;
8636         if (i == mesh->numvertices)
8637         {
8638                 if (mesh->numvertices < mesh->maxvertices)
8639                 {
8640                         VectorCopy(v, vertex3f);
8641                         mesh->numvertices++;
8642                 }
8643                 return mesh->numvertices;
8644         }
8645         else
8646                 return i;
8647 }
8648
8649 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8650 {
8651         int i;
8652         int *e, element[3];
8653         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8654         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8655         e = mesh->element3i + mesh->numtriangles * 3;
8656         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8657         {
8658                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8659                 if (mesh->numtriangles < mesh->maxtriangles)
8660                 {
8661                         *e++ = element[0];
8662                         *e++ = element[1];
8663                         *e++ = element[2];
8664                         mesh->numtriangles++;
8665                 }
8666                 element[1] = element[2];
8667         }
8668 }
8669
8670 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8671 {
8672         int i;
8673         int *e, element[3];
8674         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8675         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8676         e = mesh->element3i + mesh->numtriangles * 3;
8677         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8678         {
8679                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8680                 if (mesh->numtriangles < mesh->maxtriangles)
8681                 {
8682                         *e++ = element[0];
8683                         *e++ = element[1];
8684                         *e++ = element[2];
8685                         mesh->numtriangles++;
8686                 }
8687                 element[1] = element[2];
8688         }
8689 }
8690
8691 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8692 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8693 {
8694         int planenum, planenum2;
8695         int w;
8696         int tempnumpoints;
8697         mplane_t *plane, *plane2;
8698         double maxdist;
8699         double temppoints[2][256*3];
8700         // figure out how large a bounding box we need to properly compute this brush
8701         maxdist = 0;
8702         for (w = 0;w < numplanes;w++)
8703                 maxdist = max(maxdist, fabs(planes[w].dist));
8704         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8705         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8706         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8707         {
8708                 w = 0;
8709                 tempnumpoints = 4;
8710                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8711                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8712                 {
8713                         if (planenum2 == planenum)
8714                                 continue;
8715                         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);
8716                         w = !w;
8717                 }
8718                 if (tempnumpoints < 3)
8719                         continue;
8720                 // generate elements forming a triangle fan for this polygon
8721                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8722         }
8723 }
8724
8725 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)
8726 {
8727         texturelayer_t *layer;
8728         layer = t->currentlayers + t->currentnumlayers++;
8729         layer->type = type;
8730         layer->depthmask = depthmask;
8731         layer->blendfunc1 = blendfunc1;
8732         layer->blendfunc2 = blendfunc2;
8733         layer->texture = texture;
8734         layer->texmatrix = *matrix;
8735         layer->color[0] = r;
8736         layer->color[1] = g;
8737         layer->color[2] = b;
8738         layer->color[3] = a;
8739 }
8740
8741 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8742 {
8743         double index, f;
8744         index = parms[2] + r_refdef.scene.time * parms[3];
8745         index -= floor(index);
8746         switch (func)
8747         {
8748         default:
8749         case Q3WAVEFUNC_NONE:
8750         case Q3WAVEFUNC_NOISE:
8751         case Q3WAVEFUNC_COUNT:
8752                 f = 0;
8753                 break;
8754         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8755         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8756         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8757         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8758         case Q3WAVEFUNC_TRIANGLE:
8759                 index *= 4;
8760                 f = index - floor(index);
8761                 if (index < 1)
8762                         f = f;
8763                 else if (index < 2)
8764                         f = 1 - f;
8765                 else if (index < 3)
8766                         f = -f;
8767                 else
8768                         f = -(1 - f);
8769                 break;
8770         }
8771         return (float)(parms[0] + parms[1] * f);
8772 }
8773
8774 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8775 {
8776         int w, h, idx;
8777         float f;
8778         float tcmat[12];
8779         matrix4x4_t matrix, temp;
8780         switch(tcmod->tcmod)
8781         {
8782                 case Q3TCMOD_COUNT:
8783                 case Q3TCMOD_NONE:
8784                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8785                                 matrix = r_waterscrollmatrix;
8786                         else
8787                                 matrix = identitymatrix;
8788                         break;
8789                 case Q3TCMOD_ENTITYTRANSLATE:
8790                         // this is used in Q3 to allow the gamecode to control texcoord
8791                         // scrolling on the entity, which is not supported in darkplaces yet.
8792                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8793                         break;
8794                 case Q3TCMOD_ROTATE:
8795                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8796                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8797                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8798                         break;
8799                 case Q3TCMOD_SCALE:
8800                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8801                         break;
8802                 case Q3TCMOD_SCROLL:
8803                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8804                         break;
8805                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8806                         w = (int) tcmod->parms[0];
8807                         h = (int) tcmod->parms[1];
8808                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8809                         f = f - floor(f);
8810                         idx = (int) floor(f * w * h);
8811                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8812                         break;
8813                 case Q3TCMOD_STRETCH:
8814                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8815                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8816                         break;
8817                 case Q3TCMOD_TRANSFORM:
8818                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8819                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8820                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8821                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8822                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8823                         break;
8824                 case Q3TCMOD_TURBULENT:
8825                         // this is handled in the RSurf_PrepareVertices function
8826                         matrix = identitymatrix;
8827                         break;
8828         }
8829         temp = *texmatrix;
8830         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8831 }
8832
8833 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8834 {
8835         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8836         char name[MAX_QPATH];
8837         skinframe_t *skinframe;
8838         unsigned char pixels[296*194];
8839         strlcpy(cache->name, skinname, sizeof(cache->name));
8840         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8841         if (developer_loading.integer)
8842                 Con_Printf("loading %s\n", name);
8843         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8844         if (!skinframe || !skinframe->base)
8845         {
8846                 unsigned char *f;
8847                 fs_offset_t filesize;
8848                 skinframe = NULL;
8849                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8850                 if (f)
8851                 {
8852                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8853                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8854                         Mem_Free(f);
8855                 }
8856         }
8857         cache->skinframe = skinframe;
8858 }
8859
8860 texture_t *R_GetCurrentTexture(texture_t *t)
8861 {
8862         int i;
8863         const entity_render_t *ent = rsurface.entity;
8864         dp_model_t *model = ent->model;
8865         q3shaderinfo_layer_tcmod_t *tcmod;
8866
8867         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8868                 return t->currentframe;
8869         t->update_lastrenderframe = r_textureframe;
8870         t->update_lastrenderentity = (void *)ent;
8871
8872         // switch to an alternate material if this is a q1bsp animated material
8873         {
8874                 texture_t *texture = t;
8875                 int s = rsurface.ent_skinnum;
8876                 if ((unsigned int)s >= (unsigned int)model->numskins)
8877                         s = 0;
8878                 if (model->skinscenes)
8879                 {
8880                         if (model->skinscenes[s].framecount > 1)
8881                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8882                         else
8883                                 s = model->skinscenes[s].firstframe;
8884                 }
8885                 if (s > 0)
8886                         t = t + s * model->num_surfaces;
8887                 if (t->animated)
8888                 {
8889                         // use an alternate animation if the entity's frame is not 0,
8890                         // and only if the texture has an alternate animation
8891                         if (rsurface.ent_alttextures && t->anim_total[1])
8892                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8893                         else
8894                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8895                 }
8896                 texture->currentframe = t;
8897         }
8898
8899         // update currentskinframe to be a qw skin or animation frame
8900         if (rsurface.ent_qwskin >= 0)
8901         {
8902                 i = rsurface.ent_qwskin;
8903                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8904                 {
8905                         r_qwskincache_size = cl.maxclients;
8906                         if (r_qwskincache)
8907                                 Mem_Free(r_qwskincache);
8908                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8909                 }
8910                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8911                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8912                 t->currentskinframe = r_qwskincache[i].skinframe;
8913                 if (t->currentskinframe == NULL)
8914                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8915         }
8916         else if (t->numskinframes >= 2)
8917                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8918         if (t->backgroundnumskinframes >= 2)
8919                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8920
8921         t->currentmaterialflags = t->basematerialflags;
8922         t->currentalpha = rsurface.colormod[3];
8923         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8924                 t->currentalpha *= r_wateralpha.value;
8925         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8926                 t->currentalpha *= t->r_water_wateralpha;
8927         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8928                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8929         if (!(rsurface.ent_flags & RENDER_LIGHT))
8930                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8931         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8932         {
8933                 // pick a model lighting mode
8934                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8935                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8936                 else
8937                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8938         }
8939         if (rsurface.ent_flags & RENDER_ADDITIVE)
8940                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8941         else if (t->currentalpha < 1)
8942                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8943         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8944                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8945         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8946                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8947         if (t->backgroundnumskinframes)
8948                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8949         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8950         {
8951                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8952                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8953         }
8954         else
8955                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8956         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8957                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8958
8959         // there is no tcmod
8960         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8961         {
8962                 t->currenttexmatrix = r_waterscrollmatrix;
8963                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8964         }
8965         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8966         {
8967                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8968                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8969         }
8970
8971         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8972                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8973         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8974                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8975
8976         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8977         if (t->currentskinframe->qpixels)
8978                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8979         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8980         if (!t->basetexture)
8981                 t->basetexture = r_texture_notexture;
8982         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8983         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8984         t->nmaptexture = t->currentskinframe->nmap;
8985         if (!t->nmaptexture)
8986                 t->nmaptexture = r_texture_blanknormalmap;
8987         t->glosstexture = r_texture_black;
8988         t->glowtexture = t->currentskinframe->glow;
8989         t->fogtexture = t->currentskinframe->fog;
8990         t->reflectmasktexture = t->currentskinframe->reflect;
8991         if (t->backgroundnumskinframes)
8992         {
8993                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8994                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8995                 t->backgroundglosstexture = r_texture_black;
8996                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8997                 if (!t->backgroundnmaptexture)
8998                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8999         }
9000         else
9001         {
9002                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9003                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9004                 t->backgroundglosstexture = r_texture_black;
9005                 t->backgroundglowtexture = NULL;
9006         }
9007         t->specularpower = r_shadow_glossexponent.value;
9008         // TODO: store reference values for these in the texture?
9009         t->specularscale = 0;
9010         if (r_shadow_gloss.integer > 0)
9011         {
9012                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9013                 {
9014                         if (r_shadow_glossintensity.value > 0)
9015                         {
9016                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9017                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9018                                 t->specularscale = r_shadow_glossintensity.value;
9019                         }
9020                 }
9021                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9022                 {
9023                         t->glosstexture = r_texture_white;
9024                         t->backgroundglosstexture = r_texture_white;
9025                         t->specularscale = r_shadow_gloss2intensity.value;
9026                         t->specularpower = r_shadow_gloss2exponent.value;
9027                 }
9028         }
9029         t->specularscale *= t->specularscalemod;
9030         t->specularpower *= t->specularpowermod;
9031
9032         // lightmaps mode looks bad with dlights using actual texturing, so turn
9033         // off the colormap and glossmap, but leave the normalmap on as it still
9034         // accurately represents the shading involved
9035         if (gl_lightmaps.integer)
9036         {
9037                 t->basetexture = r_texture_grey128;
9038                 t->pantstexture = r_texture_black;
9039                 t->shirttexture = r_texture_black;
9040                 t->nmaptexture = r_texture_blanknormalmap;
9041                 t->glosstexture = r_texture_black;
9042                 t->glowtexture = NULL;
9043                 t->fogtexture = NULL;
9044                 t->reflectmasktexture = NULL;
9045                 t->backgroundbasetexture = NULL;
9046                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9047                 t->backgroundglosstexture = r_texture_black;
9048                 t->backgroundglowtexture = NULL;
9049                 t->specularscale = 0;
9050                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9051         }
9052
9053         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9054         VectorClear(t->dlightcolor);
9055         t->currentnumlayers = 0;
9056         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9057         {
9058                 int blendfunc1, blendfunc2;
9059                 qboolean depthmask;
9060                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9061                 {
9062                         blendfunc1 = GL_SRC_ALPHA;
9063                         blendfunc2 = GL_ONE;
9064                 }
9065                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9066                 {
9067                         blendfunc1 = GL_SRC_ALPHA;
9068                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9069                 }
9070                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9071                 {
9072                         blendfunc1 = t->customblendfunc[0];
9073                         blendfunc2 = t->customblendfunc[1];
9074                 }
9075                 else
9076                 {
9077                         blendfunc1 = GL_ONE;
9078                         blendfunc2 = GL_ZERO;
9079                 }
9080                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9081                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9082                 {
9083                         // fullbright is not affected by r_refdef.lightmapintensity
9084                         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]);
9085                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9086                                 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]);
9087                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9088                                 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]);
9089                 }
9090                 else
9091                 {
9092                         vec3_t ambientcolor;
9093                         float colorscale;
9094                         // set the color tint used for lights affecting this surface
9095                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9096                         colorscale = 2;
9097                         // q3bsp has no lightmap updates, so the lightstylevalue that
9098                         // would normally be baked into the lightmap must be
9099                         // applied to the color
9100                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9101                         if (model->type == mod_brushq3)
9102                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9103                         colorscale *= r_refdef.lightmapintensity;
9104                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9105                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9106                         // basic lit geometry
9107                         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]);
9108                         // add pants/shirt if needed
9109                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9110                                 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]);
9111                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9112                                 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]);
9113                         // now add ambient passes if needed
9114                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9115                         {
9116                                 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]);
9117                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9118                                         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]);
9119                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9120                                         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]);
9121                         }
9122                 }
9123                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9124                         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]);
9125                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9126                 {
9127                         // if this is opaque use alpha blend which will darken the earlier
9128                         // passes cheaply.
9129                         //
9130                         // if this is an alpha blended material, all the earlier passes
9131                         // were darkened by fog already, so we only need to add the fog
9132                         // color ontop through the fog mask texture
9133                         //
9134                         // if this is an additive blended material, all the earlier passes
9135                         // were darkened by fog already, and we should not add fog color
9136                         // (because the background was not darkened, there is no fog color
9137                         // that was lost behind it).
9138                         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]);
9139                 }
9140         }
9141
9142         return t->currentframe;
9143 }
9144
9145 rsurfacestate_t rsurface;
9146
9147 void R_Mesh_ResizeArrays(int newvertices)
9148 {
9149         float *base;
9150         if (rsurface.array_size >= newvertices)
9151                 return;
9152         if (rsurface.array_modelvertex3f)
9153                 Mem_Free(rsurface.array_modelvertex3f);
9154         rsurface.array_size = (newvertices + 1023) & ~1023;
9155         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9156         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9157         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9158         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9159         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9160         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9161         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9162         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9163         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9164         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9165         rsurface.array_color4f           = base + rsurface.array_size * 27;
9166         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9167 }
9168
9169 void RSurf_ActiveWorldEntity(void)
9170 {
9171         dp_model_t *model = r_refdef.scene.worldmodel;
9172         //if (rsurface.entity == r_refdef.scene.worldentity)
9173         //      return;
9174         rsurface.entity = r_refdef.scene.worldentity;
9175         rsurface.skeleton = NULL;
9176         rsurface.ent_skinnum = 0;
9177         rsurface.ent_qwskin = -1;
9178         rsurface.ent_shadertime = 0;
9179         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9180         if (rsurface.array_size < model->surfmesh.num_vertices)
9181                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9182         rsurface.matrix = identitymatrix;
9183         rsurface.inversematrix = identitymatrix;
9184         rsurface.matrixscale = 1;
9185         rsurface.inversematrixscale = 1;
9186         R_EntityMatrix(&identitymatrix);
9187         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9188         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9189         rsurface.fograngerecip = r_refdef.fograngerecip;
9190         rsurface.fogheightfade = r_refdef.fogheightfade;
9191         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9192         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9193         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9194         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9195         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9196         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9197         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9198         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9199         rsurface.colormod[3] = 1;
9200         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);
9201         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9202         rsurface.frameblend[0].lerp = 1;
9203         rsurface.ent_alttextures = false;
9204         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9205         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9206         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9207         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9208         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9209         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9210         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9211         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9212         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9213         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9214         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9215         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9216         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9217         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9218         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9219         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9220         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9221         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9222         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9223         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9224         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9225         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9226         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9227         rsurface.modelelement3i = model->surfmesh.data_element3i;
9228         rsurface.modelelement3s = model->surfmesh.data_element3s;
9229         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9230         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9231         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9232         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9233         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9234         rsurface.modelsurfaces = model->data_surfaces;
9235         rsurface.generatedvertex = false;
9236         rsurface.vertex3f  = rsurface.modelvertex3f;
9237         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9238         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9239         rsurface.svector3f = rsurface.modelsvector3f;
9240         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9241         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9242         rsurface.tvector3f = rsurface.modeltvector3f;
9243         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9244         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9245         rsurface.normal3f  = rsurface.modelnormal3f;
9246         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9247         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9248         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9249 }
9250
9251 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9252 {
9253         dp_model_t *model = ent->model;
9254         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9255         //      return;
9256         rsurface.entity = (entity_render_t *)ent;
9257         rsurface.skeleton = ent->skeleton;
9258         rsurface.ent_skinnum = ent->skinnum;
9259         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;
9260         rsurface.ent_shadertime = ent->shadertime;
9261         rsurface.ent_flags = ent->flags;
9262         if (rsurface.array_size < model->surfmesh.num_vertices)
9263                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9264         rsurface.matrix = ent->matrix;
9265         rsurface.inversematrix = ent->inversematrix;
9266         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9267         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9268         R_EntityMatrix(&rsurface.matrix);
9269         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9270         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9271         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9272         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9273         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9274         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9275         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9276         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9277         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9278         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9279         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9280         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9281         rsurface.colormod[3] = ent->alpha;
9282         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9283         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9284         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9285         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9286         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9287         if (ent->model->brush.submodel && !prepass)
9288         {
9289                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9290                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9291         }
9292         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9293         {
9294                 if (ent->animcache_vertex3f && !r_framedata_failed)
9295                 {
9296                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9297                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9298                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9299                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9300                 }
9301                 else if (wanttangents)
9302                 {
9303                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9304                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9305                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9306                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9307                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9308                 }
9309                 else if (wantnormals)
9310                 {
9311                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9312                         rsurface.modelsvector3f = NULL;
9313                         rsurface.modeltvector3f = NULL;
9314                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9315                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9316                 }
9317                 else
9318                 {
9319                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9320                         rsurface.modelsvector3f = NULL;
9321                         rsurface.modeltvector3f = NULL;
9322                         rsurface.modelnormal3f = NULL;
9323                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9324                 }
9325                 rsurface.modelvertex3f_bufferobject = 0;
9326                 rsurface.modelvertex3f_bufferoffset = 0;
9327                 rsurface.modelsvector3f_bufferobject = 0;
9328                 rsurface.modelsvector3f_bufferoffset = 0;
9329                 rsurface.modeltvector3f_bufferobject = 0;
9330                 rsurface.modeltvector3f_bufferoffset = 0;
9331                 rsurface.modelnormal3f_bufferobject = 0;
9332                 rsurface.modelnormal3f_bufferoffset = 0;
9333                 rsurface.generatedvertex = true;
9334         }
9335         else
9336         {
9337                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9338                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9339                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9340                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9341                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9342                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9343                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9344                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9345                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9346                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9347                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9348                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9349                 rsurface.generatedvertex = false;
9350         }
9351         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9352         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9353         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9354         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9355         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9356         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9357         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9358         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9359         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9360         rsurface.modelelement3i = model->surfmesh.data_element3i;
9361         rsurface.modelelement3s = model->surfmesh.data_element3s;
9362         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9363         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9364         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9365         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9366         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9367         rsurface.modelsurfaces = model->data_surfaces;
9368         rsurface.vertex3f  = rsurface.modelvertex3f;
9369         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9370         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9371         rsurface.svector3f = rsurface.modelsvector3f;
9372         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9373         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9374         rsurface.tvector3f = rsurface.modeltvector3f;
9375         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9376         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9377         rsurface.normal3f  = rsurface.modelnormal3f;
9378         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9379         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9380         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9381 }
9382
9383 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)
9384 {
9385         rsurface.entity = r_refdef.scene.worldentity;
9386         rsurface.skeleton = NULL;
9387         rsurface.ent_skinnum = 0;
9388         rsurface.ent_qwskin = -1;
9389         rsurface.ent_shadertime = shadertime;
9390         rsurface.ent_flags = entflags;
9391         rsurface.modelnum_vertices = numvertices;
9392         rsurface.modelnum_triangles = numtriangles;
9393         if (rsurface.array_size < rsurface.modelnum_vertices)
9394                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9395         rsurface.matrix = *matrix;
9396         rsurface.inversematrix = *inversematrix;
9397         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9398         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9399         R_EntityMatrix(&rsurface.matrix);
9400         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9401         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9402         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9403         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9404         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9405         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9406         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9407         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9408         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9409         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9410         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9411         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9412         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);
9413         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9414         rsurface.frameblend[0].lerp = 1;
9415         rsurface.ent_alttextures = false;
9416         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9417         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9418         if (wanttangents)
9419         {
9420                 rsurface.modelvertex3f = vertex3f;
9421                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9422                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9423                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9424         }
9425         else if (wantnormals)
9426         {
9427                 rsurface.modelvertex3f = vertex3f;
9428                 rsurface.modelsvector3f = NULL;
9429                 rsurface.modeltvector3f = NULL;
9430                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9431         }
9432         else
9433         {
9434                 rsurface.modelvertex3f = vertex3f;
9435                 rsurface.modelsvector3f = NULL;
9436                 rsurface.modeltvector3f = NULL;
9437                 rsurface.modelnormal3f = NULL;
9438         }
9439         rsurface.modelvertex3f_bufferobject = 0;
9440         rsurface.modelvertex3f_bufferoffset = 0;
9441         rsurface.modelsvector3f_bufferobject = 0;
9442         rsurface.modelsvector3f_bufferoffset = 0;
9443         rsurface.modeltvector3f_bufferobject = 0;
9444         rsurface.modeltvector3f_bufferoffset = 0;
9445         rsurface.modelnormal3f_bufferobject = 0;
9446         rsurface.modelnormal3f_bufferoffset = 0;
9447         rsurface.generatedvertex = true;
9448         rsurface.modellightmapcolor4f  = color4f;
9449         rsurface.modellightmapcolor4f_bufferobject = 0;
9450         rsurface.modellightmapcolor4f_bufferoffset = 0;
9451         rsurface.modeltexcoordtexture2f  = texcoord2f;
9452         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9453         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9454         rsurface.modeltexcoordlightmap2f  = NULL;
9455         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9456         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9457         rsurface.modelelement3i = element3i;
9458         rsurface.modelelement3s = element3s;
9459         rsurface.modelelement3i_bufferobject = 0;
9460         rsurface.modelelement3s_bufferobject = 0;
9461         rsurface.modellightmapoffsets = NULL;
9462         rsurface.modelsurfaces = NULL;
9463         rsurface.vertex3f  = rsurface.modelvertex3f;
9464         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9465         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9466         rsurface.svector3f = rsurface.modelsvector3f;
9467         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9468         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9469         rsurface.tvector3f = rsurface.modeltvector3f;
9470         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9471         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9472         rsurface.normal3f  = rsurface.modelnormal3f;
9473         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9474         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9475         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9476
9477         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9478         {
9479                 if ((wantnormals || wanttangents) && !normal3f)
9480                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9481                 if (wanttangents && !svector3f)
9482                         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);
9483         }
9484 }
9485
9486 float RSurf_FogPoint(const float *v)
9487 {
9488         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9489         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9490         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9491         float FogHeightFade = r_refdef.fogheightfade;
9492         float fogfrac;
9493         unsigned int fogmasktableindex;
9494         if (r_refdef.fogplaneviewabove)
9495                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9496         else
9497                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9498         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9499         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9500 }
9501
9502 float RSurf_FogVertex(const float *v)
9503 {
9504         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9505         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9506         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9507         float FogHeightFade = rsurface.fogheightfade;
9508         float fogfrac;
9509         unsigned int fogmasktableindex;
9510         if (r_refdef.fogplaneviewabove)
9511                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9512         else
9513                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9514         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9515         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9516 }
9517
9518 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9519 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9520 {
9521         int deformindex;
9522         int texturesurfaceindex;
9523         int i, j;
9524         float amplitude;
9525         float animpos;
9526         float scale;
9527         const float *v1, *in_tc;
9528         float *out_tc;
9529         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9530         float waveparms[4];
9531         q3shaderinfo_deform_t *deform;
9532         // 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
9533         if (rsurface.generatedvertex)
9534         {
9535                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9536                         generatenormals = true;
9537                 for (i = 0;i < Q3MAXDEFORMS;i++)
9538                 {
9539                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9540                         {
9541                                 generatetangents = true;
9542                                 generatenormals = true;
9543                         }
9544                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9545                                 generatenormals = true;
9546                 }
9547                 if (generatenormals && !rsurface.modelnormal3f)
9548                 {
9549                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9550                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9551                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9552                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9553                 }
9554                 if (generatetangents && !rsurface.modelsvector3f)
9555                 {
9556                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9557                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9558                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9559                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9560                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9561                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9562                         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);
9563                 }
9564         }
9565         rsurface.vertex3f  = rsurface.modelvertex3f;
9566         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9567         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9568         rsurface.svector3f = rsurface.modelsvector3f;
9569         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9570         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9571         rsurface.tvector3f = rsurface.modeltvector3f;
9572         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9573         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9574         rsurface.normal3f  = rsurface.modelnormal3f;
9575         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9576         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9577         // if vertices are deformed (sprite flares and things in maps, possibly
9578         // water waves, bulges and other deformations), generate them into
9579         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9580         // (may be static model data or generated data for an animated model, or
9581         //  the previous deform pass)
9582         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9583         {
9584                 switch (deform->deform)
9585                 {
9586                 default:
9587                 case Q3DEFORM_PROJECTIONSHADOW:
9588                 case Q3DEFORM_TEXT0:
9589                 case Q3DEFORM_TEXT1:
9590                 case Q3DEFORM_TEXT2:
9591                 case Q3DEFORM_TEXT3:
9592                 case Q3DEFORM_TEXT4:
9593                 case Q3DEFORM_TEXT5:
9594                 case Q3DEFORM_TEXT6:
9595                 case Q3DEFORM_TEXT7:
9596                 case Q3DEFORM_NONE:
9597                         break;
9598                 case Q3DEFORM_AUTOSPRITE:
9599                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9600                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9601                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9602                         VectorNormalize(newforward);
9603                         VectorNormalize(newright);
9604                         VectorNormalize(newup);
9605                         // make deformed versions of only the model vertices used by the specified surfaces
9606                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9607                         {
9608                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9609                                 // a single autosprite surface can contain multiple sprites...
9610                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9611                                 {
9612                                         VectorClear(center);
9613                                         for (i = 0;i < 4;i++)
9614                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9615                                         VectorScale(center, 0.25f, center);
9616                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9617                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9618                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9619                                         for (i = 0;i < 4;i++)
9620                                         {
9621                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9622                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9623                                         }
9624                                 }
9625                                 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);
9626                                 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);
9627                         }
9628                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9629                         rsurface.vertex3f_bufferobject = 0;
9630                         rsurface.vertex3f_bufferoffset = 0;
9631                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9632                         rsurface.svector3f_bufferobject = 0;
9633                         rsurface.svector3f_bufferoffset = 0;
9634                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9635                         rsurface.tvector3f_bufferobject = 0;
9636                         rsurface.tvector3f_bufferoffset = 0;
9637                         rsurface.normal3f = rsurface.array_deformednormal3f;
9638                         rsurface.normal3f_bufferobject = 0;
9639                         rsurface.normal3f_bufferoffset = 0;
9640                         break;
9641                 case Q3DEFORM_AUTOSPRITE2:
9642                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9643                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9644                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9645                         VectorNormalize(newforward);
9646                         VectorNormalize(newright);
9647                         VectorNormalize(newup);
9648                         // make deformed versions of only the model vertices used by the specified surfaces
9649                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9650                         {
9651                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9652                                 const float *v1, *v2;
9653                                 vec3_t start, end;
9654                                 float f, l;
9655                                 struct
9656                                 {
9657                                         float length2;
9658                                         const float *v1;
9659                                         const float *v2;
9660                                 }
9661                                 shortest[2];
9662                                 memset(shortest, 0, sizeof(shortest));
9663                                 // a single autosprite surface can contain multiple sprites...
9664                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9665                                 {
9666                                         VectorClear(center);
9667                                         for (i = 0;i < 4;i++)
9668                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9669                                         VectorScale(center, 0.25f, center);
9670                                         // find the two shortest edges, then use them to define the
9671                                         // axis vectors for rotating around the central axis
9672                                         for (i = 0;i < 6;i++)
9673                                         {
9674                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9675                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9676 #if 0
9677                                                 Debug_PolygonBegin(NULL, 0);
9678                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9679                                                 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);
9680                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9681                                                 Debug_PolygonEnd();
9682 #endif
9683                                                 l = VectorDistance2(v1, v2);
9684                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9685                                                 if (v1[2] != v2[2])
9686                                                         l += (1.0f / 1024.0f);
9687                                                 if (shortest[0].length2 > l || i == 0)
9688                                                 {
9689                                                         shortest[1] = shortest[0];
9690                                                         shortest[0].length2 = l;
9691                                                         shortest[0].v1 = v1;
9692                                                         shortest[0].v2 = v2;
9693                                                 }
9694                                                 else if (shortest[1].length2 > l || i == 1)
9695                                                 {
9696                                                         shortest[1].length2 = l;
9697                                                         shortest[1].v1 = v1;
9698                                                         shortest[1].v2 = v2;
9699                                                 }
9700                                         }
9701                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9702                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9703 #if 0
9704                                         Debug_PolygonBegin(NULL, 0);
9705                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9706                                         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);
9707                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9708                                         Debug_PolygonEnd();
9709 #endif
9710                                         // this calculates the right vector from the shortest edge
9711                                         // and the up vector from the edge midpoints
9712                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9713                                         VectorNormalize(right);
9714                                         VectorSubtract(end, start, up);
9715                                         VectorNormalize(up);
9716                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9717                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9718                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9719                                         VectorNegate(forward, forward);
9720                                         VectorReflect(forward, 0, up, forward);
9721                                         VectorNormalize(forward);
9722                                         CrossProduct(up, forward, newright);
9723                                         VectorNormalize(newright);
9724 #if 0
9725                                         Debug_PolygonBegin(NULL, 0);
9726                                         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);
9727                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9728                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9729                                         Debug_PolygonEnd();
9730 #endif
9731 #if 0
9732                                         Debug_PolygonBegin(NULL, 0);
9733                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9734                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9735                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9736                                         Debug_PolygonEnd();
9737 #endif
9738                                         // rotate the quad around the up axis vector, this is made
9739                                         // especially easy by the fact we know the quad is flat,
9740                                         // so we only have to subtract the center position and
9741                                         // measure distance along the right vector, and then
9742                                         // multiply that by the newright vector and add back the
9743                                         // center position
9744                                         // we also need to subtract the old position to undo the
9745                                         // displacement from the center, which we do with a
9746                                         // DotProduct, the subtraction/addition of center is also
9747                                         // optimized into DotProducts here
9748                                         l = DotProduct(right, center);
9749                                         for (i = 0;i < 4;i++)
9750                                         {
9751                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9752                                                 f = DotProduct(right, v1) - l;
9753                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9754                                         }
9755                                 }
9756                                 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);
9757                                 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);
9758                         }
9759                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9760                         rsurface.vertex3f_bufferobject = 0;
9761                         rsurface.vertex3f_bufferoffset = 0;
9762                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9763                         rsurface.svector3f_bufferobject = 0;
9764                         rsurface.svector3f_bufferoffset = 0;
9765                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9766                         rsurface.tvector3f_bufferobject = 0;
9767                         rsurface.tvector3f_bufferoffset = 0;
9768                         rsurface.normal3f = rsurface.array_deformednormal3f;
9769                         rsurface.normal3f_bufferobject = 0;
9770                         rsurface.normal3f_bufferoffset = 0;
9771                         break;
9772                 case Q3DEFORM_NORMAL:
9773                         // deform the normals to make reflections wavey
9774                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9775                         {
9776                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9777                                 for (j = 0;j < surface->num_vertices;j++)
9778                                 {
9779                                         float vertex[3];
9780                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9781                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9782                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9783                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9784                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9785                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9786                                         VectorNormalize(normal);
9787                                 }
9788                                 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);
9789                         }
9790                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9791                         rsurface.svector3f_bufferobject = 0;
9792                         rsurface.svector3f_bufferoffset = 0;
9793                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9794                         rsurface.tvector3f_bufferobject = 0;
9795                         rsurface.tvector3f_bufferoffset = 0;
9796                         rsurface.normal3f = rsurface.array_deformednormal3f;
9797                         rsurface.normal3f_bufferobject = 0;
9798                         rsurface.normal3f_bufferoffset = 0;
9799                         break;
9800                 case Q3DEFORM_WAVE:
9801                         // deform vertex array to make wavey water and flags and such
9802                         waveparms[0] = deform->waveparms[0];
9803                         waveparms[1] = deform->waveparms[1];
9804                         waveparms[2] = deform->waveparms[2];
9805                         waveparms[3] = deform->waveparms[3];
9806                         // this is how a divisor of vertex influence on deformation
9807                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9808                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9809                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9810                         {
9811                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9812                                 for (j = 0;j < surface->num_vertices;j++)
9813                                 {
9814                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9815                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9816                                         // if the wavefunc depends on time, evaluate it per-vertex
9817                                         if (waveparms[3])
9818                                         {
9819                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9820                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9821                                         }
9822                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9823                                 }
9824                         }
9825                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9826                         rsurface.vertex3f_bufferobject = 0;
9827                         rsurface.vertex3f_bufferoffset = 0;
9828                         break;
9829                 case Q3DEFORM_BULGE:
9830                         // deform vertex array to make the surface have moving bulges
9831                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9832                         {
9833                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9834                                 for (j = 0;j < surface->num_vertices;j++)
9835                                 {
9836                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9837                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9838                                 }
9839                         }
9840                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9841                         rsurface.vertex3f_bufferobject = 0;
9842                         rsurface.vertex3f_bufferoffset = 0;
9843                         break;
9844                 case Q3DEFORM_MOVE:
9845                         // deform vertex array
9846                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9847                         VectorScale(deform->parms, scale, waveparms);
9848                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9849                         {
9850                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9851                                 for (j = 0;j < surface->num_vertices;j++)
9852                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9853                         }
9854                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9855                         rsurface.vertex3f_bufferobject = 0;
9856                         rsurface.vertex3f_bufferoffset = 0;
9857                         break;
9858                 }
9859         }
9860         // generate texcoords based on the chosen texcoord source
9861         switch(rsurface.texture->tcgen.tcgen)
9862         {
9863         default:
9864         case Q3TCGEN_TEXTURE:
9865                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9866                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9867                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9868                 break;
9869         case Q3TCGEN_LIGHTMAP:
9870                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9871                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9872                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9873                 break;
9874         case Q3TCGEN_VECTOR:
9875                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9876                 {
9877                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9878                         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)
9879                         {
9880                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9881                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9882                         }
9883                 }
9884                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9885                 rsurface.texcoordtexture2f_bufferobject  = 0;
9886                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9887                 break;
9888         case Q3TCGEN_ENVIRONMENT:
9889                 // make environment reflections using a spheremap
9890                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9891                 {
9892                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9893                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9894                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9895                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9896                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9897                         {
9898                                 // identical to Q3A's method, but executed in worldspace so
9899                                 // carried models can be shiny too
9900
9901                                 float viewer[3], d, reflected[3], worldreflected[3];
9902
9903                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9904                                 // VectorNormalize(viewer);
9905
9906                                 d = DotProduct(normal, viewer);
9907
9908                                 reflected[0] = normal[0]*2*d - viewer[0];
9909                                 reflected[1] = normal[1]*2*d - viewer[1];
9910                                 reflected[2] = normal[2]*2*d - viewer[2];
9911                                 // note: this is proportinal to viewer, so we can normalize later
9912
9913                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9914                                 VectorNormalize(worldreflected);
9915
9916                                 // note: this sphere map only uses world x and z!
9917                                 // so positive and negative y will LOOK THE SAME.
9918                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9919                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9920                         }
9921                 }
9922                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9923                 rsurface.texcoordtexture2f_bufferobject  = 0;
9924                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9925                 break;
9926         }
9927         // the only tcmod that needs software vertex processing is turbulent, so
9928         // check for it here and apply the changes if needed
9929         // and we only support that as the first one
9930         // (handling a mixture of turbulent and other tcmods would be problematic
9931         //  without punting it entirely to a software path)
9932         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9933         {
9934                 amplitude = rsurface.texture->tcmods[0].parms[1];
9935                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9936                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9937                 {
9938                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9939                         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)
9940                         {
9941                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9942                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9943                         }
9944                 }
9945                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9946                 rsurface.texcoordtexture2f_bufferobject  = 0;
9947                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9948         }
9949         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
9950         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9951         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9952         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9953 }
9954
9955 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9956 {
9957         int i, j;
9958         const msurface_t *surface = texturesurfacelist[0];
9959         const msurface_t *surface2;
9960         int firstvertex;
9961         int endvertex;
9962         int numvertices;
9963         int numtriangles;
9964         // TODO: lock all array ranges before render, rather than on each surface
9965         if (texturenumsurfaces == 1)
9966                 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);
9967         else if (r_batchmode.integer == 2)
9968         {
9969                 #define MAXBATCHTRIANGLES 4096
9970                 int batchtriangles = 0;
9971                 static int batchelements[MAXBATCHTRIANGLES*3];
9972                 for (i = 0;i < texturenumsurfaces;i = j)
9973                 {
9974                         surface = texturesurfacelist[i];
9975                         j = i + 1;
9976                         if (surface->num_triangles > MAXBATCHTRIANGLES)
9977                         {
9978                                 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);
9979                                 continue;
9980                         }
9981                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9982                         batchtriangles = surface->num_triangles;
9983                         firstvertex = surface->num_firstvertex;
9984                         endvertex = surface->num_firstvertex + surface->num_vertices;
9985                         for (;j < texturenumsurfaces;j++)
9986                         {
9987                                 surface2 = texturesurfacelist[j];
9988                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9989                                         break;
9990                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9991                                 batchtriangles += surface2->num_triangles;
9992                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
9993                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9994                         }
9995                         surface2 = texturesurfacelist[j-1];
9996                         numvertices = endvertex - firstvertex;
9997                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9998                 }
9999         }
10000         else if (r_batchmode.integer == 1)
10001         {
10002                 for (i = 0;i < texturenumsurfaces;i = j)
10003                 {
10004                         surface = texturesurfacelist[i];
10005                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10006                                 if (texturesurfacelist[j] != surface2)
10007                                         break;
10008                         surface2 = texturesurfacelist[j-1];
10009                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10010                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10011                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10012                 }
10013         }
10014         else
10015         {
10016                 for (i = 0;i < texturenumsurfaces;i++)
10017                 {
10018                         surface = texturesurfacelist[i];
10019                         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);
10020                 }
10021         }
10022 }
10023
10024 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10025 {
10026         switch(vid.renderpath)
10027         {
10028         case RENDERPATH_CGGL:
10029 #ifdef SUPPORTCG
10030                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10031                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10032 #endif
10033                 break;
10034         case RENDERPATH_GL20:
10035                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10036                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10037                 break;
10038         case RENDERPATH_GL13:
10039         case RENDERPATH_GL11:
10040                 R_Mesh_TexBind(0, surface->lightmaptexture);
10041                 break;
10042         }
10043 }
10044
10045 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10046 {
10047         // pick the closest matching water plane and bind textures
10048         int planeindex, vertexindex;
10049         float d, bestd;
10050         vec3_t vert;
10051         const float *v;
10052         r_waterstate_waterplane_t *p, *bestp;
10053         bestd = 0;
10054         bestp = NULL;
10055         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10056         {
10057                 d = 0;
10058                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10059                 {
10060                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10061                         d += fabs(PlaneDiff(vert, &p->plane));
10062                 }
10063                 if (bestd > d || !bestp)
10064                 {
10065                         bestd = d;
10066                         bestp = p;
10067                 }
10068         }
10069         switch(vid.renderpath)
10070         {
10071         case RENDERPATH_CGGL:
10072 #ifdef SUPPORTCG
10073                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10074                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10075 #endif
10076                 break;
10077         case RENDERPATH_GL20:
10078                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10079                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10080                 break;
10081         case RENDERPATH_GL13:
10082         case RENDERPATH_GL11:
10083                 break;
10084         }
10085 }
10086
10087 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10088 {
10089         int i;
10090         const msurface_t *surface;
10091         if (r_waterstate.renderingscene)
10092                 return;
10093         for (i = 0;i < texturenumsurfaces;i++)
10094         {
10095                 surface = texturesurfacelist[i];
10096                 RSurf_BindLightmapForSurface(surface);
10097                 RSurf_BindReflectionForSurface(surface);
10098                 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);
10099         }
10100 }
10101
10102 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10103 {
10104         int i;
10105         int j;
10106         const msurface_t *surface = texturesurfacelist[0];
10107         const msurface_t *surface2;
10108         int firstvertex;
10109         int endvertex;
10110         int numvertices;
10111         int numtriangles;
10112         if (texturenumsurfaces == 1)
10113         {
10114                 RSurf_BindLightmapForSurface(surface);
10115                 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);
10116         }
10117         else if (r_batchmode.integer == 2)
10118         {
10119 #define MAXBATCHTRIANGLES 4096
10120                 int batchtriangles = 0;
10121                 static int batchelements[MAXBATCHTRIANGLES*3];
10122                 for (i = 0;i < texturenumsurfaces;i = j)
10123                 {
10124                         surface = texturesurfacelist[i];
10125                         RSurf_BindLightmapForSurface(surface);
10126                         j = i + 1;
10127                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10128                         {
10129                                 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);
10130                                 continue;
10131                         }
10132                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10133                         batchtriangles = surface->num_triangles;
10134                         firstvertex = surface->num_firstvertex;
10135                         endvertex = surface->num_firstvertex + surface->num_vertices;
10136                         for (;j < texturenumsurfaces;j++)
10137                         {
10138                                 surface2 = texturesurfacelist[j];
10139                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10140                                         break;
10141                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10142                                 batchtriangles += surface2->num_triangles;
10143                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10144                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10145                         }
10146                         surface2 = texturesurfacelist[j-1];
10147                         numvertices = endvertex - firstvertex;
10148                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10149                 }
10150         }
10151         else if (r_batchmode.integer == 1)
10152         {
10153 #if 0
10154                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10155                 for (i = 0;i < texturenumsurfaces;i = j)
10156                 {
10157                         surface = texturesurfacelist[i];
10158                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10159                                 if (texturesurfacelist[j] != surface2)
10160                                         break;
10161                         Con_Printf(" %i", j - i);
10162                 }
10163                 Con_Printf("\n");
10164                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10165 #endif
10166                 for (i = 0;i < texturenumsurfaces;i = j)
10167                 {
10168                         surface = texturesurfacelist[i];
10169                         RSurf_BindLightmapForSurface(surface);
10170                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10171                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10172                                         break;
10173 #if 0
10174                         Con_Printf(" %i", j - i);
10175 #endif
10176                         surface2 = texturesurfacelist[j-1];
10177                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10178                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10179                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10180                 }
10181 #if 0
10182                 Con_Printf("\n");
10183 #endif
10184         }
10185         else
10186         {
10187                 for (i = 0;i < texturenumsurfaces;i++)
10188                 {
10189                         surface = texturesurfacelist[i];
10190                         RSurf_BindLightmapForSurface(surface);
10191                         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);
10192                 }
10193         }
10194 }
10195
10196 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10197 {
10198         int j;
10199         int texturesurfaceindex;
10200         if (r_showsurfaces.integer == 2)
10201         {
10202                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10203                 {
10204                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10205                         for (j = 0;j < surface->num_triangles;j++)
10206                         {
10207                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10208                                 GL_Color(f, f, f, 1);
10209                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10210                         }
10211                 }
10212         }
10213         else
10214         {
10215                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10216                 {
10217                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10218                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10219                         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);
10220                         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);
10221                 }
10222         }
10223 }
10224
10225 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10226 {
10227         int texturesurfaceindex;
10228         int i;
10229         const float *v;
10230         float *c2;
10231         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10232         {
10233                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10234                 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)
10235                 {
10236                         c2[0] = 0.5;
10237                         c2[1] = 0.5;
10238                         c2[2] = 0.5;
10239                         c2[3] = 1;
10240                 }
10241         }
10242         rsurface.lightmapcolor4f = rsurface.array_color4f;
10243         rsurface.lightmapcolor4f_bufferobject = 0;
10244         rsurface.lightmapcolor4f_bufferoffset = 0;
10245 }
10246
10247 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10248 {
10249         int texturesurfaceindex;
10250         int i;
10251         float f;
10252         const float *v;
10253         const float *c;
10254         float *c2;
10255         if (rsurface.lightmapcolor4f)
10256         {
10257                 // generate color arrays for the surfaces in this list
10258                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10259                 {
10260                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10261                         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)
10262                         {
10263                                 f = RSurf_FogVertex(v);
10264                                 c2[0] = c[0] * f;
10265                                 c2[1] = c[1] * f;
10266                                 c2[2] = c[2] * f;
10267                                 c2[3] = c[3];
10268                         }
10269                 }
10270         }
10271         else
10272         {
10273                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10274                 {
10275                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10276                         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)
10277                         {
10278                                 f = RSurf_FogVertex(v);
10279                                 c2[0] = f;
10280                                 c2[1] = f;
10281                                 c2[2] = f;
10282                                 c2[3] = 1;
10283                         }
10284                 }
10285         }
10286         rsurface.lightmapcolor4f = rsurface.array_color4f;
10287         rsurface.lightmapcolor4f_bufferobject = 0;
10288         rsurface.lightmapcolor4f_bufferoffset = 0;
10289 }
10290
10291 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10292 {
10293         int texturesurfaceindex;
10294         int i;
10295         float f;
10296         const float *v;
10297         const float *c;
10298         float *c2;
10299         if (!rsurface.lightmapcolor4f)
10300                 return;
10301         // generate color arrays for the surfaces in this list
10302         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10303         {
10304                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10305                 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)
10306                 {
10307                         f = RSurf_FogVertex(v);
10308                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10309                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10310                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10311                         c2[3] = c[3];
10312                 }
10313         }
10314         rsurface.lightmapcolor4f = rsurface.array_color4f;
10315         rsurface.lightmapcolor4f_bufferobject = 0;
10316         rsurface.lightmapcolor4f_bufferoffset = 0;
10317 }
10318
10319 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10320 {
10321         int texturesurfaceindex;
10322         int i;
10323         const float *c;
10324         float *c2;
10325         if (!rsurface.lightmapcolor4f)
10326                 return;
10327         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10328         {
10329                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10330                 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)
10331                 {
10332                         c2[0] = c[0] * r;
10333                         c2[1] = c[1] * g;
10334                         c2[2] = c[2] * b;
10335                         c2[3] = c[3] * a;
10336                 }
10337         }
10338         rsurface.lightmapcolor4f = rsurface.array_color4f;
10339         rsurface.lightmapcolor4f_bufferobject = 0;
10340         rsurface.lightmapcolor4f_bufferoffset = 0;
10341 }
10342
10343 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10344 {
10345         int texturesurfaceindex;
10346         int i;
10347         const float *c;
10348         float *c2;
10349         if (!rsurface.lightmapcolor4f)
10350                 return;
10351         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10352         {
10353                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10354                 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)
10355                 {
10356                         c2[0] = c[0] + r_refdef.scene.ambient;
10357                         c2[1] = c[1] + r_refdef.scene.ambient;
10358                         c2[2] = c[2] + r_refdef.scene.ambient;
10359                         c2[3] = c[3];
10360                 }
10361         }
10362         rsurface.lightmapcolor4f = rsurface.array_color4f;
10363         rsurface.lightmapcolor4f_bufferobject = 0;
10364         rsurface.lightmapcolor4f_bufferoffset = 0;
10365 }
10366
10367 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10368 {
10369         // TODO: optimize
10370         rsurface.lightmapcolor4f = NULL;
10371         rsurface.lightmapcolor4f_bufferobject = 0;
10372         rsurface.lightmapcolor4f_bufferoffset = 0;
10373         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10374         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10375         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10376         GL_Color(r, g, b, a);
10377         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10378 }
10379
10380 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10381 {
10382         // TODO: optimize applyfog && applycolor case
10383         // just apply fog if necessary, and tint the fog color array if necessary
10384         rsurface.lightmapcolor4f = NULL;
10385         rsurface.lightmapcolor4f_bufferobject = 0;
10386         rsurface.lightmapcolor4f_bufferoffset = 0;
10387         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10388         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10389         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10390         GL_Color(r, g, b, a);
10391         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10392 }
10393
10394 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10395 {
10396         int texturesurfaceindex;
10397         int i;
10398         float *c;
10399         // TODO: optimize
10400         if (texturesurfacelist[0]->lightmapinfo)
10401         {
10402                 // generate color arrays for the surfaces in this list
10403                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10404                 {
10405                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10406                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10407                         {
10408                                 if (surface->lightmapinfo->samples)
10409                                 {
10410                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10411                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10412                                         VectorScale(lm, scale, c);
10413                                         if (surface->lightmapinfo->styles[1] != 255)
10414                                         {
10415                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10416                                                 lm += size3;
10417                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10418                                                 VectorMA(c, scale, lm, c);
10419                                                 if (surface->lightmapinfo->styles[2] != 255)
10420                                                 {
10421                                                         lm += size3;
10422                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10423                                                         VectorMA(c, scale, lm, c);
10424                                                         if (surface->lightmapinfo->styles[3] != 255)
10425                                                         {
10426                                                                 lm += size3;
10427                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10428                                                                 VectorMA(c, scale, lm, c);
10429                                                         }
10430                                                 }
10431                                         }
10432                                 }
10433                                 else
10434                                         VectorClear(c);
10435                                 c[3] = 1;
10436                         }
10437                 }
10438                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10439                 rsurface.lightmapcolor4f_bufferobject = 0;
10440                 rsurface.lightmapcolor4f_bufferoffset = 0;
10441         }
10442         else
10443         {
10444                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10445                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10446                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10447         }
10448         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10449         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10450         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10451         GL_Color(r, g, b, a);
10452         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10453 }
10454
10455 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10456 {
10457         int texturesurfaceindex;
10458         int i;
10459         float f;
10460         float alpha;
10461         const float *v;
10462         const float *n;
10463         float *c;
10464         vec3_t ambientcolor;
10465         vec3_t diffusecolor;
10466         vec3_t lightdir;
10467         // TODO: optimize
10468         // model lighting
10469         VectorCopy(rsurface.modellight_lightdir, lightdir);
10470         f = 0.5f * r_refdef.lightmapintensity;
10471         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10472         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10473         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10474         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10475         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10476         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10477         alpha = *a;
10478         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10479         {
10480                 // generate color arrays for the surfaces in this list
10481                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10482                 {
10483                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10484                         int numverts = surface->num_vertices;
10485                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10486                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10487                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10488                         // q3-style directional shading
10489                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10490                         {
10491                                 if ((f = DotProduct(n, lightdir)) > 0)
10492                                         VectorMA(ambientcolor, f, diffusecolor, c);
10493                                 else
10494                                         VectorCopy(ambientcolor, c);
10495                                 c[3] = alpha;
10496                         }
10497                 }
10498                 *r = 1;
10499                 *g = 1;
10500                 *b = 1;
10501                 *a = 1;
10502                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10503                 rsurface.lightmapcolor4f_bufferobject = 0;
10504                 rsurface.lightmapcolor4f_bufferoffset = 0;
10505                 *applycolor = false;
10506         }
10507         else
10508         {
10509                 *r = ambientcolor[0];
10510                 *g = ambientcolor[1];
10511                 *b = ambientcolor[2];
10512                 rsurface.lightmapcolor4f = NULL;
10513                 rsurface.lightmapcolor4f_bufferobject = 0;
10514                 rsurface.lightmapcolor4f_bufferoffset = 0;
10515         }
10516 }
10517
10518 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10519 {
10520         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10521         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10522         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10523         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10524         GL_Color(r, g, b, a);
10525         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10526 }
10527
10528 void RSurf_SetupDepthAndCulling(void)
10529 {
10530         // submodels are biased to avoid z-fighting with world surfaces that they
10531         // may be exactly overlapping (avoids z-fighting artifacts on certain
10532         // doors and things in Quake maps)
10533         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10534         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10535         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10536         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10537 }
10538
10539 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10540 {
10541         // transparent sky would be ridiculous
10542         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10543                 return;
10544         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10545         skyrenderlater = true;
10546         RSurf_SetupDepthAndCulling();
10547         GL_DepthMask(true);
10548         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10549         // skymasking on them, and Quake3 never did sky masking (unlike
10550         // software Quake and software Quake2), so disable the sky masking
10551         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10552         // and skymasking also looks very bad when noclipping outside the
10553         // level, so don't use it then either.
10554         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10555         {
10556                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10557                 R_Mesh_ColorPointer(NULL, 0, 0);
10558                 R_Mesh_ResetTextureState();
10559                 if (skyrendermasked)
10560                 {
10561                         R_SetupShader_DepthOrShadow();
10562                         // depth-only (masking)
10563                         GL_ColorMask(0,0,0,0);
10564                         // just to make sure that braindead drivers don't draw
10565                         // anything despite that colormask...
10566                         GL_BlendFunc(GL_ZERO, GL_ONE);
10567                 }
10568                 else
10569                 {
10570                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10571                         // fog sky
10572                         GL_BlendFunc(GL_ONE, GL_ZERO);
10573                 }
10574                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10575                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10576                 if (skyrendermasked)
10577                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10578         }
10579         R_Mesh_ResetTextureState();
10580         GL_Color(1, 1, 1, 1);
10581 }
10582
10583 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10584 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10585 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10586 {
10587         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10588                 return;
10589         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10590         if (prepass)
10591         {
10592                 // render screenspace normalmap to texture
10593                 GL_DepthMask(true);
10594                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10595                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10596         }
10597         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10598         {
10599                 // render water or distortion background, then blend surface on top
10600                 GL_DepthMask(true);
10601                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10602                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10603                 GL_DepthMask(false);
10604                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10605                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10606                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10607                 else
10608                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10609         }
10610         else
10611         {
10612                 // render surface normally
10613                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10614                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10615                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10616                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10617                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10618                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10619                 else
10620                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10621         }
10622 }
10623
10624 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10625 {
10626         // OpenGL 1.3 path - anything not completely ancient
10627         int texturesurfaceindex;
10628         qboolean applycolor;
10629         qboolean applyfog;
10630         int layerindex;
10631         const texturelayer_t *layer;
10632         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10633
10634         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10635         {
10636                 vec4_t layercolor;
10637                 int layertexrgbscale;
10638                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10639                 {
10640                         if (layerindex == 0)
10641                                 GL_AlphaTest(true);
10642                         else
10643                         {
10644                                 GL_AlphaTest(false);
10645                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10646                         }
10647                 }
10648                 GL_DepthMask(layer->depthmask && writedepth);
10649                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10650                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10651                 {
10652                         layertexrgbscale = 4;
10653                         VectorScale(layer->color, 0.25f, layercolor);
10654                 }
10655                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10656                 {
10657                         layertexrgbscale = 2;
10658                         VectorScale(layer->color, 0.5f, layercolor);
10659                 }
10660                 else
10661                 {
10662                         layertexrgbscale = 1;
10663                         VectorScale(layer->color, 1.0f, layercolor);
10664                 }
10665                 layercolor[3] = layer->color[3];
10666                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10667                 R_Mesh_ColorPointer(NULL, 0, 0);
10668                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10669                 switch (layer->type)
10670                 {
10671                 case TEXTURELAYERTYPE_LITTEXTURE:
10672                         // single-pass lightmapped texture with 2x rgbscale
10673                         R_Mesh_TexBind(0, r_texture_white);
10674                         R_Mesh_TexMatrix(0, NULL);
10675                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10676                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10677                         R_Mesh_TexBind(1, layer->texture);
10678                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10679                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10680                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10681                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10682                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10683                         else if (rsurface.uselightmaptexture)
10684                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10685                         else
10686                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10687                         break;
10688                 case TEXTURELAYERTYPE_TEXTURE:
10689                         // singletexture unlit texture with transparency support
10690                         R_Mesh_TexBind(0, layer->texture);
10691                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10692                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10693                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10694                         R_Mesh_TexBind(1, 0);
10695                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10696                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10697                         break;
10698                 case TEXTURELAYERTYPE_FOG:
10699                         // singletexture fogging
10700                         if (layer->texture)
10701                         {
10702                                 R_Mesh_TexBind(0, layer->texture);
10703                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10704                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10705                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10706                         }
10707                         else
10708                         {
10709                                 R_Mesh_TexBind(0, 0);
10710                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10711                         }
10712                         R_Mesh_TexBind(1, 0);
10713                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10714                         // generate a color array for the fog pass
10715                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10716                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10717                         {
10718                                 int i;
10719                                 float f;
10720                                 const float *v;
10721                                 float *c;
10722                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10723                                 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)
10724                                 {
10725                                         f = 1 - RSurf_FogVertex(v);
10726                                         c[0] = layercolor[0];
10727                                         c[1] = layercolor[1];
10728                                         c[2] = layercolor[2];
10729                                         c[3] = f * layercolor[3];
10730                                 }
10731                         }
10732                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10733                         break;
10734                 default:
10735                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10736                 }
10737         }
10738         CHECKGLERROR
10739         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10740         {
10741                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10742                 GL_AlphaTest(false);
10743         }
10744 }
10745
10746 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10747 {
10748         // OpenGL 1.1 - crusty old voodoo path
10749         int texturesurfaceindex;
10750         qboolean applyfog;
10751         int layerindex;
10752         const texturelayer_t *layer;
10753         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10754
10755         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10756         {
10757                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10758                 {
10759                         if (layerindex == 0)
10760                                 GL_AlphaTest(true);
10761                         else
10762                         {
10763                                 GL_AlphaTest(false);
10764                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10765                         }
10766                 }
10767                 GL_DepthMask(layer->depthmask && writedepth);
10768                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10769                 R_Mesh_ColorPointer(NULL, 0, 0);
10770                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10771                 switch (layer->type)
10772                 {
10773                 case TEXTURELAYERTYPE_LITTEXTURE:
10774                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10775                         {
10776                                 // two-pass lit texture with 2x rgbscale
10777                                 // first the lightmap pass
10778                                 R_Mesh_TexBind(0, r_texture_white);
10779                                 R_Mesh_TexMatrix(0, NULL);
10780                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10781                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10782                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10783                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10784                                 else if (rsurface.uselightmaptexture)
10785                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10786                                 else
10787                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10788                                 // then apply the texture to it
10789                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10790                                 R_Mesh_TexBind(0, layer->texture);
10791                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10792                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10793                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10794                                 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);
10795                         }
10796                         else
10797                         {
10798                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10799                                 R_Mesh_TexBind(0, layer->texture);
10800                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10801                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10802                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10803                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10804                                         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);
10805                                 else
10806                                         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);
10807                         }
10808                         break;
10809                 case TEXTURELAYERTYPE_TEXTURE:
10810                         // singletexture unlit texture with transparency support
10811                         R_Mesh_TexBind(0, layer->texture);
10812                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10813                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10814                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10815                         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);
10816                         break;
10817                 case TEXTURELAYERTYPE_FOG:
10818                         // singletexture fogging
10819                         if (layer->texture)
10820                         {
10821                                 R_Mesh_TexBind(0, layer->texture);
10822                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10823                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10824                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10825                         }
10826                         else
10827                         {
10828                                 R_Mesh_TexBind(0, 0);
10829                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10830                         }
10831                         // generate a color array for the fog pass
10832                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10833                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10834                         {
10835                                 int i;
10836                                 float f;
10837                                 const float *v;
10838                                 float *c;
10839                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10840                                 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)
10841                                 {
10842                                         f = 1 - RSurf_FogVertex(v);
10843                                         c[0] = layer->color[0];
10844                                         c[1] = layer->color[1];
10845                                         c[2] = layer->color[2];
10846                                         c[3] = f * layer->color[3];
10847                                 }
10848                         }
10849                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10850                         break;
10851                 default:
10852                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10853                 }
10854         }
10855         CHECKGLERROR
10856         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10857         {
10858                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10859                 GL_AlphaTest(false);
10860         }
10861 }
10862
10863 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10864 {
10865         float c[4];
10866
10867         GL_AlphaTest(false);
10868         R_Mesh_ColorPointer(NULL, 0, 0);
10869         R_Mesh_ResetTextureState();
10870         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10871
10872         if(rsurface.texture && rsurface.texture->currentskinframe)
10873         {
10874                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10875                 c[3] *= rsurface.texture->currentalpha;
10876         }
10877         else
10878         {
10879                 c[0] = 1;
10880                 c[1] = 0;
10881                 c[2] = 1;
10882                 c[3] = 1;
10883         }
10884
10885         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10886         {
10887                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10888                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10889                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10890         }
10891
10892         // brighten it up (as texture value 127 means "unlit")
10893         c[0] *= 2 * r_refdef.view.colorscale;
10894         c[1] *= 2 * r_refdef.view.colorscale;
10895         c[2] *= 2 * r_refdef.view.colorscale;
10896
10897         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10898                 c[3] *= r_wateralpha.value;
10899
10900         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10901         {
10902                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10903                 GL_DepthMask(false);
10904         }
10905         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10906         {
10907                 GL_BlendFunc(GL_ONE, GL_ONE);
10908                 GL_DepthMask(false);
10909         }
10910         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10911         {
10912                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10913                 GL_DepthMask(false);
10914         }
10915         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10916         {
10917                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10918                 GL_DepthMask(false);
10919         }
10920         else
10921         {
10922                 GL_BlendFunc(GL_ONE, GL_ZERO);
10923                 GL_DepthMask(writedepth);
10924         }
10925
10926         rsurface.lightmapcolor4f = NULL;
10927
10928         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10929         {
10930                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10931
10932                 rsurface.lightmapcolor4f = NULL;
10933                 rsurface.lightmapcolor4f_bufferobject = 0;
10934                 rsurface.lightmapcolor4f_bufferoffset = 0;
10935         }
10936         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10937         {
10938                 qboolean applycolor = true;
10939                 float one = 1.0;
10940
10941                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10942
10943                 r_refdef.lightmapintensity = 1;
10944                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10945                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10946         }
10947         else
10948         {
10949                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10950
10951                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10952                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10953                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10954         }
10955
10956         if(!rsurface.lightmapcolor4f)
10957                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10958
10959         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10960         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10961         if(r_refdef.fogenabled)
10962                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10963
10964         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10965         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10966 }
10967
10968 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10969 {
10970         CHECKGLERROR
10971         RSurf_SetupDepthAndCulling();
10972         if (r_showsurfaces.integer == 3 && !prepass)
10973         {
10974                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10975                 return;
10976         }
10977         switch (vid.renderpath)
10978         {
10979         case RENDERPATH_GL20:
10980         case RENDERPATH_CGGL:
10981                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10982                 break;
10983         case RENDERPATH_GL13:
10984                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10985                 break;
10986         case RENDERPATH_GL11:
10987                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10988                 break;
10989         }
10990         CHECKGLERROR
10991 }
10992
10993 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10994 {
10995         CHECKGLERROR
10996         RSurf_SetupDepthAndCulling();
10997         if (r_showsurfaces.integer == 3 && !prepass)
10998         {
10999                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11000                 return;
11001         }
11002         switch (vid.renderpath)
11003         {
11004         case RENDERPATH_GL20:
11005         case RENDERPATH_CGGL:
11006                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11007                 break;
11008         case RENDERPATH_GL13:
11009                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11010                 break;
11011         case RENDERPATH_GL11:
11012                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11013                 break;
11014         }
11015         CHECKGLERROR
11016 }
11017
11018 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11019 {
11020         int i, j;
11021         int texturenumsurfaces, endsurface;
11022         texture_t *texture;
11023         const msurface_t *surface;
11024         const msurface_t *texturesurfacelist[256];
11025
11026         // if the model is static it doesn't matter what value we give for
11027         // wantnormals and wanttangents, so this logic uses only rules applicable
11028         // to a model, knowing that they are meaningless otherwise
11029         if (ent == r_refdef.scene.worldentity)
11030                 RSurf_ActiveWorldEntity();
11031         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11032                 RSurf_ActiveModelEntity(ent, false, false, false);
11033         else
11034         {
11035                 switch (vid.renderpath)
11036                 {
11037                 case RENDERPATH_GL20:
11038                 case RENDERPATH_CGGL:
11039                         RSurf_ActiveModelEntity(ent, true, true, false);
11040                         break;
11041                 case RENDERPATH_GL13:
11042                 case RENDERPATH_GL11:
11043                         RSurf_ActiveModelEntity(ent, true, false, false);
11044                         break;
11045                 }
11046         }
11047
11048         if (r_transparentdepthmasking.integer)
11049         {
11050                 qboolean setup = false;
11051                 for (i = 0;i < numsurfaces;i = j)
11052                 {
11053                         j = i + 1;
11054                         surface = rsurface.modelsurfaces + surfacelist[i];
11055                         texture = surface->texture;
11056                         rsurface.texture = R_GetCurrentTexture(texture);
11057                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11058                         // scan ahead until we find a different texture
11059                         endsurface = min(i + 1024, numsurfaces);
11060                         texturenumsurfaces = 0;
11061                         texturesurfacelist[texturenumsurfaces++] = surface;
11062                         for (;j < endsurface;j++)
11063                         {
11064                                 surface = rsurface.modelsurfaces + surfacelist[j];
11065                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11066                                         break;
11067                                 texturesurfacelist[texturenumsurfaces++] = surface;
11068                         }
11069                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11070                                 continue;
11071                         // render the range of surfaces as depth
11072                         if (!setup)
11073                         {
11074                                 setup = true;
11075                                 GL_ColorMask(0,0,0,0);
11076                                 GL_Color(1,1,1,1);
11077                                 GL_DepthTest(true);
11078                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11079                                 GL_DepthMask(true);
11080                                 GL_AlphaTest(false);
11081                                 R_Mesh_ColorPointer(NULL, 0, 0);
11082                                 R_Mesh_ResetTextureState();
11083                                 R_SetupShader_DepthOrShadow();
11084                         }
11085                         RSurf_SetupDepthAndCulling();
11086                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11087                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11088                 }
11089                 if (setup)
11090                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11091         }
11092
11093         for (i = 0;i < numsurfaces;i = j)
11094         {
11095                 j = i + 1;
11096                 surface = rsurface.modelsurfaces + surfacelist[i];
11097                 texture = surface->texture;
11098                 rsurface.texture = R_GetCurrentTexture(texture);
11099                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11100                 // scan ahead until we find a different texture
11101                 endsurface = min(i + 1024, numsurfaces);
11102                 texturenumsurfaces = 0;
11103                 texturesurfacelist[texturenumsurfaces++] = surface;
11104                 for (;j < endsurface;j++)
11105                 {
11106                         surface = rsurface.modelsurfaces + surfacelist[j];
11107                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11108                                 break;
11109                         texturesurfacelist[texturenumsurfaces++] = surface;
11110                 }
11111                 // render the range of surfaces
11112                 if (ent == r_refdef.scene.worldentity)
11113                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11114                 else
11115                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11116         }
11117         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11118         GL_AlphaTest(false);
11119 }
11120
11121 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11122 {
11123         // transparent surfaces get pushed off into the transparent queue
11124         int surfacelistindex;
11125         const msurface_t *surface;
11126         vec3_t tempcenter, center;
11127         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11128         {
11129                 surface = texturesurfacelist[surfacelistindex];
11130                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11131                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11132                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11133                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11134                 if (queueentity->transparent_offset) // transparent offset
11135                 {
11136                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11137                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11138                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11139                 }
11140                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11141         }
11142 }
11143
11144 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11145 {
11146         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11147         CHECKGLERROR
11148         if (depthonly)
11149         {
11150                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11151                         return;
11152                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11153                         return;
11154                 RSurf_SetupDepthAndCulling();
11155                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11156                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11157         }
11158         else if (prepass)
11159         {
11160                 if (!rsurface.texture->currentnumlayers)
11161                         return;
11162                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11163                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11164                 else
11165                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11166         }
11167         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11168         {
11169                 RSurf_SetupDepthAndCulling();
11170                 GL_AlphaTest(false);
11171                 R_Mesh_ColorPointer(NULL, 0, 0);
11172                 R_Mesh_ResetTextureState();
11173                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11174                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11175                 GL_DepthMask(true);
11176                 GL_BlendFunc(GL_ONE, GL_ZERO);
11177                 GL_Color(0, 0, 0, 1);
11178                 GL_DepthTest(writedepth);
11179                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11180         }
11181         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11182         {
11183                 RSurf_SetupDepthAndCulling();
11184                 GL_AlphaTest(false);
11185                 R_Mesh_ColorPointer(NULL, 0, 0);
11186                 R_Mesh_ResetTextureState();
11187                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11188                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11189                 GL_DepthMask(true);
11190                 GL_BlendFunc(GL_ONE, GL_ZERO);
11191                 GL_DepthTest(true);
11192                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11193         }
11194         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11195                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11196         else if (!rsurface.texture->currentnumlayers)
11197                 return;
11198         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11199         {
11200                 // in the deferred case, transparent surfaces were queued during prepass
11201                 if (!r_shadow_usingdeferredprepass)
11202                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11203         }
11204         else
11205         {
11206                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11207                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11208         }
11209         CHECKGLERROR
11210 }
11211
11212 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11213 {
11214         int i, j;
11215         texture_t *texture;
11216         // break the surface list down into batches by texture and use of lightmapping
11217         for (i = 0;i < numsurfaces;i = j)
11218         {
11219                 j = i + 1;
11220                 // texture is the base texture pointer, rsurface.texture is the
11221                 // current frame/skin the texture is directing us to use (for example
11222                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11223                 // use skin 1 instead)
11224                 texture = surfacelist[i]->texture;
11225                 rsurface.texture = R_GetCurrentTexture(texture);
11226                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11227                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11228                 {
11229                         // if this texture is not the kind we want, skip ahead to the next one
11230                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11231                                 ;
11232                         continue;
11233                 }
11234                 // simply scan ahead until we find a different texture or lightmap state
11235                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11236                         ;
11237                 // render the range of surfaces
11238                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11239         }
11240 }
11241
11242 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11243 {
11244         CHECKGLERROR
11245         if (depthonly)
11246         {
11247                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11248                         return;
11249                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11250                         return;
11251                 RSurf_SetupDepthAndCulling();
11252                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11253                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11254         }
11255         else if (prepass)
11256         {
11257                 if (!rsurface.texture->currentnumlayers)
11258                         return;
11259                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11260                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11261                 else
11262                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11263         }
11264         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11265         {
11266                 RSurf_SetupDepthAndCulling();
11267                 GL_AlphaTest(false);
11268                 R_Mesh_ColorPointer(NULL, 0, 0);
11269                 R_Mesh_ResetTextureState();
11270                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11271                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11272                 GL_DepthMask(true);
11273                 GL_BlendFunc(GL_ONE, GL_ZERO);
11274                 GL_Color(0, 0, 0, 1);
11275                 GL_DepthTest(writedepth);
11276                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11277         }
11278         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11279         {
11280                 RSurf_SetupDepthAndCulling();
11281                 GL_AlphaTest(false);
11282                 R_Mesh_ColorPointer(NULL, 0, 0);
11283                 R_Mesh_ResetTextureState();
11284                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11285                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11286                 GL_DepthMask(true);
11287                 GL_BlendFunc(GL_ONE, GL_ZERO);
11288                 GL_DepthTest(true);
11289                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11290         }
11291         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11292                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11293         else if (!rsurface.texture->currentnumlayers)
11294                 return;
11295         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11296         {
11297                 // in the deferred case, transparent surfaces were queued during prepass
11298                 if (!r_shadow_usingdeferredprepass)
11299                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11300         }
11301         else
11302         {
11303                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11304                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11305         }
11306         CHECKGLERROR
11307 }
11308
11309 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11310 {
11311         int i, j;
11312         texture_t *texture;
11313         // break the surface list down into batches by texture and use of lightmapping
11314         for (i = 0;i < numsurfaces;i = j)
11315         {
11316                 j = i + 1;
11317                 // texture is the base texture pointer, rsurface.texture is the
11318                 // current frame/skin the texture is directing us to use (for example
11319                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11320                 // use skin 1 instead)
11321                 texture = surfacelist[i]->texture;
11322                 rsurface.texture = R_GetCurrentTexture(texture);
11323                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11324                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11325                 {
11326                         // if this texture is not the kind we want, skip ahead to the next one
11327                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11328                                 ;
11329                         continue;
11330                 }
11331                 // simply scan ahead until we find a different texture or lightmap state
11332                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11333                         ;
11334                 // render the range of surfaces
11335                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11336         }
11337 }
11338
11339 float locboxvertex3f[6*4*3] =
11340 {
11341         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11342         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11343         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11344         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11345         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11346         1,0,0, 0,0,0, 0,1,0, 1,1,0
11347 };
11348
11349 unsigned short locboxelements[6*2*3] =
11350 {
11351          0, 1, 2, 0, 2, 3,
11352          4, 5, 6, 4, 6, 7,
11353          8, 9,10, 8,10,11,
11354         12,13,14, 12,14,15,
11355         16,17,18, 16,18,19,
11356         20,21,22, 20,22,23
11357 };
11358
11359 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11360 {
11361         int i, j;
11362         cl_locnode_t *loc = (cl_locnode_t *)ent;
11363         vec3_t mins, size;
11364         float vertex3f[6*4*3];
11365         CHECKGLERROR
11366         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11367         GL_DepthMask(false);
11368         GL_DepthRange(0, 1);
11369         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11370         GL_DepthTest(true);
11371         GL_CullFace(GL_NONE);
11372         R_EntityMatrix(&identitymatrix);
11373
11374         R_Mesh_VertexPointer(vertex3f, 0, 0);
11375         R_Mesh_ColorPointer(NULL, 0, 0);
11376         R_Mesh_ResetTextureState();
11377         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11378
11379         i = surfacelist[0];
11380         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11381                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11382                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11383                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11384
11385         if (VectorCompare(loc->mins, loc->maxs))
11386         {
11387                 VectorSet(size, 2, 2, 2);
11388                 VectorMA(loc->mins, -0.5f, size, mins);
11389         }
11390         else
11391         {
11392                 VectorCopy(loc->mins, mins);
11393                 VectorSubtract(loc->maxs, loc->mins, size);
11394         }
11395
11396         for (i = 0;i < 6*4*3;)
11397                 for (j = 0;j < 3;j++, i++)
11398                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11399
11400         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11401 }
11402
11403 void R_DrawLocs(void)
11404 {
11405         int index;
11406         cl_locnode_t *loc, *nearestloc;
11407         vec3_t center;
11408         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11409         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11410         {
11411                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11412                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11413         }
11414 }
11415
11416 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11417 {
11418         if (decalsystem->decals)
11419                 Mem_Free(decalsystem->decals);
11420         memset(decalsystem, 0, sizeof(*decalsystem));
11421 }
11422
11423 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)
11424 {
11425         tridecal_t *decal;
11426         tridecal_t *decals;
11427         int i;
11428         int maxdecals;
11429
11430         // expand or initialize the system
11431         if (decalsystem->maxdecals <= decalsystem->numdecals)
11432         {
11433                 decalsystem_t old = *decalsystem;
11434                 qboolean useshortelements;
11435                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11436                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11437                 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)));
11438                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11439                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11440                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11441                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11442                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11443                 if (decalsystem->numdecals)
11444                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11445                 if (old.decals)
11446                         Mem_Free(old.decals);
11447                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11448                         decalsystem->element3i[i] = i;
11449                 if (useshortelements)
11450                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11451                                 decalsystem->element3s[i] = i;
11452         }
11453
11454         // grab a decal and search for another free slot for the next one
11455         maxdecals = decalsystem->maxdecals;
11456         decals = decalsystem->decals;
11457         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11458         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11459                 ;
11460         decalsystem->freedecal = i;
11461         if (decalsystem->numdecals <= i)
11462                 decalsystem->numdecals = i + 1;
11463
11464         // initialize the decal
11465         decal->lived = 0;
11466         decal->triangleindex = triangleindex;
11467         decal->surfaceindex = surfaceindex;
11468         decal->decalsequence = decalsequence;
11469         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11470         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11471         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11472         decal->color4ub[0][3] = 255;
11473         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11474         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11475         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11476         decal->color4ub[1][3] = 255;
11477         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11478         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11479         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11480         decal->color4ub[2][3] = 255;
11481         decal->vertex3f[0][0] = v0[0];
11482         decal->vertex3f[0][1] = v0[1];
11483         decal->vertex3f[0][2] = v0[2];
11484         decal->vertex3f[1][0] = v1[0];
11485         decal->vertex3f[1][1] = v1[1];
11486         decal->vertex3f[1][2] = v1[2];
11487         decal->vertex3f[2][0] = v2[0];
11488         decal->vertex3f[2][1] = v2[1];
11489         decal->vertex3f[2][2] = v2[2];
11490         decal->texcoord2f[0][0] = t0[0];
11491         decal->texcoord2f[0][1] = t0[1];
11492         decal->texcoord2f[1][0] = t1[0];
11493         decal->texcoord2f[1][1] = t1[1];
11494         decal->texcoord2f[2][0] = t2[0];
11495         decal->texcoord2f[2][1] = t2[1];
11496 }
11497
11498 extern cvar_t cl_decals_bias;
11499 extern cvar_t cl_decals_models;
11500 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11501 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)
11502 {
11503         matrix4x4_t projection;
11504         decalsystem_t *decalsystem;
11505         qboolean dynamic;
11506         dp_model_t *model;
11507         const float *vertex3f;
11508         const msurface_t *surface;
11509         const msurface_t *surfaces;
11510         const int *surfacelist;
11511         const texture_t *texture;
11512         int numvertices;
11513         int numtriangles;
11514         int numsurfacelist;
11515         int surfacelistindex;
11516         int surfaceindex;
11517         int triangleindex;
11518         int decalsurfaceindex;
11519         int cornerindex;
11520         int index;
11521         int numpoints;
11522         const int *e;
11523         float localorigin[3];
11524         float localnormal[3];
11525         float localmins[3];
11526         float localmaxs[3];
11527         float localsize;
11528         float ilocalsize;
11529         float v[9][3];
11530         float tc[9][2];
11531         float c[9][4];
11532         //float normal[3];
11533         float planes[6][4];
11534         float f;
11535         float points[2][9][3];
11536         float angles[3];
11537         float temp[3];
11538
11539         decalsystem = &ent->decalsystem;
11540         model = ent->model;
11541         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11542         {
11543                 R_DecalSystem_Reset(&ent->decalsystem);
11544                 return;
11545         }
11546
11547         if (!model->brush.data_nodes && !cl_decals_models.integer)
11548         {
11549                 if (decalsystem->model)
11550                         R_DecalSystem_Reset(decalsystem);
11551                 return;
11552         }
11553
11554         if (decalsystem->model != model)
11555                 R_DecalSystem_Reset(decalsystem);
11556         decalsystem->model = model;
11557
11558         RSurf_ActiveModelEntity(ent, false, false, false);
11559
11560         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11561         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11562         VectorNormalize(localnormal);
11563         localsize = worldsize*rsurface.inversematrixscale;
11564         ilocalsize = 1.0f / localsize;
11565         localmins[0] = localorigin[0] - localsize;
11566         localmins[1] = localorigin[1] - localsize;
11567         localmins[2] = localorigin[2] - localsize;
11568         localmaxs[0] = localorigin[0] + localsize;
11569         localmaxs[1] = localorigin[1] + localsize;
11570         localmaxs[2] = localorigin[2] + localsize;
11571
11572         //VectorCopy(localnormal, planes[4]);
11573         //VectorVectors(planes[4], planes[2], planes[0]);
11574         AnglesFromVectors(angles, localnormal, NULL, false);
11575         AngleVectors(angles, planes[0], planes[2], planes[4]);
11576         VectorNegate(planes[0], planes[1]);
11577         VectorNegate(planes[2], planes[3]);
11578         VectorNegate(planes[4], planes[5]);
11579         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11580         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11581         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11582         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11583         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11584         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11585
11586 #if 1
11587 // works
11588 {
11589         matrix4x4_t forwardprojection;
11590         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11591         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11592 }
11593 #else
11594 // broken
11595 {
11596         float projectionvector[4][3];
11597         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11598         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11599         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11600         projectionvector[0][0] = planes[0][0] * ilocalsize;
11601         projectionvector[0][1] = planes[1][0] * ilocalsize;
11602         projectionvector[0][2] = planes[2][0] * ilocalsize;
11603         projectionvector[1][0] = planes[0][1] * ilocalsize;
11604         projectionvector[1][1] = planes[1][1] * ilocalsize;
11605         projectionvector[1][2] = planes[2][1] * ilocalsize;
11606         projectionvector[2][0] = planes[0][2] * ilocalsize;
11607         projectionvector[2][1] = planes[1][2] * ilocalsize;
11608         projectionvector[2][2] = planes[2][2] * ilocalsize;
11609         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11610         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11611         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11612         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11613 }
11614 #endif
11615
11616         dynamic = model->surfmesh.isanimated;
11617         vertex3f = rsurface.modelvertex3f;
11618         numsurfacelist = model->nummodelsurfaces;
11619         surfacelist = model->sortedmodelsurfaces;
11620         surfaces = model->data_surfaces;
11621         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11622         {
11623                 surfaceindex = surfacelist[surfacelistindex];
11624                 surface = surfaces + surfaceindex;
11625                 // check cull box first because it rejects more than any other check
11626                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11627                         continue;
11628                 // skip transparent surfaces
11629                 texture = surface->texture;
11630                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11631                         continue;
11632                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11633                         continue;
11634                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11635                 numvertices = surface->num_vertices;
11636                 numtriangles = surface->num_triangles;
11637                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11638                 {
11639                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11640                         {
11641                                 index = 3*e[cornerindex];
11642                                 VectorCopy(vertex3f + index, v[cornerindex]);
11643                         }
11644                         // cull backfaces
11645                         //TriangleNormal(v[0], v[1], v[2], normal);
11646                         //if (DotProduct(normal, localnormal) < 0.0f)
11647                         //      continue;
11648                         // clip by each of the box planes formed from the projection matrix
11649                         // if anything survives, we emit the decal
11650                         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]);
11651                         if (numpoints < 3)
11652                                 continue;
11653                         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]);
11654                         if (numpoints < 3)
11655                                 continue;
11656                         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]);
11657                         if (numpoints < 3)
11658                                 continue;
11659                         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]);
11660                         if (numpoints < 3)
11661                                 continue;
11662                         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]);
11663                         if (numpoints < 3)
11664                                 continue;
11665                         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]);
11666                         if (numpoints < 3)
11667                                 continue;
11668                         // some part of the triangle survived, so we have to accept it...
11669                         if (dynamic)
11670                         {
11671                                 // dynamic always uses the original triangle
11672                                 numpoints = 3;
11673                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11674                                 {
11675                                         index = 3*e[cornerindex];
11676                                         VectorCopy(vertex3f + index, v[cornerindex]);
11677                                 }
11678                         }
11679                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11680                         {
11681                                 // convert vertex positions to texcoords
11682                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11683                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11684                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11685                                 // calculate distance fade from the projection origin
11686                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11687                                 f = bound(0.0f, f, 1.0f);
11688                                 c[cornerindex][0] = r * f;
11689                                 c[cornerindex][1] = g * f;
11690                                 c[cornerindex][2] = b * f;
11691                                 c[cornerindex][3] = 1.0f;
11692                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11693                         }
11694                         if (dynamic)
11695                                 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);
11696                         else
11697                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11698                                         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);
11699                 }
11700         }
11701 }
11702
11703 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11704 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)
11705 {
11706         int renderentityindex;
11707         float worldmins[3];
11708         float worldmaxs[3];
11709         entity_render_t *ent;
11710
11711         if (!cl_decals_newsystem.integer)
11712                 return;
11713
11714         worldmins[0] = worldorigin[0] - worldsize;
11715         worldmins[1] = worldorigin[1] - worldsize;
11716         worldmins[2] = worldorigin[2] - worldsize;
11717         worldmaxs[0] = worldorigin[0] + worldsize;
11718         worldmaxs[1] = worldorigin[1] + worldsize;
11719         worldmaxs[2] = worldorigin[2] + worldsize;
11720
11721         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11722
11723         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11724         {
11725                 ent = r_refdef.scene.entities[renderentityindex];
11726                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11727                         continue;
11728
11729                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11730         }
11731 }
11732
11733 typedef struct r_decalsystem_splatqueue_s
11734 {
11735         vec3_t worldorigin;
11736         vec3_t worldnormal;
11737         float color[4];
11738         float tcrange[4];
11739         float worldsize;
11740         int decalsequence;
11741 }
11742 r_decalsystem_splatqueue_t;
11743
11744 int r_decalsystem_numqueued = 0;
11745 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11746
11747 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)
11748 {
11749         r_decalsystem_splatqueue_t *queue;
11750
11751         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11752                 return;
11753
11754         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11755         VectorCopy(worldorigin, queue->worldorigin);
11756         VectorCopy(worldnormal, queue->worldnormal);
11757         Vector4Set(queue->color, r, g, b, a);
11758         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11759         queue->worldsize = worldsize;
11760         queue->decalsequence = cl.decalsequence++;
11761 }
11762
11763 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11764 {
11765         int i;
11766         r_decalsystem_splatqueue_t *queue;
11767
11768         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11769                 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);
11770         r_decalsystem_numqueued = 0;
11771 }
11772
11773 extern cvar_t cl_decals_max;
11774 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11775 {
11776         int i;
11777         decalsystem_t *decalsystem = &ent->decalsystem;
11778         int numdecals;
11779         int killsequence;
11780         tridecal_t *decal;
11781         float frametime;
11782         float lifetime;
11783
11784         if (!decalsystem->numdecals)
11785                 return;
11786
11787         if (r_showsurfaces.integer)
11788                 return;
11789
11790         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11791         {
11792                 R_DecalSystem_Reset(decalsystem);
11793                 return;
11794         }
11795
11796         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11797         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11798
11799         if (decalsystem->lastupdatetime)
11800                 frametime = (cl.time - decalsystem->lastupdatetime);
11801         else
11802                 frametime = 0;
11803         decalsystem->lastupdatetime = cl.time;
11804         decal = decalsystem->decals;
11805         numdecals = decalsystem->numdecals;
11806
11807         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11808         {
11809                 if (decal->color4ub[0][3])
11810                 {
11811                         decal->lived += frametime;
11812                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11813                         {
11814                                 memset(decal, 0, sizeof(*decal));
11815                                 if (decalsystem->freedecal > i)
11816                                         decalsystem->freedecal = i;
11817                         }
11818                 }
11819         }
11820         decal = decalsystem->decals;
11821         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11822                 numdecals--;
11823
11824         // collapse the array by shuffling the tail decals into the gaps
11825         for (;;)
11826         {
11827                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11828                         decalsystem->freedecal++;
11829                 if (decalsystem->freedecal == numdecals)
11830                         break;
11831                 decal[decalsystem->freedecal] = decal[--numdecals];
11832         }
11833
11834         decalsystem->numdecals = numdecals;
11835
11836         if (numdecals <= 0)
11837         {
11838                 // if there are no decals left, reset decalsystem
11839                 R_DecalSystem_Reset(decalsystem);
11840         }
11841 }
11842
11843 extern skinframe_t *decalskinframe;
11844 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11845 {
11846         int i;
11847         decalsystem_t *decalsystem = &ent->decalsystem;
11848         int numdecals;
11849         tridecal_t *decal;
11850         float fadedelay;
11851         float faderate;
11852         float alpha;
11853         float *v3f;
11854         float *c4f;
11855         float *t2f;
11856         const int *e;
11857         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11858         int numtris = 0;
11859
11860         numdecals = decalsystem->numdecals;
11861         if (!numdecals)
11862                 return;
11863
11864         if (r_showsurfaces.integer)
11865                 return;
11866
11867         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11868         {
11869                 R_DecalSystem_Reset(decalsystem);
11870                 return;
11871         }
11872
11873         // if the model is static it doesn't matter what value we give for
11874         // wantnormals and wanttangents, so this logic uses only rules applicable
11875         // to a model, knowing that they are meaningless otherwise
11876         if (ent == r_refdef.scene.worldentity)
11877                 RSurf_ActiveWorldEntity();
11878         else
11879                 RSurf_ActiveModelEntity(ent, false, false, false);
11880
11881         decalsystem->lastupdatetime = cl.time;
11882         decal = decalsystem->decals;
11883
11884         fadedelay = cl_decals_time.value;
11885         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11886
11887         // update vertex positions for animated models
11888         v3f = decalsystem->vertex3f;
11889         c4f = decalsystem->color4f;
11890         t2f = decalsystem->texcoord2f;
11891         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11892         {
11893                 if (!decal->color4ub[0][3])
11894                         continue;
11895
11896                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11897                         continue;
11898
11899                 // update color values for fading decals
11900                 if (decal->lived >= cl_decals_time.value)
11901                 {
11902                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11903                         alpha *= (1.0f/255.0f);
11904                 }
11905                 else
11906                         alpha = 1.0f/255.0f;
11907
11908                 c4f[ 0] = decal->color4ub[0][0] * alpha;
11909                 c4f[ 1] = decal->color4ub[0][1] * alpha;
11910                 c4f[ 2] = decal->color4ub[0][2] * alpha;
11911                 c4f[ 3] = 1;
11912                 c4f[ 4] = decal->color4ub[1][0] * alpha;
11913                 c4f[ 5] = decal->color4ub[1][1] * alpha;
11914                 c4f[ 6] = decal->color4ub[1][2] * alpha;
11915                 c4f[ 7] = 1;
11916                 c4f[ 8] = decal->color4ub[2][0] * alpha;
11917                 c4f[ 9] = decal->color4ub[2][1] * alpha;
11918                 c4f[10] = decal->color4ub[2][2] * alpha;
11919                 c4f[11] = 1;
11920
11921                 t2f[0] = decal->texcoord2f[0][0];
11922                 t2f[1] = decal->texcoord2f[0][1];
11923                 t2f[2] = decal->texcoord2f[1][0];
11924                 t2f[3] = decal->texcoord2f[1][1];
11925                 t2f[4] = decal->texcoord2f[2][0];
11926                 t2f[5] = decal->texcoord2f[2][1];
11927
11928                 // update vertex positions for animated models
11929                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11930                 {
11931                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11932                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11933                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11934                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11935                 }
11936                 else
11937                 {
11938                         VectorCopy(decal->vertex3f[0], v3f);
11939                         VectorCopy(decal->vertex3f[1], v3f + 3);
11940                         VectorCopy(decal->vertex3f[2], v3f + 6);
11941                 }
11942
11943                 v3f += 9;
11944                 c4f += 12;
11945                 t2f += 6;
11946                 numtris++;
11947         }
11948
11949         if (numtris > 0)
11950         {
11951                 r_refdef.stats.drawndecals += numtris;
11952
11953                 if (r_refdef.fogenabled)
11954                 {
11955                         switch(vid.renderpath)
11956                         {
11957                         case RENDERPATH_GL20:
11958                         case RENDERPATH_CGGL:
11959                         case RENDERPATH_GL13:
11960                         case RENDERPATH_GL11:
11961                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11962                                 {
11963                                         alpha = RSurf_FogVertex(v3f);
11964                                         c4f[0] *= alpha;
11965                                         c4f[1] *= alpha;
11966                                         c4f[2] *= alpha;
11967                                 }
11968                                 break;
11969                         }
11970                 }
11971
11972                 // now render the decals all at once
11973                 // (this assumes they all use one particle font texture!)
11974                 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);
11975                 R_Mesh_ResetTextureState();
11976                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11977                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11978                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11979                 GL_DepthMask(false);
11980                 GL_DepthRange(0, 1);
11981                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11982                 GL_DepthTest(true);
11983                 GL_CullFace(GL_NONE);
11984                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11985                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11986                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11987         }
11988 }
11989
11990 static void R_DrawModelDecals(void)
11991 {
11992         int i, numdecals;
11993
11994         // fade faster when there are too many decals
11995         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11996         for (i = 0;i < r_refdef.scene.numentities;i++)
11997                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11998
11999         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12000         for (i = 0;i < r_refdef.scene.numentities;i++)
12001                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12002                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12003
12004         R_DecalSystem_ApplySplatEntitiesQueue();
12005
12006         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12007         for (i = 0;i < r_refdef.scene.numentities;i++)
12008                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12009
12010         r_refdef.stats.totaldecals += numdecals;
12011
12012         if (r_showsurfaces.integer)
12013                 return;
12014
12015         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12016
12017         for (i = 0;i < r_refdef.scene.numentities;i++)
12018         {
12019                 if (!r_refdef.viewcache.entityvisible[i])
12020                         continue;
12021                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12022                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12023         }
12024 }
12025
12026 void R_DrawDebugModel(void)
12027 {
12028         entity_render_t *ent = rsurface.entity;
12029         int i, j, k, l, flagsmask;
12030         const int *elements;
12031         q3mbrush_t *brush;
12032         const msurface_t *surface;
12033         dp_model_t *model = ent->model;
12034         vec3_t v;
12035
12036         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12037
12038         R_Mesh_ColorPointer(NULL, 0, 0);
12039         R_Mesh_ResetTextureState();
12040         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12041         GL_DepthRange(0, 1);
12042         GL_DepthTest(!r_showdisabledepthtest.integer);
12043         GL_DepthMask(false);
12044         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12045
12046         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12047         {
12048                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12049                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12050                 {
12051                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12052                         {
12053                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12054                                 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);
12055                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12056                         }
12057                 }
12058                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12059                 {
12060                         if (surface->num_collisiontriangles)
12061                         {
12062                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12063                                 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);
12064                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12065                         }
12066                 }
12067         }
12068
12069         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12070
12071         if (r_showtris.integer || r_shownormals.integer)
12072         {
12073                 if (r_showdisabledepthtest.integer)
12074                 {
12075                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12076                         GL_DepthMask(false);
12077                 }
12078                 else
12079                 {
12080                         GL_BlendFunc(GL_ONE, GL_ZERO);
12081                         GL_DepthMask(true);
12082                 }
12083                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12084                 {
12085                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12086                                 continue;
12087                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12088                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12089                         {
12090                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12091                                 if (r_showtris.value > 0)
12092                                 {
12093                                         if (!rsurface.texture->currentlayers->depthmask)
12094                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12095                                         else if (ent == r_refdef.scene.worldentity)
12096                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12097                                         else
12098                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12099                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12100                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12101                                         R_Mesh_ColorPointer(NULL, 0, 0);
12102                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12103                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12104                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12105                                         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);
12106                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12107                                         CHECKGLERROR
12108                                 }
12109                                 if (r_shownormals.value < 0)
12110                                 {
12111                                         qglBegin(GL_LINES);
12112                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12113                                         {
12114                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12115                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12116                                                 qglVertex3f(v[0], v[1], v[2]);
12117                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12118                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12119                                                 qglVertex3f(v[0], v[1], v[2]);
12120                                         }
12121                                         qglEnd();
12122                                         CHECKGLERROR
12123                                 }
12124                                 if (r_shownormals.value > 0)
12125                                 {
12126                                         qglBegin(GL_LINES);
12127                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12128                                         {
12129                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12130                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12131                                                 qglVertex3f(v[0], v[1], v[2]);
12132                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12133                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12134                                                 qglVertex3f(v[0], v[1], v[2]);
12135                                         }
12136                                         qglEnd();
12137                                         CHECKGLERROR
12138                                         qglBegin(GL_LINES);
12139                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12140                                         {
12141                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12142                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12143                                                 qglVertex3f(v[0], v[1], v[2]);
12144                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12145                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12146                                                 qglVertex3f(v[0], v[1], v[2]);
12147                                         }
12148                                         qglEnd();
12149                                         CHECKGLERROR
12150                                         qglBegin(GL_LINES);
12151                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12152                                         {
12153                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12154                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12155                                                 qglVertex3f(v[0], v[1], v[2]);
12156                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12157                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12158                                                 qglVertex3f(v[0], v[1], v[2]);
12159                                         }
12160                                         qglEnd();
12161                                         CHECKGLERROR
12162                                 }
12163                         }
12164                 }
12165                 rsurface.texture = NULL;
12166         }
12167 }
12168
12169 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12170 int r_maxsurfacelist = 0;
12171 const msurface_t **r_surfacelist = NULL;
12172 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12173 {
12174         int i, j, endj, f, flagsmask;
12175         texture_t *t;
12176         dp_model_t *model = r_refdef.scene.worldmodel;
12177         msurface_t *surfaces;
12178         unsigned char *update;
12179         int numsurfacelist = 0;
12180         if (model == NULL)
12181                 return;
12182
12183         if (r_maxsurfacelist < model->num_surfaces)
12184         {
12185                 r_maxsurfacelist = model->num_surfaces;
12186                 if (r_surfacelist)
12187                         Mem_Free((msurface_t**)r_surfacelist);
12188                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12189         }
12190
12191         RSurf_ActiveWorldEntity();
12192
12193         surfaces = model->data_surfaces;
12194         update = model->brushq1.lightmapupdateflags;
12195
12196         // update light styles on this submodel
12197         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12198         {
12199                 model_brush_lightstyleinfo_t *style;
12200                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12201                 {
12202                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12203                         {
12204                                 int *list = style->surfacelist;
12205                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12206                                 for (j = 0;j < style->numsurfaces;j++)
12207                                         update[list[j]] = true;
12208                         }
12209                 }
12210         }
12211
12212         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12213
12214         if (debug)
12215         {
12216                 R_DrawDebugModel();
12217                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12218                 return;
12219         }
12220
12221         f = 0;
12222         t = NULL;
12223         rsurface.uselightmaptexture = false;
12224         rsurface.texture = NULL;
12225         rsurface.rtlight = NULL;
12226         numsurfacelist = 0;
12227         // add visible surfaces to draw list
12228         for (i = 0;i < model->nummodelsurfaces;i++)
12229         {
12230                 j = model->sortedmodelsurfaces[i];
12231                 if (r_refdef.viewcache.world_surfacevisible[j])
12232                         r_surfacelist[numsurfacelist++] = surfaces + j;
12233         }
12234         // update lightmaps if needed
12235         if (model->brushq1.firstrender)
12236         {
12237                 model->brushq1.firstrender = false;
12238                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12239                         if (update[j])
12240                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12241         }
12242         else if (update)
12243         {
12244                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12245                         if (r_refdef.viewcache.world_surfacevisible[j])
12246                                 if (update[j])
12247                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12248         }
12249         // don't do anything if there were no surfaces
12250         if (!numsurfacelist)
12251         {
12252                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12253                 return;
12254         }
12255         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12256         GL_AlphaTest(false);
12257
12258         // add to stats if desired
12259         if (r_speeds.integer && !skysurfaces && !depthonly)
12260         {
12261                 r_refdef.stats.world_surfaces += numsurfacelist;
12262                 for (j = 0;j < numsurfacelist;j++)
12263                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12264         }
12265
12266         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12267 }
12268
12269 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12270 {
12271         int i, j, endj, f, flagsmask;
12272         texture_t *t;
12273         dp_model_t *model = ent->model;
12274         msurface_t *surfaces;
12275         unsigned char *update;
12276         int numsurfacelist = 0;
12277         if (model == NULL)
12278                 return;
12279
12280         if (r_maxsurfacelist < model->num_surfaces)
12281         {
12282                 r_maxsurfacelist = model->num_surfaces;
12283                 if (r_surfacelist)
12284                         Mem_Free((msurface_t **)r_surfacelist);
12285                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12286         }
12287
12288         // if the model is static it doesn't matter what value we give for
12289         // wantnormals and wanttangents, so this logic uses only rules applicable
12290         // to a model, knowing that they are meaningless otherwise
12291         if (ent == r_refdef.scene.worldentity)
12292                 RSurf_ActiveWorldEntity();
12293         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12294                 RSurf_ActiveModelEntity(ent, false, false, false);
12295         else if (prepass)
12296                 RSurf_ActiveModelEntity(ent, true, true, true);
12297         else if (depthonly)
12298                 RSurf_ActiveModelEntity(ent, false, false, false);
12299         else
12300         {
12301                 switch (vid.renderpath)
12302                 {
12303                 case RENDERPATH_GL20:
12304                 case RENDERPATH_CGGL:
12305                         RSurf_ActiveModelEntity(ent, true, true, false);
12306                         break;
12307                 case RENDERPATH_GL13:
12308                 case RENDERPATH_GL11:
12309                         RSurf_ActiveModelEntity(ent, true, false, false);
12310                         break;
12311                 }
12312         }
12313
12314         surfaces = model->data_surfaces;
12315         update = model->brushq1.lightmapupdateflags;
12316
12317         // update light styles
12318         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12319         {
12320                 model_brush_lightstyleinfo_t *style;
12321                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12322                 {
12323                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12324                         {
12325                                 int *list = style->surfacelist;
12326                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12327                                 for (j = 0;j < style->numsurfaces;j++)
12328                                         update[list[j]] = true;
12329                         }
12330                 }
12331         }
12332
12333         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12334
12335         if (debug)
12336         {
12337                 R_DrawDebugModel();
12338                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12339                 return;
12340         }
12341
12342         f = 0;
12343         t = NULL;
12344         rsurface.uselightmaptexture = false;
12345         rsurface.texture = NULL;
12346         rsurface.rtlight = NULL;
12347         numsurfacelist = 0;
12348         // add visible surfaces to draw list
12349         for (i = 0;i < model->nummodelsurfaces;i++)
12350                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12351         // don't do anything if there were no surfaces
12352         if (!numsurfacelist)
12353         {
12354                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12355                 return;
12356         }
12357         // update lightmaps if needed
12358         if (update)
12359         {
12360                 int updated = 0;
12361                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12362                 {
12363                         if (update[j])
12364                         {
12365                                 updated++;
12366                                 R_BuildLightMap(ent, surfaces + j);
12367                         }
12368                 }
12369         }
12370         if (update)
12371                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12372                         if (update[j])
12373                                 R_BuildLightMap(ent, surfaces + j);
12374         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12375         GL_AlphaTest(false);
12376
12377         // add to stats if desired
12378         if (r_speeds.integer && !skysurfaces && !depthonly)
12379         {
12380                 r_refdef.stats.entities_surfaces += numsurfacelist;
12381                 for (j = 0;j < numsurfacelist;j++)
12382                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12383         }
12384
12385         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12386 }
12387
12388 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12389 {
12390         static texture_t texture;
12391         static msurface_t surface;
12392         const msurface_t *surfacelist = &surface;
12393
12394         // fake enough texture and surface state to render this geometry
12395
12396         texture.update_lastrenderframe = -1; // regenerate this texture
12397         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12398         texture.currentskinframe = skinframe;
12399         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12400         texture.specularscalemod = 1;
12401         texture.specularpowermod = 1;
12402
12403         surface.texture = &texture;
12404         surface.num_triangles = numtriangles;
12405         surface.num_firsttriangle = firsttriangle;
12406         surface.num_vertices = numvertices;
12407         surface.num_firstvertex = firstvertex;
12408
12409         // now render it
12410         rsurface.texture = R_GetCurrentTexture(surface.texture);
12411         rsurface.uselightmaptexture = false;
12412         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12413 }
12414
12415 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)
12416 {
12417         static msurface_t surface;
12418         const msurface_t *surfacelist = &surface;
12419
12420         // fake enough texture and surface state to render this geometry
12421
12422         surface.texture = texture;
12423         surface.num_triangles = numtriangles;
12424         surface.num_firsttriangle = firsttriangle;
12425         surface.num_vertices = numvertices;
12426         surface.num_firstvertex = firstvertex;
12427
12428         // now render it
12429         rsurface.texture = R_GetCurrentTexture(surface.texture);
12430         rsurface.uselightmaptexture = false;
12431         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12432 }